Name Set ImageFile Cost Type Team Icons ATK DEF Rarity Collector Text Archangel | Warren Worthington III MOR MOR-001 2 Character X-Men [Flight] 2 3 C MOR-001 Whenever Archangel attacks a support row character, Archangel gets +3 ATK for this attack. Banshee | Sean Cassidy MOR MOR-002 3 Character X-Men [Flight] [Range] 4 3 C MOR-002 Whenever Banshee attacks a front row character, exhaust up to two target support row characters. Beast | Dr. Henry McCoy MOR MOR-003 2 Character X-Men 2 3 U MOR-003 Plot twists cost you 1 less to play. Bishop | Lucas Bishop MOR MOR-004 2 Character X-Men [Range] 2 2 C MOR-004 Whenever Bishop attacks a character with range or is attacked by a character with range, Bishop gets +3 ATK and +3 DEF for this attack. Colossus | Peter Rasputin MOR MOR-005 6 Character X-Men 11 12 C MOR-005 While you have five of more X-Men characters in your KO'd pile, Colossus gets +5 ATK. Cyclops | Scott Summers MOR MOR-006 5 Character X-Men [Range] 8 8 C MOR-006 While attacking from the support row, Cyclops cannot be stunned. Cyclops | Slim MOR MOR-007 2 Character X-Men [Range] 3 2 C MOR-007 While participating in a team attack, your X-Men characters get +2 ATK and +2 DEF. Dazzler | Alison Blaire MOR MOR-008 1 Character X-Men [Range] 1 1 C MOR-008 Activate, discard an X-Men character card from your hand -> Exhaust target support row character. Use this power only during combat phase. Forge | Cheyenne Mystic MOR MOR-009 1 Character X-Men 1 2 R MOR-009 Activate, discard an X-Men character card from you hand -> Search your deck for an equipment card. Reveal that card and put it into your hand. Shuffle your deck. Return Forge to his owner's hand. Gambit | Remy Lebeau MOR MOR-010 4 Character X-Men 6 6 U MOR-010 Activate, discard an X-Men character card from your hand -> Stun target character with a cost of 3 of less. Havok | Alex Summers MOR MOR-011 3 Character X-Men [Range] 4 4 R MOR-011 Havok comes into play exhausted. | Whenever Havok attacks, he gets +4 ATK for this attack. Iceman | Bobby Drake MOR MOR-012 3 Character X-Men 3 4 U MOR-012 Pay 3 endurance -> Target attacker with a cost of 3 or less does not ready during the recovery phase this turn. Use this power only once per turn. Jean Grey | Marvel Girl MOR MOR-013 4 Character X-Men 6 8 C MOR-013 Activate -> KO a resource you control. Put the top card of your deck face down into your resource row. Jean Grey | Phoenix Force [MOR] MOR MOR-014 8 Character X-Men [Flight] [Range] 17 18 R MOR-014 Recruit Jean Grey only if you have a card named Jean Grey in your KO'd pile. | Activate, KO Jean Grey -> Return all characters in play to their owners' hands. Longshot | Rebel Freedom Fighter MOR MOR-015 1 Character X-Men 2 1 R MOR-015 Activate -> Name two different cards. Reveal the top four cards of your deck. If both of the named cards are revealed, put all copies of the named card into your hand. Put all remaining cards on the bottom of your deck in any order. Moira MacTaggert | World-Renowned Geneticist MOR MOR-016 1 Character X-Men 1 1 R MOR-016 Activate -> Recover target stunned X-Men character. Put Moira MacTaggert on the bottom of your deck. Use this power only during the recovery phase. Nightcrawler | Fuzzy Elf MOR MOR-017 4 Character X-Men 7 7 R MOR-017 Nightcrawler can attack as though he has flight and. Range. | Pay 3 endurance -> Target character may attack as though it has flight and range this turn. Nightcrawler | Kurt Wagner MOR MOR-018 2 Character X-Men 3 2 U MOR-018 Nightcrawler can attack as though he has flight and. Range. | While Nightcrawler is attacking, he cannot be stunned. Professor X | Charles Xavier MOR MOR-019 5 Character X-Men [Range] 8 8 C MOR-019 When Professor X comes into play, if you control another X-Men character, target player chooses and discards a card from his hand. | Activate -> Target player chooses and discards a card from his hand. Use this power only during the combat phase. Professor X | World's Most Powerful Telepath [MOR] MOR MOR-020 7 Character X-Men [Range] 16 14 R MOR-020 Recruit Professor X only if you control an X-Men character. | Activate -> Exhaust target character with a cost of 5 or less. That character's controller loses endurance equal to the target's ATK. Psylocke | Betsy Braddock MOR MOR-021 3 Character X-Men 3 4 C MOR-021 Whenever Psylocke causes breakthrough endurance loss to an opponent, that opponent chooses and discards a card from his hand. Rogue | Power Absorption [MOR] MOR MOR-022 4 Character X-Men [Flight] 7 7 R MOR-022 At the start of the combat phase, target a character. You may use the target's activated powers this turn as if Rogue possessed them. Rogue | Powerhouse MOR MOR-023 6 Character X-Men [Flight] 12 11 U MOR-023 Recruit Rogue only if you control an X-Men character. | Whenever Rogue stuns a defender, KO that character. Shadowcat | Kitty Pryde MOR MOR-024 1 Character X-Men 1 1 C MOR-024 Activate -> Target defending X-Men character gets +1 DEF for this attack. Storm | Ororo Munroe MOR MOR-025 4 Character X-Men [Flight] [Range] 7 6 C MOR-025 Pay 2 endurance -> Your opponent's character lose flight this turn. Storm | Weather Witch MOR MOR-026 6 Character X-Men [Flight] [Range] 11 12 R MOR-026 Support row characters your opponents control cannot attack. | At the start of the combat phase, you may move characters you control. Wolverine | Berserker Rage MOR MOR-027 7 Character X-Men 15 13 R MOR-027 Whenever Wolverine stuns a character with a cost of 4 or less, ready Wolverine. Wolverine | James Howlett MOR MOR-028 5 Character X-Men 8 8 U MOR-028 If Wolverine is in your front row and would become stunned, you may discard an X-Men character card from your hand instead. If you do, exhaust Wolverine, move him to your support row, and Wolverine is not stunned. Wolverine | Logan [MOR] MOR MOR-029 3 Character X-Men 6 6 C MOR-029 As an additional cost to recruit Wolverine, reveal another X-Men character card from you hand. Cerebro MOR MOR-030 2 Location R MOR-030 Activate -> Reveal the top two cards of your deck. Put all revealed X-Men character cards into your hand. Put all other revealed cards on the bottom of your deck in any order. For each card put into your hand this way, discard a card from your hand. Children of the Atom MOR MOR-031 3 Plot Twist R MOR-031 As an additional cost to play Children of the Atom, discard an X-Men character card from your hand. | Recover target stunned X-Men character. Danger Room MOR MOR-032 1 Location U MOR-032 Front row X-Men characters you control get +1 ATK. | Support row X-Men characters you control get +1 DEF. Fastball Special MOR MOR-033 3 Plot Twist U MOR-033 Play only during your attack step. As an additional cost to play Fastball Special, exhaust two front row X-Men characters you control. | Stun target character. Muir Island MOR MOR-034 2 Location U MOR-034 Activate, discard two cards or one X-Men character card from your hand -> Recover target stunned character you control with a recruit cost of 4 or less. Use this power only during the recovery phase. Professor Xavier's Mansion MOR MOR-035 4 Location R MOR-035 At the start of the recovery phase, if you control three or more non-stunned X-Men characters, each of your oppoenents discard two cards from his hand. The Blackbird MOR MOR-036 2 Equipment R MOR-036 Unique. Characters you control have. Flight. X-Men characters you control get +2 ATK and +2 DEF. | Whenever equipped character becomes stunned, KO The Blackbird. Xavier's Dream MOR MOR-037 5 Plot Twist [Ongoing] R MOR-037 Ongoing: At the start of the recovery phase, if ther are no stunned characters in play, you may discard an X-Men character card in your hand. If you do, put a dream counter on Xavier's Dream. | When there are three dream counters on Xavier's Dream, you win the game. Xavier's School | for Gifted Youngsters MOR MOR-038 1 Location U MOR-038 Activate -> Ready target X-Men character you control with a cost of 3 or less. That character cannot attack this turn. X-Corporation MOR MOR-039 2 Location U MOR-039 Activate, discard a card from your hand -> Gain 2 endurance. If the discarded card was an X-Men character card, gain 4 endurance instead. Alicia Masters | Blind Sculptress MOR MOR-040 1 Character Fantastic Four 0 1 R MOR-040 Alicia Masters comes into play exhausted. | Whenever Alicia Masters is attacked, put her on the bottom of your deck. | Activate -> Cards named Thing and Human Torch cost you 1 less to recruit this turn. Ant Man | Scott Lang MOR MOR-041 1 Character Fantastic Four 2 1 C MOR-041 Activate -> Target front row character is not and cannot be reinforced this turn. Crystal | Inhuman MOR MOR-042 4 Character Fantastic Four [Range] 7 6 C MOR-042 Activate -> Target opponent moves a support row character he controls to his front row. Use this power only during the combat phase. Frankie Raye | Herald of Galactus MOR MOR-043 1 Character Fantastic Four [Flight] [Range] 1 1 U MOR-043 While you control a character with a cost of 9 or more, Frankie Raye gets +20 ATK and +20 DEF. Franklin Richards | Child Prodigy MOR MOR-044 1 Character Fantastic Four 0 1 R MOR-044 Franklin Richards comes into play exhausted. | Whenever Franklin Richards is attacked, put him on the bottom of your deck. | Activate -> Cards named Mr Fantastic and Invisible Woman cost you 1 less to recruit this turn. Ghost Rider | New Fantastic Four MOR MOR-045 5 Character Fantastic Four 9 9 R MOR-045 While you have 25 or less endurance, Ghost Rider gets +4 ATK. Hulk | New Fantastic Four MOR MOR-046 6 Character Fantastic Four 12 12 R MOR-046 Hulk gets +1 ATK for each face-down resource you control. Human Torch | Johnny Storm MOR MOR-047 2 Character Fantastic Four [Flight] [Range] 2 2 C MOR-047 Whenever Human Torch attacks or is attacked, you may pay 4 endurance. If you do, he gets +4 ATK for this attack. Human Torch | Hotshot MOR MOR-048 4 Character Fantastic Four [Flight] [Range] 6 5 R MOR-048 Recruit Human Torch only if you control a Fantastic Four character. | Activate -> Target player loses 5 endurance. Human Torch | Super Nova MOR MOR-049 6 Character Fantastic Four [Flight] [Range] 11 10 U MOR-049 Recruit Human Torch only if you control a Fantastic Four character. | Whenever Human Torch attacks or is attacked, you may pay 6 endurance. If you do, Human Torch gets +6 ATK and -6 DEF for this attack. Invisible Woman | The Invisible Girl MOR MOR-050 1 Character Fantastic Four 1 1 U MOR-050 When Invisible Woman comes into play, put an invisibility counter on her. | Whenever Invisible Woman is attacked, you may remove an invisibility counter from her. If you do, negate that attack effect. (The attacker does not ready.) Invisible Woman | Sue Storm MOR MOR-051 4 Character Fantastic Four 6 8 C MOR-051 Fantastic Four characters you control are reinforced. Invisible Woman | Sue Richards MOR MOR-052 8 Character Fantastic Four [Flight] [Range] 16 17 R MOR-052 Activate, pay 6 endurance -> Fantastic Four defending characters you control cannot be stunned this turn. Luke Cage | Hero For Hire MOR MOR-053 2 Character Fantastic Four 3 2 U MOR-053 Discard a Fantastic Four character card from your hand -> Luke Cage gets +2 ATK and +2 DEF this turn. Use this power only once per turn. Medusa | Inhuman MOR MOR-054 3 Character Fantastic Four 3 4 C MOR-054 Whenever Medusa is attacked, you may exhaust target character. Mr. Fantastic | Reed Richards MOR MOR-055 2 Character Fantastic Four [Range] 2 3 C MOR-055 Activate -> Reveal the top four cards of your deck. Choose one equipment card from among them and put it into your hand. Put the remaining cards on the bottom of your deck in any order. Mr. Fantastic | Stretch MOR MOR-056 5 Character Fantastic Four [Range] 7 10 U MOR-056 Equipment cards cost you 1 less to recruit. | Pay 2 endurance -> Transfer target equipment you control to an unequipped Fantastic Four character you control. Mr. Fantastic | Scientific Genius MOR MOR-057 7 Character Fantastic Four [Range] 14 14 R MOR-057 When Mr. Fantastic comes into play, if you control another Fantastic Four character, search your deck for an equipment card. Reveal that card and put it into your hand. Shuffle your deck. | Equipment cards cost you 2 less to recruit. She-Hulk | Jennifer Walters MOR MOR-058 3 Character Fantastic Four 4 4 U MOR-058 While She-Hulk is ready, she gets +2 ATK and +2 DEF. She-Hulk | Green Jeans [MOR] MOR MOR-059 5 Character Fantastic Four 8 9 C MOR-059 At the start of the combat phase, She-Hulk gets +1 ATK this turn for each front row character target opponent controls. She-Thing | Sharon Ventura MOR MOR-060 2 Character Fantastic Four 3 3 C MOR-060 Whenever She-Thing attacks a character, KO all equipment equipped to that character. Spider-Man | New Fantastic Four MOR MOR-061 3 Character Fantastic Four 3 4 R MOR-061 When Spider-Man comes into play, put three web counters on Spider-Man. | Activate, remove a web counter from Spider-Man -> Put a -1 ATK counter on target character. Thing | Ben Grimm MOR MOR-062 3 Character Fantastic Four 5 5 C MOR-062 KO an equipment you control equipped to Thing -> Stun target character with a cost less than or equal to the printed cost of that equipment. Thing | Heavy Hitter [MOR] MOR MOR-063 5 Character Fantastic Four 11 11 R MOR-063 Recruit Thing only if you control a Fantastic Four character. Thing | The Ever-Lovin' Blue-Eyed Thing [MOR] MOR MOR-064 7 Character Fantastic Four 16 16 U MOR-064 When Thing comes into play, if you control another Fantastic Four character, return all characters with a cost of 3 or less that you opponents control to their owners' hands. Wolverine | New Fantastic Four MOR MOR-065 4 Character Fantastic Four 8 6 R MOR-065 Whenever Wolverine attacks a character who has already been attacked this turn, Wolverine gets +5 ATK for this attack. A Child Named Valeria MOR MOR-066 3 Plot Twist R MOR-066 If you control Mr. Fantastic and Invisible Woman, characters with a cost of 3 or less you control cannot be stunned this turn. | If you control Dr. Doom, stun target exhausted character with a cost of 2 or less. Antarctic Research Base MOR MOR-067 1 Location R MOR-067 Whenever you recruit an equipment card, if you control a Fantastic Four character, draw a card. [BANNED] Baxter Building MOR MOR-068 1 Location U MOR-068 Activate -> Reveal the top card of your deck. If you control a Fantastic Four character, reveal two cards instead. Put all revealed equipment cards into your hand. Put all other revealed cards on the bottom of you deck in any order. [BANNED] Cosmic Radiation MOR MOR-069 3 Plot Twist R MOR-069 Ready any number of Fantastic Four characters you control. Those characters cannot attack this turn. Fantasticar MOR MOR-070 1 Equipment R MOR-070 Characters you control have. Flight. Fantastic Four characters you control get +1 ATK and +1 DEF. Four Freedoms Plaza [MOR] MOR MOR-071 3 Location R MOR-071 Activate -> If you control Mr. Fantastic, Invisible Woman, Human Torch, and Thing, search your deck for a card. Put that card into you hand and shuffle you deck. It's Clobberin' Time! [MOR] MOR MOR-072 3 Plot Twist R MOR-072 Target attacking Fantastic Four characters you control gets +3 ATK and +3 DEF for this attack. Signal Flare [MOR] MOR MOR-073 3 Plot Twist R MOR-073 Search your deck for a Fantastic Four character card. Reveal that card and put it into your hand. Shuffle your deck. Discard a Fantastic Four character card from your hand. The Pogo Plane MOR MOR-074 1 Equipment R MOR-074 Unique. Equip only to a Fantastic Four Character you control. Equipped character has flight and is reinforced. | Discard a card from you hand, put The Pogo Plane on the bottom of your deck -> Search your deck for a location card. Reveal that card and put it into your hand. Shuffle your deck. Yancy Street MOR MOR-075 1 Location U MOR-075 Your opponents may not target stunned characters you control. | Whenever a Thing you control becomes stunned, search your deck for a card named Thing. Reveal that card and put it into your hand. Shuffle your deck. Avalanche | Dominic Petros MOR MOR-076 2 Character Brotherhood 2 2 U MOR-076 Activate -> KO target location an opponent controls. That opponent puts the top card of his deck facedown into his resource row. Use this power only if you control another Brotherhood character. Blob | Fred Dukes [MOR] MOR MOR-077 4 Character Brotherhood 6 9 C MOR-077 While Blob is in your front row, support row Brotherhood characters you control cannot be attacked. Destiny | Irene Adler MOR MOR-078 1 Character Brotherhood 0 2 C MOR-078 Activate -> Whenever target character becomes stunned this turn, its controller loses 4 endurance. Use this power only during the build phase. Lorelei | Savage Land Mutate MOR MOR-079 1 Character Brotherhood 1 1 C MOR-079 While attacking Lorelei, characters get -2 ATK. Magneto | Eric Lehnsherr MOR MOR-080 5 Character Brotherhood [Flight] [Range] 9 9 U MOR-080 At the start of your attack step, if you control another Brotherhood character, you may exhaust target character with a cost of 4 of less. Magneto | Master of Magnetism [MOR] MOR MOR-081 7 Character Brotherhood [Flight] [Range] 16 16 R MOR-081 Stunned characters your opponents control cannot be recovered. Magneto | Lord Magnus MOR MOR-082 8 Character Brotherhood [Flight] [Range] 18 18 R MOR-082 Recruit Magneto only if you control another Brotherhood character. | At the start of your attack step, exhaust all characters target player controls. Mastermind | Jason Wyngarde MOR MOR-083 1 Character Brotherhood 1 1 U MOR-083 Activate -> Target character with a cost of 3 or less attacking Mastermind does not ready during the recovery phase this turn. Mystique | Raven Darkholme MOR MOR-084 3 Character Brotherhood 4 3 U MOR-084 If Mystique would cause breakthrough endurance loss to an opponent, that opponent loses 5 enurance instead. Mystique | Shape-Changing Assassin [MOR] MOR MOR-085 6 Character Brotherhood 12 12 C MOR-085 Whenever Mystique causes breakthrough endurance loss to an opponent, look at that opponent's hand and choose a card. That opponent discards that card. Phantazia | Eileen Harsaw [MOR] MOR MOR-086 1 Character Brotherhood [Range] 1 1 C MOR-086 Activate -> Target defender gets -2 DEF for this attack. Pyro | St. John Allerdyce [MOR] MOR MOR-087 2 Character Brotherhood [Range] 2 2 C MOR-087 Activate -> Target player loses 3 endurance. Quicksilver | Pietro Maximoff MOR MOR-088 3 Character Brotherhood 3 4 C MOR-088 Activate -> Target player who controls no ready support row characters loses 5 endurance. Use this power only during the combat phase. Quicksilver | Speed Demon [MOR] MOR MOR-089 5 Character Brotherhood 8 8 R MOR-089 Discard a Brotherhood character card from your hand -> Ready Quicksilver. Use this power only once per turn. Rogue | Anna Raven MOR MOR-090 3 Character Brotherhood [Flight] 4 4 C MOR-090 Whenever Rogue attacks a character, exhaust that character. Sabretooth | Feral Rage [MOR] MOR MOR-091 4 Character Brotherhood 11 7 R MOR-091 As an additional cost to recruit Sabertooth, discard a Brotherhood character card from your hand. Sabretooth | Victor Creed MOR MOR-092 6 Character Brotherhood 13 11 C MOR-092 If Sabretooth is in your front row and would become stunned, you may pay 10 endurance instead. If you do, exhaust Sabretooth, move him to your support row, and Sabretooth is not stunned. Sauron | Dr. Karl Lykos MOR MOR-093 4 Character Brotherhood [Flight] 7 6 C MOR-093 Sauron gets +1 ATK for each stunned character in play. Scarlet Witch | Wanda Maximoff MOR MOR-094 5 Character Brotherhood [Range] 9 10 C MOR-094 Whenever an opponent uses a character's activated power, that opponent loses 5 endurance. Toad | Mortimer Toynbee MOR MOR-095 2 Character Brotherhood 3 2 C MOR-095 If Toad would become stunned, you may return him to his owner's hand instead. Unus | Angelo Unuscione [MOR] MOR MOR-096 2 Character Brotherhood 2 2 U MOR-096 Activate -> Unus gets +2 DEF for this attack. Asteroid M MOR MOR-097 2 Location U MOR-097 Activate -> Target Brotherhood character gets +4 ATK this turn while attacking a character with a lower cost. Avalon Space Station MOR MOR-098 2 Location U MOR-098 Activate, discard a card from your hand -> Return target character card from your KO'd pile to your hand. | Activate, discard a Brotherhood character card from your hand -> Return two target character cards from you KO'd pile to your hand. Genosha MOR MOR-099 4 Location R MOR-099 Activate, KO Genosha -> Draw two cards. If you control Magneto, draw four cards instead. Global Domination MOR MOR-100 3 Plot Twist [Ongoing] R MOR-100 Negate target location effect. | Ongoing: While you control a Brotherhood character, locations your opponents control do not ready during the recovery phase. Lost City MOR MOR-101 1 Location U MOR-101 If a Brotherhood character you control would become powered-up, that character gets +3 ATK and +3 DEF for this attack instead. Mutant Supremacy MOR MOR-102 5 Plot Twist R MOR-102 Each of your opponents who controls no non-stunned characters loses 5 endurance for each non-stunned Brotherhood character you control. Savage Land MOR MOR-103 1 Location U MOR-103 Activate -> Target Brotherhood attacker you control gets +1 ATK and -1 DEF for this attack for each resource you control. The Mutant Menace MOR MOR-104 3 Plot Twist U MOR-104 Target player loses 1 endurance for each Brotherhood character you control. The New Brotherhood MOR MOR-105 1 Plot Twist [Ongoing] U MOR-105 Ongoing: While you control four or less resources, Brotherhood characters you control get +2 ATK. War on Humanity MOR MOR-106 1 Plot Twist [Ongoing] U MOR-106 Ongoing: At the start of the recovery phase, each of your opponents loses 1 endurance for each nonstunned Brotherhood character you control. Boris | Personal Servant of Dr. Doom [MOR] MOR MOR-107 1 Character Doom 1 1 R MOR-107 Activate, put Boris on the bottom of your deck. Search your deck for a plot twist card. Reveal that card and put it into your hand. Shuffle your deck. Use this power only if you control Dr. Doom. Darkoth | Major Desmond Pitt MOR MOR-108 3 Character Doom [Range] 4 5 U MOR-108 Whenever Darkoth attacks, you may KO a resource you control. If you do, Darkoth gets +7 for this attack. Doom Guards | Army MOR MOR-109 1 Character Doom 1 1 C MOR-109 While defending, non-army Doom characters you control get +1 DEF. Doom-Bot | Army [MOR] MOR MOR-110 3 Character Doom [Range] 3 4 U MOR-110 Activate, KO Doom-Bot -> Ready target Dr. Doom. Dr. Doom | Diabolic Genius [MOR] MOR MOR-111 4 Character Doom [Range] 7 6 U MOR-111 When Dr. Doom comes into play, you may turn a face-up plot twist you control face down. | While you control another non-stunned Doom character, your opponents may not play plot twists from their hands. Dr. Doom | Victor Von Doom MOR MOR-112 6 Character Doom [Range] 13 12 C MOR-112 While you control another non-stunned Doom character, your opponents may not play plot twists from their resource rows. Dr. Doom | Lord of Latveria [MOR] MOR MOR-113 8 Character Doom [Range] 18 19 R MOR-113 When Dr. Doom comes into play, for each Doom character you control, you may turn a face-up resource facedown. | Whenever Dr. Doom attacks, you may return a plot twist card from your KO'd pile to your hand. Dragon Man | Experimental Monster [MOR] MOR MOR-114 5 Character Doom [Flight] [Range] 9 9 C MOR-114 Whenever Dragon Man attacks a Fantastic Four character, Dragon Man gets +3 ATK for this attack. Kristoff Von Doom | The Boy Who Would Be Doom MOR MOR-115 2 Character Doom 1 2 U MOR-115 You are considered to control Dr. Doom. | Army Doom characters you control get +1 ATK and +1 DEF. Rama-Tut | Pharaoh From the 30th Century MOR MOR-116 2 Character Doom 2 2 R MOR-116 When Rama-Tut comes into play, if you control Dr. Doom, you may return target plot twist card from your KO'd pile to your hand. Robot Destroyer | Army MOR MOR-117 5 Character Doom [Range] 9 8 R MOR-117 Activate, stun Robot Destroyer -> Stun target character with a cost of 4 or less. Use this power only if you control Dr. Doom. Robot Enforcer | Army MOR MOR-118 4 Character Doom [Range] 6 6 C MOR-118 When Robot Enforcer attacks, if you control another army Doom character, target player discards a card from his hand. Robot Seeker | Army MOR MOR-119 3 Character Doom [Range] 3 4 C MOR-119 When Robot Seeker comes into play, name a character. | Whenever Robot Seeker attacks a character with that name, Robot Seeker gets +3 ATK for this attack. Robot Sentry | Army MOR MOR-120 2 Character Doom [Range] 2 2 C MOR-120 Activate -> Exhaust target character with a cost of 2 or less. Use this power only if you control another Doom character. Sub-Mariner | Ally of Doom MOR MOR-121 7 Character Doom [Flight] 15 16 R MOR-121 Recruit Sub-Mariner only if you control Dr. Doom. | When Sub-Mariner attacks a support row character, ready Sub-Mariner. Tibetan Monks | Army MOR MOR-122 1 Character Doom 1 1 C MOR-122 Activate -> Target Dr. Doom gets +2 ATK and +2 DEF for this attack. Titania | Mary MacPherran MOR MOR-123 4 Character Doom 7 8 C MOR-123 Whenever Titania is targeted by a plot twist, she gets +1 ATK this turn. Victor Von Doom II | Son of Doom MOR MOR-124 5 Character Doom [Flight] [Range] 8 8 U MOR-124 You are considered to control Dr. Doom. | At the start of the combat phase, target opponent chooses one of the following: Victor Von Doom II gets +2 ATK this turn; or Victor Von Doom II gets +2 DEF this turn; or that opponent loses 5 endurance. Volcana | Marsha Rosenberg MOR MOR-125 3 Character Doom [Range] 3 3 U MOR-125 Recruit Volcana only if you control Dr. Doom. | Activate -> Target player loses endurance equal to the number of face-up resources you control. Bitter Rivals MOR MOR-126 4 Plot Twist [Ongoing] U MOR-126 Name a character. | Ongoing: Whenever your Dr. Doom attacks the named character or is attacked by the named character, your Dr. Doom gets +3 ATK from this attack. Doom Triumphant MOR MOR-127 6 Plot Twist R MOR-127 As an additional cost to play Doom Triumphant, exhaust your Dr. Doom. | Target player who controls three or more stunned characters discards his hand. Doom's Throne Room MOR MOR-128 2 Location R MOR-128 Activate -> Reveal the top card of your deck. If you control a Doom character, reveal two cards instead. Put all revealed plot twist cards into your hand. Put all other revealed cards on the bottom of your deck in any order. For each card put into your hand this way, discard a card from your hand. Doomstadt MOR MOR-129 1 Location C MOR-129 You are considered to control Dr. Doom. | Your Dr. Doom gets +3 DEF. Faces of Doom [MOR] MOR MOR-130 3 Plot Twist U MOR-130 Play only if you control Dr. Doom. | Search your deck for a card named Dr. Doom. Reveal that card and put it into your hand. Shuffle your deck. Latveria MOR MOR-131 2 Location R MOR-131 While you control Dr. Doom, plot twists cost you one less to play. | Your Dr. Doom is reinforced. Micro-Size MOR MOR-132 2 Plot Twist C MOR-132 Target defender gets -1 ATK and -1 DEF for this attack. If you control Dr. Doom, that character gets -2 ATK and -2 DEF for this attack instead. Mystical Paralysis [MOR] MOR MOR-133 4 Plot Twist U MOR-133 As an additional cost to play Mystical Paralysis, exhaust your Dr. Doom. | Exhaust target character. Power Compressor MOR MOR-134 1 Equipment R MOR-134 Equip only to your Dr. Doom. | Your opponents may not use activated character powers. Reign of Terror MOR MOR-135 4 Plot Twist R MOR-135 Play only from your hand and only if you recruited Dr. Doom this turn. | Return any number of target characters with a combined cost of 3 or less to their owners' hands. The Power Cosmic [MOR] MOR MOR-136 5 Plot Twist R MOR-136 KO all resources you control. If you control Dr. Doom, gain control of the initiative at the start of the next phase. Bastion | Leader of Operation: Zero Tolerance MOR MOR-137 6 Character Sentinel [Flight] [Range] 12 12 R MOR-137 Discard a Sentinel character card from your hand -> Target character gets +1 ATK and +1 DEF this turn. Boliver Trask | Creator of the Sentinel Program MOR MOR-138 1 Character Sentinel 1 1 R MOR-138 When Boliver Trask comes into play, search your deck for an army Sentinel character card. Reveal that card and put it into your hand. Shuffle your deck. Master Mold | Sentinel Supreme MOR MOR-139 6 Character Sentinel [Range] 10 14 R MOR-139 Master Mold cannot attack. | Your army Sentinel characters get +2 ATK. | Activate -> Put an army Sentinel character card from your hand into your front row or support row. Use this power only during your recruit step. Nimrod | Mutant Hunter MOR MOR-140 5 Character Sentinel [Flight] [Range] 9 9 U MOR-140 When Nimrod comes into play, if you control another Sentinel character, put a repair counter on Nimrod. | If Nimrod would become stunned, remove a repair counter from him instead. If you do, exhaust Nimrod and he is not stunned. Senator Kelly | Anti-Mutant Advocate MOR MOR-141 1 Character Sentinel 1 1 U MOR-141 Activate -> Target player loses endurance equal to the number of army Sentinel characters you control. Sentinel Mark I | Army MOR MOR-142 2 Character Sentinel [Flight] [Range] 2 2 C MOR-142 Activate, stun Sentinel Mark I -> Stun target character with a cost of 1 or less. Sentinel Mark II | Army MOR MOR-143 3 Character Sentinel [Flight] [Range] 4 3 C MOR-143 Activate, discard a Sentinel character card from your hand -> Negate target activated character effect. Sentinel Mark IV | Army MOR MOR-144 4 Character Sentinel [Flight] [Range] 5 6 U MOR-144 Sentinel Mark IV gets +1 ATK for each other non-stunned army Sentinel character you control. Wild Sentinel | Army MOR MOR-145 1 Character Sentinel [Range] 1 1 C MOR-145 When Wild Sentinel comes into play, it gets +1 ATK this turn. Combat Protocols MOR MOR-146 2 Plot Twist U MOR-146 Choose a team affiliation. Your army Sentinel characters get +2 ATK while attacking characters of the chosen team affiliation this turn. Micro-Sentinels MOR MOR-147 3 Plot Twist [Ongoing] R MOR-147 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. | 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. Orbital Sentinel Base MOR MOR-148 3 Location U MOR-148 Activate, KO a ready army Sentinel character you control -> KO target stunned character. Primary Directive MOR MOR-149 5 Plot Twist R MOR-149 If any of your opponents control no non-stunned characters, draw a card for each army Sentinel character you control. Prime Sentinels MOR MOR-150 1 Plot Twist [Ongoing] U MOR-150 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. Project: Wide Awake MOR MOR-151 2 Plot Twist U MOR-151 As an additional cost to play Project: Wide Awake, exhaust a non-army Sentinel character you control. | Ready target army Sentinel character. Reconstruction Program MOR MOR-152 2 Plot Twist C MOR-152 Return target character card or up to three target army Sentinel character cards from you KO'd pile to your hand. Search and Destroy MOR MOR-153 3 Plot Twist U MOR-153 As an additional cost to play Search and Destroy, stun a ready Army Sentinel character you control. | Stun target character with a cost of 3 or less. That character's controller reveals his hand and discards all character cards that share a name with that character. [ERRATA 04-27-2005] South American Sentinel Base MOR MOR-154 2 Location U MOR-154 Activate -> Return target army Sentinel character card from you KO'd pile to your hand. Underground Sentinel Base MOR MOR-155 5 Location R MOR-155 Activate -> Reveal a face-down army Sentinel character card in your resource row and move it faceup to your front row or support row. Use this power only during you recruit step. Annihilus | Destroyer of Life MOR MOR-156 7 Character Negative Zone [Flight] [Range] 16 16 R MOR-156 At the start of the combat phase, if Negative Zone is not in play, lose 15 endurance. | At the start of your attack step, you may stun target front row character. Blastaar | King of Baluur MOR MOR-157 6 Character Negative Zone [Flight] [Range] 12 12 R MOR-157 At the start of the combat phase, if Negative Zone is not in play, discard your hand. | At the start of your attack step, you may stun target support row character. Negative Zone MOR MOR-158 4 Location U MOR-158 As an additional cost to flip Negative Zone, discard a card from your hand. | Activate, discard two cards from your hand -> KO target stunned character. Skrull Soldier | Army MOR MOR-159 2 Character Skrull [Range] 2 2 C MOR-159 Activate -> Target attacker gets +1 ATK for this attack for each support row Skrull Soldier you control. Super Skrull | Engineered Super-Soldier MOR MOR-160 6 Character Skrull [Flight] [Range] 10 10 R MOR-160 Whenever Super Skrull attacks, you may discard a card. If you do, Super Skrull gets +3 ATK and +3 DEF this attack, ready all front row Army Skrull characters you control, and each of your opponents loses 3 endurance. | Whenever Super Skrull becomes a defender, you may discard up to X cards, where X is the number of attackers. For each card you discarded, Super Skrull gets +3 ATK and +3 DEF this attack, and each of your opponents loses 3 endurance. If you discarded, ready all front row Army Skrull characters you control. [ERRATA 04-27-2005] Apocalypse | En Sabah Nur MOR MOR-161 8 Character [Flight] [Range] 19 19 R MOR-161 At the start of the combat phase, KO up to two target resources. Arcade | Master of Murderworld MOR MOR-162 3 Character 4 4 U MOR-162 Whenever Arcade stuns a character, KO that character. | Whenever Arcade becomes stunned, KO him. Black Tom | Thomas Cassidy MOR MOR-163 3 Character [Range] 4 4 C MOR-163 At the start of the combat phase, if you recruit no characters this turn, Black Tom gets +4 ATK and +4 DEF this turn. Dark Phoenix | Cosmic Entity MOR MOR-164 10 Character [Flight] [Range] 25 25 R MOR-164 At the start of the combet phase, KO all resources in play. Juggernaut | Cain Marko MOR MOR-165 7 Character 17 17 R MOR-165 While Juggernaut is attacking a support row character, the defender is not and cannot be reinforced. | Whenever Juggernaut attacks, he does not ready during the recovery phase this turn. Lady Deathstrike | Yuriko Oyama MOR MOR-166 5 Character 8 8 R MOR-166 Whenever Lady Deathstrike attacks a character with a cost of 6 or more or is attacked by a character with a cost of 6 or more, she gets +5 ATK and +5 DEF for this attack. Mojo | Ruler of Mojoworld MOR MOR-167 4 Character 5 7 U MOR-167 Mojo gets +3 ATK for each other character without a team affiliation you control. Mr. Sinister | Dr. Nathaniel Essex MOR MOR-168 7 Character 15 15 R MOR-168 If Mr. Sinister would become stunned, you may pay 10 endurance instead. If you do, exhaust Mr. Sinister and he is not stunned. Onslaught | Psionic Spawn of Xavier and Magneto [MOR] MOR MOR-169 9 Character [Flight] [Range] 21 21 R MOR-169 At the start of you attack step, name a team affiliation. Stun all characters of that team affiliation. Puppet Master | Philip Masters MOR MOR-170 2 Character 0 2 C MOR-170 Activate -> Target player exhausts a ready character he controls. Random Punks | Army [MOR] MOR MOR-171 1 Character [Range] 2 1 C MOR-171 When Random Punks comes into play all players lose 1 endurance. Spiral | Ricochet Rita MOR MOR-172 4 Character 7 7 C MOR-172 Spiral can attack as though she has flight and. Range. | When Spiral is put into your KO'd pile from play, you may return a different card named Spiral from your KO'd pile to your hand. Acrobatic Dodge MOR MOR-173 1 Plot Twist C MOR-173 Target defender you control gets -3 ATK and +3 DEF for this attack. Advanced Hardware MOR MOR-174 1 Equipment C MOR-174 Equipped character gets +3 ATK, has range, and has ''Activate -> Target player loses 3 endurance.'' Backfire MOR MOR-175 3 Plot Twist C MOR-175 Target character gets -1 DEF this turn. KO all equipment equipped to that character. Base of Operations MOR MOR-176 1 Location C MOR-176 Activate -> Look at the top card of your deck. You may put that card on the bottom of your deck. Betrayal MOR MOR-177 2 Plot Twist R MOR-177 Target player stuns a non-stunned character he controls, unless all characters he controls that have team affiliations share a single team affiliation. Blind Sided MOR MOR-178 2 Plot Twist R MOR-178 Target character is not and cannot be reinforced this turn. Borrowed Blade MOR MOR-179 0 Equipment C MOR-179 Equipped character gets +1 ATK and +1 DEF. Burn Rubber [MOR] MOR MOR-180 1 Plot Twist C MOR-180 Target character you control is reinforced this turn. You may move that character to your front row or support row. Charge! MOR MOR-181 1 Plot Twist U MOR-181 Play only during your attack step. | Move all characters you control to your front row. While attacking this turn, characters you control get +1 ATK this turn. Common Enemy MOR MOR-182 2 Plot Twist [Ongoing] U MOR-182 Play only if you control a Doom character and a Fantastic Four character. | Draw a card. | Ongoing: Cards you control, as well as cards in your hand, deck, and KO'd pile that have either the Doom or the Fantastic Four team affiliation are considered to have both team affiliations. Cover Fire MOR MOR-183 2 Plot Twist C MOR-183 Target defender gets +2 DEF for this attack for each other nonstunned character with range you control. Dual Sidearms [MOR] MOR MOR-184 0 Equipment C MOR-184 Equipped character gets +2 ATK and has range. Entangle MOR MOR-185 2 Plot Twist U MOR-185 As an additional cost to play Entangle, exhaust a character you control and discard a card from you hand. | Target a character with a cost less than the character you exhausted. Exhaust the target character. Fall Back! MOR MOR-186 1 Plot Twist U MOR-186 Play only during an opponent's attack step. | Move all characters you control to your support row. While defending this turn, characters you control get +1 DEF this turn. Finishing Move [MOR] MOR MOR-187 2 Plot Twist C MOR-187 As an additional cost to play Finishing Move, exhaust a character you control. | KO target stunned character. Flame Trap MOR MOR-188 4 Plot Twist R MOR-188 As an additional cost to play Flame Trap, discard two cards. | Stun all characters with a cost of 2 or less. Flying Kick [MOR] MOR MOR-189 1 Plot Twist C MOR-189 Target character has flight this turn. While attacking this turn, that character gets +3 ATK this turn. Focused Blast MOR MOR-190 1 Plot Twist U MOR-190 As an additional cost to play Focused Blast, exhaust a character with range you control. | Target player loses endurance equal to that character's cost. Foiled MOR MOR-191 1 Plot Twist R MOR-191 Play only from your resource row and only during the combat phase. | If Foiled is in your resource row, KO target ongoing plot twist and KO Foiled. [ERRATA] Friendly Fire MOR MOR-192 1 Plot Twist U MOR-192 Characters that participate in team attacks this turn do not ready during the recovery phase this turn. Gamma Bomb [MOR] MOR MOR-193 9 Plot Twist R MOR-193 Play only during the combat phase. | KO all characters. Greater of Two Evils MOR MOR-194 4 Plot Twist R MOR-194 Play only during the recovery phase. | Target a player who controls a stunned character. That player KO's a stunned character he controls unless he discards two cards from his hand. Heroes United MOR MOR-195 2 Plot Twist [Ongoing] U MOR-195 Play only if you control a Fantastic Four character and an X-Men character. | Draw a card. | Ongoing: Cards you control, as well as cards in your hand, deck, and KO'd pile, that have either the Fantastic Four or X-Men team affiliation are considered to have both team affiliations. Ka-Boom! MOR MOR-196 2 Plot Twist R MOR-196 Play only from your resource row and only during the combat phase. | If Ka-Boom! is in your resource row, KO target location and KO Ka-Boom!. Kevlar Body Armor MOR MOR-197 2 Equipment U MOR-197 Equipped character gets +1 DEF. | If equipped character would become stunned, you may KO this card instead. If you do, the character is not stunned. Last Stand MOR MOR-198 2 Plot Twist C MOR-198 Play only if you control three or more stunned characters. | Target defender gets +10 DEF this turn. Marvel Team-Up [MOR] MOR MOR-199 2 Plot Twist [Ongoing] U MOR-199 Name two different team affiliations among characters you control. | Ongoing: cards you control, as well as cards in your hand, deck, and KO'd pile that have either of the named affiliations are considered to have both team affiliations. Medical Attention MOR MOR-200 2 Plot Twist C MOR-200 Play only during the recovery phase. | As an additional cost to play Medical Attention, exhaust a character you control. | Recover target stunned character. Mutant Nation MOR MOR-201 2 Plot Twist [Ongoing] U MOR-201 Play only if you control a Brotherhood chracter and an X-Men character. | Draw a card. | Ongoing: Cards you control, as well as cards in your hand, deck, and KO'd pile that have either the Brotherhood or X-Men team affiliation are considered to have both team affiliations. Nasty Surprise [MOR] MOR MOR-202 1 Plot Twist C MOR-202 Target defender gets +5 ATK for this attack. Night Vision MOR MOR-203 1 Plot Twist [Ongoing] U MOR-203 Ongoing: Each of your opponents plays with the top card of his deck revealed. You may look at the top card of your deck at any time. Not So Fast MOR MOR-204 2 Plot Twist U MOR-204 As an additional cost to play Not So Fast, discard a card. | Negate target nonongoing plot twist with a threshold cost of 1 or less. [ERRATA 04-27-2005] One-Two Punch [MOR] MOR MOR-205 1 Plot Twist C MOR-205 Target attacker gets +1 ATK and +2 DEF for this attack. Overload MOR MOR-206 1 Plot Twist U MOR-206 Stun target character with ATK greater then twice its printed ATK. [BANNED] Overpowered MOR MOR-207 1 Plot Twist U MOR-207 Each of your opponents who controls more stunned characters than you puts the top five cards of his deck into his KO'd pile. Personal Force Field MOR MOR-208 1 Equipment U MOR-208 Equipped character gets +3 DEF, is reinforced, and cannot be the target of plot twists. Political Pressure MOR MOR-209 1 Plot Twist [Ongoing] R MOR-209 Play only during the draw phase. | Each of your opponents may recruit only one character this turn. | Ongoing: At the start of the recovery phase, you may pay 4 endurance. If you do, turn this card facedown. Press the Attack MOR MOR-210 4 Plot Twist U MOR-210 Play only if you control four or more exhausted nonstunned characters. | Ready target character. Reconnaissance MOR MOR-211 1 Plot Twist U MOR-211 Look at each of your opponents' face-down resources. Relocation MOR MOR-212 3 Plot Twist R MOR-212 As an additional cost to play Relocation, discard a card from your hand. | Target a location an opponent controls. If Relocation is face-up in your resource row, gain control of the target location and put it into your resource row. That location's controller gains control of Relocation and puts it into his resource row. Salvage MOR MOR-213 1 Plot Twist [Ongoing] R MOR-213 Return target equipment or locations card from your KO'd pile to your hand. | Ongoing: At the start of your resource step, you may pay 4 endurance. If you do, turn this card face down. Savage Beatdown [MOR] MOR MOR-214 4 Plot Twist R MOR-214 Target attacker gets +5 ATK for this attack. Surprise Attack MOR MOR-215 0 Plot Twist C MOR-215 Target player loses 3 endurance. If that player controls no support row characters, that player loses 5 endurance instead. Swift Escape [MOR] MOR MOR-216 3 Plot Twist U MOR-216 Return target character you control to its owner's hand. Team Tactics MOR MOR-217 2 Plot Twist C MOR-217 As an additional cost to play Team Tactics, exhaust a character you control. | Target attacker with the same team affiliation as the exhausted character gets +X ATK for this attack, where X equals the ATK of the exhausted character. Tech Upgrade MOR MOR-218 2 Plot Twist C MOR-218 As an additional cost to play Tech Upgrade, exhaust a character you control. | Search your deck for an equipment card. Reveal that card and put it into your hand. Shuffle your deck. Unlikely Allies MOR MOR-219 2 Plot Twist [Ongoing] U MOR-219 Play only if you control a Doom character and an X-Men character. | Draw a card. | Ongoing: Cards you control, as well as cards in your hand, deck, and KO'd pile that have either the Doom or X-Men team affiliation are considered to have both team affiliations. Unstable Molecules MOR MOR-220 0 Equipment C MOR-220 Equipped character gets +1 DEF. | KO Unstable Molecules -> Equipped character gets +3 DEF this turn. Alfred Pennyworth | Faithful Friend [DOR] DOR DOR-001 1 Character Gotham Knights 1 1 R DOR-001 Alfred Pennyworth comes into play exhausted. | Activate, return Alfred Pennyworth to owner's hand -> Search your deck for a plot twist or equipment card, reveal it, and put it into your hand. Shuffle your deck. Use this power only if you control another Gotham Knights character. Azrael | Jean Paul Valley DOR DOR-002 6 Character Gotham Knights 13 11 C DOR-002 Loyalty. Whenever Azrael stuns a defender with reinforcement, KO that defender. | Boost 1: When Azrael comes into play, he gets + 2 ATK and +2 DEF, has flight, and has range this turn. Barbara Gordon <> Oracle | Information Network DOR DOR-003 2 Character Gotham Knights 1 2 R DOR-003 As an additional cost to recruit Barbara Gordon, reveal another Gotham Knights character card from your hand. | Pay 1 resource point -> Draw a card. Use this power only once per turn. | Activate -> Draw a card. Use this power only during the recovery phase. Batman | Caped Crusader DOR DOR-004 5 Character Gotham Knights 9 9 C DOR-004 Whenever Batman stuns a defender, that defender's controller loses endurance equal to that defender's recruit cost. (This is in addition to the normal stun endurance loss.) Batman | The Dark Knight DOR DOR-005 7 Character Gotham Knights 7 7 R DOR-005 Loyalty. Batman gets +X ATK and +X DEF, where X is the number of cards in your hand. | Exhaust a Gotham Knights character you control -> Draw a card. Batman | World's Greatest Detective DOR DOR-006 3 Character Gotham Knights 5 4 U DOR-006 As an additional cost to recruit Batman, reveal another Gotham Knights character card from your hand. | Activate -> KO target ongoing plot twist. Its controller puts the top card of his deck into his resource row. Use this power only during the recovery phase. Cassandra Cain <> Batgirl | Martial Artist DOR DOR-007 4 Character Gotham Knights 8 7 C DOR-007 Loyalty. Discard a Gotham Knights character card from your hand -> Cassandra Cain gets +1 ATK and +1 DEF this attack. Catwoman | Selina Kyle DOR DOR-008 4 Character Gotham Knights 6 7 C DOR-008 Whenever Catwoman causes breakthrough to an opponent, you draw a card and that opponent discards a card from his hand. Commissioner Gordon | James Gordon DOR DOR-009 2 Character Gotham Knights [Range] 2 2 U DOR-009 Army Gotham Knights characters you control get +1 ATK and +1 DEF. | Pay 3 endurance -> KO target equipment an opponent controls. Dick Grayson <> Nightwing | High-Flying Acrobat DOR DOR-010 4 Character Gotham Knights 7 7 R DOR-010 Whenever Dick Grayson stuns a defender, you may stun target character with the same cost as that defender. | Boost 1: When Dick Grayson comes into play, if you control another Gotham Knights character, stun target army character. Dick Grayson <> Nightwing | Defender of Bludhaven [DOR] DOR DOR-011 6 Character Gotham Knights 12 12 C DOR-011 Whenever Dick Grayson stuns a character, draw a card. | Discard a Gotham Knights character card from your hand -> Target defender has reinforcement this attack. Dick Grayson <> Robin | Sidekick DOR DOR-012 3 Character Gotham Knights 3 4 R DOR-012 Activate, discard a Gotham Knights character card from your hand -> If target defender protecting Dick Grayson would become stunned this attack, instead exhaust it and move it to the support row. Dinah Laurel Lance <> Black Canary | Canary Cry DOR DOR-013 3 Character Gotham Knights [Range] 4 3 C DOR-013 Activate -> Exhaust target unprotected character. Use this power only during your attack step. GCPD Officer | Army DOR DOR-014 1 Character Gotham Knights [Range] 1 1 C DOR-014 While GCPD Officer is exhausted, it has reinforcement. Harvey Bullock | GCPD Detective DOR DOR-015 1 Character Gotham Knights [Range] 1 1 U DOR-015 Exhaust X army Gotham Knights characters you control -> Exhaust target character if its cost is less than X. Huntress | Helena Rosa Bertinelli DOR DOR-016 3 Character Gotham Knights [Range] 4 4 C DOR-016 While Huntress is attacking or defending, characters may not be the target of plot twists your opponents control. Lady Shiva | Sandra Woosan DOR DOR-017 5 Character Gotham Knights 9 9 C DOR-017 Loyalty. Whenever Lady Shiva is attacked by a single character, she gets +3 ATK and +3 DEF this attack. (She does not get this modifier when team attacked.) Lucius Fox | Wayne Enterprises Executive DOR DOR-018 1 Character Gotham Knights 0 1 R DOR-018 As an additional cost to recruit Lucius Fox, reveal another Gotham Knights character card from your hand. | Activate, return Lucius Fox to owner's hand -> Gain 1 resource point. Spend this resource point only to recruit equipment cards. Use this power only during your recruit step. Spoiler | Stephanie Brown DOR DOR-019 1 Character Gotham Knights 1 1 U DOR-019 Whenever you draw a card, you may gain 1 endurance. Superman | Big Blue Boy Scout DOR DOR-020 8 Character Gotham Knights [Flight] [Range] 20 20 R DOR-020 Recruit Superman only if you control Batman. | While Superman is ready, he cannot be stunned. Tim Drake <> Robin | The Boy Wonder DOR DOR-021 2 Character Gotham Knights 3 2 C DOR-021 Activate -> Target Gotham Knights attacker gets +X ATK this attack, where X is the cost of that attacker. Batarang DOR DOR-022 1 Equipment U DOR-022 Transferable. Equip only to a Gotham Knights character. | Equipped character has range and | ''Activate, KO Batarang -> Exhaust target character with a cost less than this character's cost. Use this power only during the combat phase.'' Batcave DOR DOR-023 1 Location R DOR-023 Flip Batcave only if you control a Gotham Knights character. | At the start of the build phase, you may have target opponent gain control of the initiative. If you do, at the start of the combat phase, the player who started the turn with the initiative gains control of the initiative. Batmobile DOR DOR-024 1 Equipment R DOR-024 Equip only to a Gotham Knights character. | Equipped character gets +1 ATK and +1 DEF. | If equipped character would become stunned while defending, you may KO Batmobile instead. If you do, the character is not stunned. Batplane DOR DOR-025 0 Equipment U DOR-025 Gotham Knights characters you control have. Flight. | KO Batplane -> Return target character you control to owner's hand. Bat-Signal [DOR] DOR DOR-026 1 Plot Twist U DOR-026 As an additional cost to play Bat-Signal, exhaust a Gotham Knights character you control. | Search your deck for a Gotham Knights character card, reveal it, and put it into your hand. Shuffle your deck. Clocktower DOR DOR-027 1 Location C DOR-027 Exhaust a support row Gotham Knights character you control -> Look at the top card of your deck. You may put that card on the bottom of your deck. | Activate -> KO a face-down resource you control. If you do, put the top card of your deck face down into your resource row. [ERRATA] Dynamic Duo DOR DOR-028 2 Plot Twist [Ongoing] U DOR-028 Gotham Knights characters cannot be stunned while team attacking this turn. | Ongoing: Exhaust two Gotham Knights characters you control -> Turn Dynamic Duo face down. Fizzle DOR DOR-029 2 Plot Twist R DOR-029 As an additional cost to play Fizzle, discard a Gotham Knights character card from your hand. | Negate target non-ongoing plot twist. [ERRATA 04-27-2005] GCPD Headquarters DOR DOR-030 1 Location U DOR-030 Whenever three or more Gotham Knights team attackers you control stun a defender, KO that defender. | Activate -> Target Gotham Knights defender with a cost of 3 or less has reinforcement this attack. Utility Belt DOR DOR-031 0 Equipment U DOR-031 Equip only to a Gotham Knights character. | Equipped character can attack as though it had flight and range | and has ''Activate -> Negate target payment power effect.'' Wayne Enterprises DOR DOR-032 1 Location R DOR-032 Flip Wayne Enterprises only if you control a Gotham Knights character. | At the start of your formation step, you may transfer target equipment you control to an unequipped character you control. | Activate -> Target equipped Gotham Knights character gets +1 ATK and +1 DEF this attack. Wayne Manor DOR DOR-033 1 Location U DOR-033 Exhaust a Gotham Knights character you control -> Gain 1 endurance. Bart Allen <> Kid Flash | Speedster DOR DOR-034 4 Character Teen Titans 6 6 C DOR-034 Exhaust a Teen Titans character you control -> Ready Bart Allen. Use this power only once per turn. | Activate -> Target Teen Titans character has reinforcement this turn. Beast Boy | Garfield Logan DOR DOR-035 3 Character Teen Titans [Flight] 3 3 R DOR-035 Whenever Beast Boy attacks or is attacked, put a +1 ATK /+1 DEF counter on him. Cassie Sandsmark <> Wonder Girl | Zeus's Chosen DOR DOR-036 5 Character Teen Titans [Flight] 9 9 C DOR-036 Cassie Sandsmark cannot be stunned by a character with a cost of 6 or more. | While Cassie Sandsmark is defending against one or more characters with a cost of 6 or more, she cannot be stunned by attackers. [ERRATA] Connor Kent <> Superboy | Tactile Telekinetic DOR DOR-037 6 Character Teen Titans [Flight] [Range] 12 10 C DOR-037 Exhaust a Teen Titans character you control -> Connor Kent gets +2 DEF this turn. | Pay 2 endurance -> KO target equipment an opponent controls. Dick Grayson <> Nightwing | Titan Leader DOR DOR-038 5 Character Teen Titans 8 8 C DOR-038 While Dick Grayson is ready, Teen Titans attackers you control get +2 ATK. | Boost 2: When Dick Grayson comes into play, Teen Titans characters you control get +2 ATK while attacking this turn. Donna Troy <> Wonder Girl | Amazon Warrior DOR DOR-039 2 Character Teen Titans [Flight] 5 3 R DOR-039 As an additional cost to recruit Donna Troy, reveal another Teen Titans character card from your hand. | Whenever Donna Troy becomes stunned, return Donna Troy to owner's hand. Dawn Granger <> Dove | Agent of Order DOR DOR-040 1 Character Teen Titans [Flight] 1 1 C DOR-040 While you control Hank Hall, Dawn Granger gets +1 ATK and +1 DEF. | Boost 2: When Dawn Granger comes into play, if you don't control Hank Hall, search your deck for a card named Hank Hall and put it into your front row. Shuffle your deck. Garth <> Tempest | Atlantean Sorcerer DOR DOR-041 5 Character Teen Titans [Range] 9 9 R DOR-041 Loyalty. Pay 3 endurance -> Return target card from your KO''d pile to your hand. Use this power only once per turn. Hank Hall <> Hawk | Agent of Chaos DOR DOR-042 2 Character Teen Titans 2 2 C DOR-042 While you control Dawn Granger, Hank Hall gets +2 ATK and +2 DEF. | Boost 1: When Hank Hall comes into play, if you don't control Dawn Granger, search your deck for a card named Dawn Granger and put it into your front row. Shuffle your deck. Kole | Kole Weathers DOR DOR-043 2 Character Teen Titans [Range] 1 4 U DOR-043 Teen Titans characters you control get +1 DEF for each stunned character you control. Koriand'r <> Starfire | Alien Princess DOR DOR-044 6 Character Teen Titans [Flight] [Range] 12 11 C DOR-044 Activate -> Stun target support row character with a cost less than or equal to the number of Teen Titans character cards in your KO'd pile. Mirage | Miriam Delgado DOR DOR-045 1 Character Teen Titans 1 1 U DOR-045 When Mirage comes into play, you may reveal a Teen Titans character card from your hand. If you do, choose a team affiliation. Mirage has the chosen team affiliation. (This is in addition to the Teen Titans team affiliation.) Omen | Lilith Clay DOR DOR-046 1 Character Teen Titans 0 2 R DOR-046 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. Pantha | Subject X-24 DOR DOR-047 1 Character Teen Titans 1 1 C DOR-047 While Pantha is attacking, she gets +2 ATK. Phantasm | Danny Chase DOR DOR-048 3 Character Teen Titans 0 3 R DOR-048 While you have 10 or more Teen Titans character cards in your KO'd pile, Phantasm gets +10 ATK. Raven | Daughter of Trigon DOR DOR-049 7 Character Teen Titans [Flight] [Range] 14 14 R DOR-049 Loyalty. Pay 1 endurance -> Characters and locations target player controls cannot ready this turn. Use this power only during the recovery phase. Red Star | Leonid Kovar DOR DOR-050 4 Character Teen Titans [Range] 7 6 U DOR-050 Whenever Red Star becomes powered-up, he cannot be stunned while attacking this turn. | Pay 1 resource point -> Target player loses 5 endurance. Use this power only once per turn and only if you control another Teen Titans character. Roy Harper <> Arsenal | Sharpshooter DOR DOR-051 3 Character Teen Titans [Range] 4 3 C DOR-051 Exhaust a Teen Titans character you control -> Roy Harper gets +2 ATK this turn. | Activate, KO a resource you control -> Stun target character with ATK less than Roy Harper's ATK. Terra | Tara Markov DOR DOR-052 4 Character Teen Titans [Range] 6 7 R DOR-052 Loyalty. Activate -> KO a location you control. If you do, place the top card of your deck into your resource row and stun target character with a cost of 3 or less. Tim Drake <> Robin | Young Detective DOR DOR-053 2 Character Teen Titans 2 3 C DOR-053 If a team attacker you control would become stunned, you may stun another team attacker you control instead. | Boost 2: When Tim Drake comes into play, Teen Titans characters you control cannot be stunned while attacking this turn. Vic Stone <> Cyborg | Human Machine DOR DOR-054 4 Character Teen Titans [Range] 6 6 C DOR-054 Boost X: When Vic Stone comes into play, search your deck for an equipment card with a cost of X or less and equip it to Vic Stone. Shuffle your deck. Circle Defense DOR DOR-055 3 Plot Twist U DOR-055 As an additional cost to play Circle Defense, exhaust any number of non-defending Teen Titans characters you control. | Target defender gets +3 DEF this attack for each character you exhausted. Heroic Sacrifice DOR DOR-056 2 Plot Twist R DOR-056 As an additional cost to play Heroic Sacrifice, stun a non-defending Teen Titans character you control. | Exhaust target Teen Titans defender you control and remove all attackers from this attack. Liberty Island Base DOR DOR-057 2 Location U DOR-057 Activate -> Target defender with reinforcement gets +1 DEF this attack. If it is a Teen Titans defender, it gets +3 DEF this attack instead. Optitron DOR DOR-058 1 Location R DOR-058 Pay 1 resource point, discard a Teen Titans character card from your hand -> Search your deck for a Teen Titans character card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn. Tamaran DOR DOR-059 1 Location U DOR-059 Activate, put the top card of your deck into your KO'd pile -> Power-up target Teen Titans attacker or defender. (A powered-up character gets +1 ATK and +1 DEF this attack.) Teen Titans Go! DOR DOR-060 2 Plot Twist C DOR-060 Ready all Teen Titans characters that have team attacked this turn. Those characters cause no breakthrough this turn. Titans Tower DOR DOR-061 2 Location U DOR-061 Activate, discard a Teen Titans character card from your hand -> Target Teen Titans attacker or defender gets +X ATK this attack, where X is the cost of the card you discarded. T-Jet DOR DOR-062 1 Equipment U DOR-062 Unique. Transferable. Characters you control have. Flight. | Whenever a Teen Titans character you control becomes powered-up, that character gets +1 ATK and +1 DEF this attack. (This is in addition to all other power-up modifiers.) USS Argus DOR DOR-063 3 Location R DOR-063 If you would draw a card during the draw phase, skip that draw instead. | Activate -> Look at the top four cards of your deck. Put one of them into your hand. Put the rest on the bottom of your deck in any order. Use this power only during the build phase and only if you control a Teen Titans character. Bane | The Man Who Broke the Bat DOR DOR-064 6 Character Arkham Inmates 12 12 C DOR-064 Loyalty. Whenever Bane attacks, you may KO target stunned character. | Boost 1: When Bane comes into play, he gets +2 ATK | and +2 DEF this turn. Charaxes | Drury Walker [DOR] DOR DOR-065 3 Character Arkham Inmates [Flight] 5 3 C DOR-065 Charaxes causes no breakthrough. | Whenever Charaxes stuns an exhausted defender, KO that defender. Firefly | Garfield Lynns DOR DOR-066 2 Character Arkham Inmates [Flight] [Range] 3 1 R DOR-066 Activate, discard an Arkham Inmates character card from your hand -> KO target location and KO a resource you control. Use this power only during your attack step. Harley Quinn | Dr. Harleen Quinzel DOR DOR-067 1 Character Arkham Inmates 1 1 C DOR-067 Discard Harley Quinn from your hand -> Power-up target Arkham Inmates attacker or defender you control. Use this power only if Harley Quinn is in your hand. | Activate -> Target Arkham Inmates defender you control has reinforcement this attack. Killer Croc | Waylon Jones DOR DOR-068 5 Character Arkham Inmates 7 10 C DOR-068 Whenever Killer Croc attacks a character, Killer Croc gets +X ATK this attack, where X is the cost of that character. Mad Hatter | Jervis Tetch DOR DOR-069 2 Character Arkham Inmates [Range] 1 2 R DOR-069 As an additional cost to recruit Mad Hatter, reveal another Arkham Inmates character card from your hand. | Pay 1 resource point -> Move target character with a cost of 2 or less to your front row. At the start of the recovery phase, move that character to its owner's front row. Use this power only once per turn. Man-Bat | Dr. Robert Langstrom DOR DOR-070 4 Character Arkham Inmates [Flight] 7 6 C DOR-070 Man-Bat gets +2 ATK for each stunned character your opponents control. Matt Hagen <> Clayface | Man of Clay DOR DOR-071 5 Character Arkham Inmates [Range] 5 5 C DOR-071 Whenever Matt Hagen attacks or is attacked, he gets +2 ATK and +2 DEF this attack for each exhausted character target opponent controls. Mr. Freeze | Dr. Victor Fries DOR DOR-072 6 Character Arkham Inmates [Range] 11 13 C DOR-072 Whenever Mr. Freeze attacks a character or is attacked by a character, that character cannot ready this turn. Mr. Zsasz | Victor Zsasz DOR DOR-073 2 Character Arkham Inmates 2 2 R DOR-073 Whenever Mr. Zsasz stuns a defender, put a +1 ATK/+1 DEF counter on Mr. Zsasz. | Boost 1: When Mr. Zsasz comes into play, stun target character with a cost of 1. If you do, put a +1 ATK/+1 DEF counter on Mr. Zsasz. Poison Ivy | Pamela Isley DOR DOR-074 4 Character Arkham Inmates 6 7 R DOR-074 Whenever Poison Ivy stuns a character, if that character would be recovered this turn, instead that character is not recovered and that character cannot be KO'd during the recovery phase this turn. Professor Hugo Strange | Psycho-Analyst DOR DOR-075 2 Character Arkham Inmates 1 3 C DOR-075 Each of your opponents may not recruit a non-army character with the same name as a character he already controls. | Boost 1: When Professor Hugo Strange comes into play, if you control another Arkham Inmates character, each of your opponents discards a card from his hand. Query and Echo | Double Trouble DOR DOR-076 1 Character Arkham Inmates 1 1 U DOR-076 Discard Query and Echo from your hand -> Target Arkham Inmates attacker you control gets +2 ATK this attack. Use this power only if Query and Echo is in your hand. Ratcatcher | Otis Flannegan DOR DOR-077 1 Character Arkham Inmates 1 1 U DOR-077 Whenever a character becomes stunned, each of your opponents loses 1 endurance. Scarecrow | Professor Jonathan Crane DOR DOR-078 5 Character Arkham Inmates 8 8 R DOR-078 Whenever Scarecrow stuns an attacker, return that character to owner's hand. | Whenever Scarecrow becomes stunned by a defender, return Scarecrow to owner's hand. | Boost X: When Scarecrow comes into play, return all characters with a cost of X or less your opponents control to owners' hands. For each character returned to hand this way, put two +1 ATK/+ 1 DEF counters on Scarecrow. The Joker | Joker's Wild DOR DOR-079 3 Character Arkham Inmates 3 3 R DOR-079 Loyalty. If you would mulligan and the Joker is in your hand, you may reveal the Joker instead. If you do, put your hand on the bottom of your deck in any order, and draw five cards. You may not mulligan. | Boost 2: When the Joker comes into play, discard your hand and draw five cards. The Joker | Laughing Lunatic DOR DOR-080 4 Character Arkham Inmates 7 6 C DOR-080 Whenever the Joker is attacked, 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. The Joker | The Clown Prince of Crime DOR DOR-081 7 Character Arkham Inmates 13 13 R DOR-081 Loyalty. Discard an Arkham Inmates character card from your hand -> Stun target character if its cost is equal to the card you discarded. Use this power only once per turn and only during your attack step. The Penguin | Oswald Chesterfield Cobblepot DOR DOR-082 3 Character Arkham Inmates 3 3 C DOR-082 Pay 2 endurance -> Ready target location. Use this power only once per turn and only if you control another Arkham Inmates character. | Discard a location card from your hand -> The Penguin gets +2 ATK and +2 DEF this attack. The Riddler | Edward Nygma DOR DOR-083 3 Character Arkham Inmates 2 4 U DOR-083 Activate, discard an Arkham Inmates character card from your hand -> Target opponent chooses and discards a card from his hand. If the cost of that opponent's discarded card is not equal to the cost of the card you discarded, that opponent discards an additional card. Use this power only during the recovery phase. Two-Face | Harvey Dent DOR DOR-084 2 Character Arkham Inmates [Range] 2 2 U DOR-084 Activate -> Flip a coin. If you win the flip, KO target stunned character. Ventriloquist <> Scarface | Arnold Wesker DOR DOR-085 1 Character Arkham Inmates [Range] 0 1 R DOR-085 While in the front row, Ventriloquist gets +2 ATK. | Activate -> Front row Arkham Inmates characters get +1 ATK while attacking this turn. | Use this power only if Ventriloquist is in the support row. Arkham Asylum DOR DOR-086 2 Location U DOR-086 Activate -> Return target stunned Arkham Inmates character you control to owner's hand. | Activate -> Target Arkham Inmates attacker gets +2 ATK this turn while attacking an exhausted defender. Blackgate Prison DOR DOR-087 2 Location R DOR-087 Activate, stun an Arkham Inmates character you control -> Draw a card. Cracking the Vault DOR DOR-088 1 Plot Twist R DOR-088 Play Cracking the Vault only during the combat phase. | 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. Fear and Confusion DOR DOR-089 1 Plot Twist C DOR-089 While attacking this turn, characters you control get +1 ATK. | Whenever an Arkham Inmates character you control attacks a character this turn, exhaust that character. Kidnapping DOR DOR-090 2 Plot Twist U DOR-090 As an additional cost to play Kidnapping, exhaust an Arkham Inmates character you control. | Put target stunned character an opponent controls on top of its owner's deck. Draw a card. No Man's Land DOR DOR-091 1 Location U DOR-091 As an additional cost to flip No Man's Land, discard an Arkham Inmates character card from your hand. | Activate -> Exhaust target unprotected character. Use this power only during your attack step. Paralyzing Kiss DOR DOR-092 2 Plot Twist U DOR-092 Play Paralyzing Kiss only if you control five or less resources. | Attackers cause no breakthrough while attacking Arkham Inmates characters this turn. Prison Break DOR DOR-093 1 Plot Twist U DOR-093 Play Prison Break only if you control an Arkham Inmates character. | Shuffle your hand into your deck. Then draw a card for each card you shuffled into your deck this way. Riddle Me This DOR DOR-094 2 Plot Twist U DOR-094 Play Riddle Me This only during your attack step. | 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. Rigged Elections DOR DOR-095 1 Plot Twist [Ongoing] R DOR-095 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. Assassin Initiate | Army DOR DOR-096 2 Character League of Assassins 2 2 C DOR-096 Pay 1 resource point -> KO target character with a cost of 1. Use this power only once per turn. Bane | Ubu DOR DOR-097 5 Character League of Assassins 9 9 C DOR-097 At the start of the recovery phase, you may KO target stunned character. | Boost 2: When Bane comes into play, he gets +1 ATK and +1 DEF this turn for each location you control. Dr. Tzin-Tzin | Master of Hypnosis DOR DOR-098 4 Character League of Assassins 5 5 C DOR-098 Activate -> Ready target attacker an opponent controls. That character gets -3 ATK this turn. Hassim | Loyal Retainer DOR DOR-099 2 Character League of Assassins 2 2 U DOR-099 Activate -> Target League of Assassins attacker gets +1 ATK this attack for each location you control. Josef Witschi | Talia's Assistant DOR DOR-100 1 Character League of Assassins 1 1 U DOR-100 Activate, discard a League of Assassins character card from your hand -> KO target location. Its controller may put a card from his hand face down into his resource row. Use this power only during the combat phase. Kyle Abbot | Wolf in Man's Clothing DOR DOR-101 3 Character League of Assassins 3 3 C DOR-101 While you control five or more resources, Kyle Abbot gets + 3 ATK and +3 DEF. | Boost 1: When Kyle Abbot comes into play, he gets +6 ATK this turn. Lady Shiva | Master Assassin DOR DOR-102 7 Character League of Assassins 13 13 R DOR-102 Recruit Lady Shiva only if you control Ra's al Ghul. | Activate -> KO target character. Use this power only during your attack step. Malaq | Money Man DOR DOR-103 1 Character League of Assassins 1 1 U DOR-103 Whenever you flip a location, Malaq gets +2 ATK this turn. Ra's al Ghul | Immortal Villain DOR DOR-104 4 Character League of Assassins 7 7 C DOR-104 Loyalty. When Ra's al Ghul comes into play, turn all locations your opponents control face down. | Your opponents may not flip locations. Ra's al Ghul | Master Swordsman DOR DOR-105 6 Character League of Assassins 12 12 C DOR-105 Loyalty. When Ra's al Ghul comes into play, KO any number of resources you control. For each resource KO'd this way, put the top card of your deck face down into your resource row. Ra's al Ghul | The Demon's Head DOR DOR-106 8 Character League of Assassins 17 17 R DOR-106 Loyalty. Your locations are not unique. | Characters without the League of Assassins team affiliation lose all team affiliations and cannot use payment powers. [ERRATA 04-27-2005] Talia | Daughter of the Demon's Head DOR DOR-107 2 Character League of Assassins 1 3 R DOR-107 Activate -> Reveal the top two cards of your deck. Put all revealed location cards into your hand. Put all other revealed cards on the bottom of your deck in any order. If you put at least one location card into your hand this way, discard a card from your hand. Thuggee | Army DOR DOR-108 1 Character League of Assassins [Range] 1 1 C DOR-108 Whenever Thuggee attacks, target player loses 1 endurance. Ubu | Ra's al Ghul's Bodyguard DOR DOR-109 3 Character League of Assassins 5 6 C DOR-109 Loyalty. Characters protected by Ubu cannot be attacked. Whisper A'Daire | Cold-Blooded Manipulator DOR DOR-110 5 Character League of Assassins 8 9 C DOR-110 Whenever Whisper A'Daire causes breakthrough to an opponent, that opponent chooses a card from his hand and puts it on top of his deck. If you control seven or more resources, that opponent puts all cards in his hand on the top of his deck in any order instead. Clench Virus DOR DOR-111 3 Plot Twist [Ongoing] U DOR-111 Play Clench Virus only if you control a League of Assassins character. | Ongoing: At the start of your attack step, put a plague counter on target character. | When a character has plague counters greater than its cost, KO that character. Dual Nature DOR DOR-112 3 Plot Twist R DOR-112 As an additional cost to play Dual Nature, put a stunned League of Assassins character you control into your KO'd Pile. | Choose a League of Assassins character card in your hand with a cost less than the cost of the character you put into your KO'd pile. Put the chosen card into your support row. Flying Fortress [DOR] DOR DOR-113 1 Location U DOR-113 Activate -> Target League of Assassins character has flight this turn. While attacking this turn, that character gets +2 ATK. Lazarus Pit DOR DOR-114 1 Location C DOR-114 Lazarus Pit is not unique. | KO Lazarus Pit -> Recover target stunned League of Assassins character. | Activate -> Target stunned League of Assassins character cannot be KO'd this turn. Mountain Stronghold DOR DOR-115 1 Location U DOR-115 Mountain Stronghold is not unique. | When Mountain Stronghold is flipped face up, search your deck for a League of Assassins character card, reveal it, and put it into your hand. Shuffle your deck and discard a League of Assassins character card from your hand. | Characters named Ra's al Ghul you control have reinforcement. Remake the World DOR DOR-116 3 Plot Twist R DOR-116 As an additional cost to play Remake the World, exhaust a League of Assassins character you control. | KO any number of locations you control. Move that number of locations target opponent controls to your resource row. | For each location you moved this way, that opponent puts the top card of his deck face down into his resource row. The Shrike DOR DOR-117 1 Equipment R DOR-117 Unique. Transferable. Equip only to a League of Assassins character. | Equipped character gets +X ATK, where X is the number of locations you control. Tower of Babel DOR DOR-118 1 Plot Twist R DOR-118 Play Tower of Babel only if you control a League of Assassins character. | During each player's attack step this turn, that player's characters that do not have the League of Assassins team affiliation have no team affiliation. Wheel of Plagues DOR DOR-119 1 Equipment R DOR-119 Unique. Equip only to a League of Assassins character. | At the start of the recovery phase, each player who controls one or more characters with a plague counter discards a card from his hand. | Equipped character has ''Activate, pay 5 endurance -> Put a plague counter on target character.'' Dr. Light | Arthur Light DOR DOR-120 6 Character Fearsome Five [Range] 11 11 U DOR-120 Activate -> Stun target character with a cost less than the number of Fearsome Five characters you control. | Boost 3: When Dr. Light comes into play, put all Fearsome Five character cards in your KO'd pile into your front row. Gizmo | Mikron O'Jeneus DOR DOR-121 1 Character Fearsome Five [Flight] [Range] 1 1 U DOR-121 Activate, discard an equipment card from your hand | -> Draw two cards, then discard a card from your hand. Jinx | Elemental Sorceress DOR DOR-122 4 Character Fearsome Five [Range] 7 7 U DOR-122 Exhaust a location you control -> Each of your opponents loses 1 endurance. | Pay 1 resource point -> Search your deck for a location card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn. Mammoth | Baran Flinders DOR DOR-123 3 Character Fearsome Five 8 8 R DOR-123 As an additional cost to recruit Mammoth, reveal another Fearsome Five character card from your hand. | When Mammoth comes into play, KO a resource you control. | Whenever Mammoth becomes stunned, KO him. | When Mammoth is put into a KO'd pile from play, put the top card of your deck face down into your resource row. Neutron | Nat Tryon DOR DOR-124 5 Character Fearsome Five [Range] 9 7 R DOR-124 Loyalty. At the start of the recovery phase, each player KOs a resource he controls. Psimon | Dr. Simon Jones DOR DOR-125 7 Character Fearsome Five [Range] 12 13 R DOR-125 Loyalty. Your opponents may not recruit characters with a cost of 6 or less. | Your opponents may not play plot twists with a cost of 6 or less. Shimmer | Selinda Flinders DOR DOR-126 2 Character Fearsome Five 2 2 U DOR-126 Activate -> Target player exhausts X ready characters he controls, where X is the number of Fearsome Five characters you control. Use this power only during your attack step. The Underworld Star DOR DOR-127 1 Plot Twist U DOR-127 As an additional cost to play The Underworld Star, discard a Fearsome Five character card from your hand. Search your deck for a Fearsome Five character card, reveal it, and put it into your hand. Shuffle your deck. Deathstroke the Terminator | Slade Wilson DOR DOR-128 7 Character Deathstroke [Range] 15 15 R DOR-128 Recruit Deathstroke the Terminator only if you control two or more characters without a team affiliation. | Characters you control that do not have a team affiliation have the Deathstroke team affiliation. Black Mask | Roman Sionis DOR DOR-129 2 Character [Range] 3 2 U DOR-129 Discard a character card with no team affiliation from your hand -> Power-up Black Mask. Use this power only while Black Mask is attacking or defending. (A powered-up character gets +1 ATK and +1 DEF this attack.) Blackfire | Komand'r DOR DOR-130 5 Character [Flight] [Range] 9 8 R DOR-130 Activate, pay 5 endurance -> Stun target front row character. Use this power only during your attack step. Brother Blood | Leader of the Church of Blood DOR DOR-131 6 Character 11 11 C DOR-131 Whenever Brother Blood stuns a character, KO that character unless its controller discards two cards from his hand. | Boost 1: When Brother Blood comes into play, KO any number of characters you control. Brother Blood gets +2 ATK this turn for each character you KO'd this way. Ferak | Army DOR DOR-132 3 Character 4 3 C DOR-132 Ferak comes into play exhausted. | Whenever Ferak becomes stunned, you may put Ferak into your KO''d pile. If you do, you may put a card named Ferak from your hand into your support row exhausted. | Activate -> Search your deck for a card named Ferak, reveal it, and put it into your hand. Shuffle your deck. King Snake | Sir Edmund Dorrance DOR DOR-133 1 Character 2 1 U DOR-133 Whenever King Snake becomes stunned, target opponent loses 2 endurance. Lady Vic | Lady Elaine Marsh-Morton DOR DOR-134 1 Character [Range] 1 2 U DOR-134 Whenever Lady Vic stuns a character, KO that character unless its controller pays 3 endurance. Lightning | Travis Williams DOR DOR-135 4 Character [Range] 6 6 U DOR-135 Activate -> Target player loses 2 endurance for each exhausted character he controls. Lockup | Lyle Bolton DOR DOR-136 2 Character [Range] 2 3 U DOR-136 While attacking an exhausted character, Lockup gets +4 ATK. | Activate -> Target player shuffles all character cards in his KO'd pile into his deck. The Demon | Jason Blood DOR DOR-137 4 Character 7 7 R DOR-137 Whenever the Demon becomes stunned, search your deck for a different version of a card named the Demon, reveal it, and put it into your hand. Shuffle your deck. | Pay 1 endurance -> Reveal a face-down resource you control. If it is a non-ongoing plot twist, turn it face up and draw a card. Use this power only once per turn. The Demon | Etrigan DOR DOR-138 8 Character [Range] 18 18 R DOR-138 When the Demon, Etrigan, comes into play, Endurance eight opponents must pay, To ignore this should a player choose, All his resources shall he lose. Thunder | Gan Williams DOR DOR-139 3 Character 4 4 U DOR-139 Whenever Thunder stuns a defender, exhaust all other characters in the same row as that defender. Trigon | The Terrible DOR DOR-140 9 Character [Range] 20 20 R DOR-140 At the start of the combat phase, move all locations in play to your resource row. | Trigon gets +X ATK and +X DEF, where X is the number of locations you control. Wildebeest | Army DOR DOR-141 2 Character 2 1 C DOR-141 Wildebeest can team attack with characters named Wildebeest. | Activate -> Gain 1 resource point. Spend this resource point only to recruit character cards named Wildebeest. Use this power only during your recruit step. A Death in the Family DOR DOR-142 1 Plot Twist R DOR-142 As an additional cost to play A Death in the Family, pay 5 endurance. | KO target stunned character. Lose X endurance, where X is the cost of that character. Airborne Assault DOR DOR-143 2 Plot Twist U DOR-143 Characters you control have flight this turn. | Characters you control get +1 ATK while attacking this turn. Break You DOR DOR-144 1 Plot Twist C DOR-144 As an additional cost to play Break You, discard up to three cards from your hand. | Target attacker or defender gets +2 ATK this attack for each card you discarded this way. Combat Reflexes DOR DOR-145 3 Plot Twist C DOR-145 Move target character you control to your front or support row. That character gets +3 ATK while attacking this turn. Concrete Jungle DOR DOR-146 2 Plot Twist [Ongoing] R DOR-146 Each of your opponents turns all locations he controls face down. | Ongoing: Whenever an opponent flips a location, that opponent discards a card from his hand. Crossbow DOR DOR-147 0 Equipment C DOR-147 Transferable. Equipped character gets +1 ATK and has range. Escrima Sticks DOR DOR-148 1 Equipment U DOR-148 Transferable. Equipped character gets +1 ATK and +1 DEF. Fast Getaway DOR DOR-149 2 Plot Twist C DOR-149 As an additional cost to play Fast Getaway, discard a card from your hand. | Target attacker causes no breakthrough while attacking a character this turn. From the Shadows DOR DOR-150 1 Plot Twist C DOR-150 Target attacker gets +5 DEF this attack. Gone But Not Forgotten DOR DOR-151 2 Plot Twist [Ongoing] U DOR-151 Ongoing: Whenever a character is put into your KO'd pile from play, gain 2 endurance. [BANNED] GothCorp DOR DOR-152 1 Location R DOR-152 Activate -> Draw a card, then discard two cards from your hand. Have a Blast! DOR DOR-153 3 Plot Twist R DOR-153 As an additional cost to play Have a Blast!, discard a card from your hand. | KO target location or ongoing plot twist. Its controller puts the top card of his deck face down into his resource row. Hidden Surveillance DOR DOR-154 2 Plot Twist [Ongoing] R DOR-154 Ongoing: Each of your opponents cannot flip a location on the same turn it was placed into his resource row. | Each of your opponents cannot play a plot twist on the same turn it was placed into his resource row. [ERRATA 04-27-2005] Home Surgery DOR DOR-155 2 Plot Twist U DOR-155 As an additional cost to play Home Surgery, exhaust a character you control. | Recover target stunned character if its cost is less than or equal to the cost of the character you exhausted this way. Last Laugh DOR DOR-156 1 Plot Twist U DOR-156 Target player loses 1 endurance for each stunned character you control. Mega-Blast DOR DOR-157 1 Plot Twist C DOR-157 Target support row character has range this turn. While attacking this turn, that character gets +4 ATK. Museum Heist DOR DOR-158 2 Plot Twist R DOR-158 Play Museum Heist only during the recovery phase. | Exhaust a ready character you control. If you do, draw two cards unless target opponent discards a card from his hand. My Beloved DOR DOR-159 2 Plot Twist [Ongoing] U DOR-159 Play only if you control a Gotham Knights character and a League of Assassins character. Draw a card. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Gotham Knights or League of Assassins team affiliations have both affiliations. Shape Change DOR DOR-160 1 Plot Twist U DOR-160 Put the top card of your deck into your KO'd pile. Target defender you control gets -X ATK and +X DEF, where X is the cost of the card put into your KO'd pile this way. Tag Team DOR DOR-161 2 Plot Twist C DOR-161 Target defender with reinforcement gets +2 ATK and +2 DEF this attack. The Brave and the Bold DOR DOR-162 2 Plot Twist [Ongoing] U DOR-162 Play only if you control a Gotham Knights character and a Teen Titans character. Draw a card. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Gotham Knights or Teen Titans team affiliations have both affiliations. Total Anarchy DOR DOR-163 1 Plot Twist [Ongoing] R DOR-163 Ongoing: Whenever a character with a cost of 3 or less becomes stunned, KO that character. Twin Firearms DOR DOR-164 1 Equipment U DOR-164 While in the front row, equipped character gets +4 ATK. | While in the support row, equipped character gets +2 ATK and has range. World's Finest DOR DOR-165 2 Plot Twist [Ongoing] C DOR-165 Choose two different team affiliations among characters you control. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either of the chosen affiliations have both affiliations. Black Cat | Felicia Hardy MSM MSM-001 4 Character Spider-Friends 7 6 C MSM-001 Whenever Black Cat attacks or is attacked, 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 from his hand. Daredevil | The Man Without Fear MSM MSM-002 5 Character Spider-Friends 9 8 C MSM-002 While attacking a character with a cost of 5 or more, Daredevil cannot be stunned. Madame Web | Cassandra Webb MSM MSM-003 3 Character Spider-Friends 3 1 C MSM-003 Whenever a Spider-Friends character you control uses an activated power, gain 2 endurance. | 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 return them to the top of his deck in any order. Prowler | Hobie Brown MSM MSM-004 1 Character Spider-Friends 1 1 C MSM-004 Whenever Prowler causes breakthrough, draw a card, then discard a card from your hand. Punisher | Vigilante MSM MSM-005 4 Character Spider-Friends [Range] 7 5 U MSM-005 Activate, discard a Spider-Friends character card from your hand -> KO target stunned character. Solo | James Bourne MSM MSM-006 2 Character Spider-Friends [Range] 4 1 C MSM-006 As an additional cost to recruit Solo, reveal another Spider-Friends character card from your hand. Spider-Man | Friendly Neighborhood Spider-Man MSM MSM-007 3 Character Spider-Friends 4 5 C MSM-007 While Spider-Man is team attacking, attackers you control cannot be stunned. Spider-Man | The Amazing Spider-Man MSM MSM-008 7 Character Spider-Friends 14 16 R MSM-008 Discard a Spider-Friends character card from your hand -> Exhaust target character if it has a cost less than or equal to the cost of the card you discarded. Nova | Richard Rider MSM MSM-009 6 Character Spider-Friends [Flight] 11 12 U MSM-009 Whenever Nova attacks, you may discard a Spider-Friends character card from your hand. If you do, Nova gets +X ATK this attack, where X is the cost of the card you discarded. Daily Bugle MSM MSM-010 2 Location U MSM-010 When you flip Daily Bugle, choose a character name. Whenever a character an opponent controls with the chosen name becomes stunned, if it was stunned by one or more Spider-Friends characters you control, you may turn a face-up resource you control face down. This updated card text is different from what's printed on the card. ESU Science Lab MSM MSM-011 2 Location U MSM-011 Whenever a defender you control becomes powered-up, it has reinforcement this attack. | Exhaust two Spider-Friends characters you control -> Draw a card. Spider Senses MSM MSM-012 2 Plot Twist U MSM-012 Target Spider-Friends defender gets +3 DEF this attack. Twist of Fate MSM MSM-013 1 Plot Twist U MSM-013 As an additional cost to play Twist of Fate, discard a Spider-Friends character card from your hand. | Reveal the top four cards of your deck. Choose one character card from among them and put it into your hand. Put the remaining cards on the bottom of your deck in any order. Dr. Octopus | Doc Ock MSM MSM-014 7 Character Sinister Syndicate 15 15 R MSM-014 Sinister Syndicate defenders you control have reinforcement. | Whenever Dr. Octopus stuns a defender, you may stun target support row character. Dr. Octopus | Otto Octavius MSM MSM-015 4 Character Sinister Syndicate 7 7 C MSM-015 Whenever Dr. Octopus attacks, you may exhaust target unprotected character. | Activate -> Target Sinister Syndicate defender has reinforcement this attack. Electro | Maxwell Dillon MSM MSM-016 2 Character Sinister Syndicate [Range] 2 2 U MSM-016 Activate, discard a Sinister Syndicate character card from your hand -> Stun target character with a cost of 3 or less. Use this power only during your attack step. Green Goblin | Norman Osborn MSM MSM-017 5 Character Sinister Syndicate [Flight] [Range] 9 9 C MSM-017 Activate, discard a Sinister Syndicate character card from your hand -> KO target unprotected support row character. Its controller loses endurance equal to that character's cost. Use this power only during your attack step. Kraven the Hunter | Sergei Kravinoff MSM MSM-018 4 Character Sinister Syndicate 6 6 C MSM-018 At the start of the combat phase, you may choose a character name. | Kraven the Hunter gets +4 ATK while attacking a character with that name this turn. Lizard | Dr. Curtis Connors MSM MSM-019 3 Character Sinister Syndicate 3 4 C MSM-019 Pay 4 endurance -> Lizard gets +2 DEF this attack. Rhino | Alex O'Hirn MSM MSM-020 3 Character Sinister Syndicate 7 4 C MSM-020 At the start of your recruit step, pay 4 endurance or KO Rhino. Venom | Eddie Brock MSM MSM-021 6 Character Sinister Syndicate 12 12 U MSM-021 Whenever Venom stuns a character, KO that character unless its controller pays 6 endurance. Vulture | Adrian Toomes MSM MSM-022 1 Character Sinister Syndicate [Flight] 2 1 C MSM-022 As an additional cost to recruit Vulture, reveal another Sinister Syndicate character card from your hand. | Whenever Vulture causes breakthrough, you gain that much endurance. Doc Ock's Lab MSM MSM-023 1 Location U MSM-023 Activate, pay 3 endurance -> Target Sinister Syndicate attacker gets +3 ATK this attack. Osborn Industries MSM MSM-024 1 Location U MSM-024 Activate, discard a Sinister Syndicate character card from your hand -> Draw a card. | | Activate, discard two cards from your hand -> Draw a card. Sadistic Choice MSM MSM-025 3 Plot Twist U MSM-025 Play Sadistic Choice only if you control a Sinister Syndicate character. | KO target stunned character unless its controller discards two cards from his hand. Sinister Salvo MSM MSM-026 1 Plot Twist [Ongoing] U MSM-026 As an additional cost to play Sinister Salvo, exhaust a Sinister Syndicate character you control. | Target player loses 3 endurance. | Ongoing: Characters you control have range. Alley-Oop! MSM MSM-027 1 Plot Twist C MSM-027 Target support row defender gets +1 ATK and +2 DEF this attack. Crushing Blow [MSM] MSM MSM-028 2 Plot Twist C MSM-028 Target attacker gets +3 ATK and +3 DEF this attack while attacking an exhausted defender. Jetpack [MSM] MSM MSM-029 0 Equipment C MSM-029 Equipped character gets +2 ATK and has flight. No Fear [MSM] MSM MSM-030 1 Plot Twist C MSM-030 Choose one: Target attacker gets +3 ATK this attack while attacking a character with a higher cost; or target defender gets +3 ATK this attack while defending against a character with a higher cost. Smoke Screen MSM MSM-031 1 Equipment C MSM-031 KO Smoke Screen -> Target attacker cannot be stunned this attack. Aunt May | May Parker MSM MSM-032 1 Character Spider-Friends 0 0 U MSM-032 You may discard a Spider-Friends character card from your hand rather than pay Aunt May's recruit cost. | At the start of the recovery phase, gain 1 endurance for each non-stunned Spider-Friends character you control. Black Cat | Master Thief MSM MSM-033 2 Character Spider-Friends 2 2 U MSM-033 Evasion. Plot twists cost your opponents 2 more to play. Cardiac | Elias Wirtham MSM MSM-034 3 Character Spider-Friends [Flight] [Range] 3 2 U MSM-034 Activate -> Stun target character with a cost of 2 or less an opponent controls. | Activate -> Recover target Spider-Friends character with a cost of 2 or less you control. Cloak | Tyrone Johnson MSM MSM-035 4 Character Spider-Friends 6 6 C MSM-035 Loyalty. Whenever Cloak stuns an attacker, return that character to owner's hand. | Boost 4: When Cloak comes into play, return any number of target characters with a cost of 4 or less to owner's hands. Dagger | Tandy Bowen MSM MSM-036 3 Character Spider-Friends [Range] 4 4 U MSM-036 Activate -> Target player loses 1 endurance for each card in his hand. Use this power only during your attack step. Dusk | Cassie St. Commons MSM MSM-037 2 Character Spider-Friends 2 3 C MSM-037 Evasion. Other Spider-Friends characters with evasion you control get +1 DEF. | Boost 3: When Dusk comes into play, search your deck for a character card named Hornet, Prodigy, or Ricochet, reveal it, and put it into your hand. Shuffle your deck. Gain 3 resource points. Spend these points only to recruit a character card named Hornet, Prodigy, or Ricochet. Ezekiel | Spirit of the Spider MSM MSM-038 7 Character Spider-Friends 15 15 C MSM-038 When Ezekiel comes into play, draw a card for each Spider-Friends character you control. Firestar | Hot Stuff MSM MSM-039 5 Character Spider-Friends [Flight] [Range] 8 8 R MSM-039 Loyalty. Activate -> Stun all characters with a cost of 2 or less. Use this power only during your attack step. Hornet | Eddie McDonough MSM MSM-040 2 Character Spider-Friends [Flight] [Range] 2 2 C MSM-040 Exhaust a Spider-Friends character you control -> Target player loses 1 endurance. Human Torch | Friendly Rival MSM MSM-041 5 Character Spider-Friends [Flight] [Range] 8 9 C MSM-041 Whenever Human Torch attacks or is attacked, you may pay 3 endurance. If you do, Human Torch gets +X ATK this attack, where X is the number of other non-stunned Spider-Friends characters you control. Iceman | Cool Customer MSM MSM-042 6 Character Spider-Friends [Range] 12 12 C MSM-042 At the start of the recovery phase, each opponent who has three or more cards in his hand discards cards until he has two cards in his hand. Jessica Drew <> Spider-Woman | Venom Blast MSM MSM-043 2 Character Spider-Friends [Range] 3 2 U MSM-043 Evasion. Other Spider-Friends characters with evasion you control get +1 ATK. Julia Carpenter <> Spider-Woman | Web Weaver MSM MSM-044 4 Character Spider-Friends 7 7 R MSM-044 Evasion. Activate, discard two Spider-Friends character cards from your hand -> Target character cannot attack this turn unless it team attacks. Use this power only during the build phase. Mary Jane Watson | MJ MSM MSM-045 1 Character Spider-Friends 1 1 R MSM-045 Protected Spider-Friends defenders you control have reinforcement. | Whenever one or more Spider-Friends team attackers you control stun a defender, draw a card. Mattie Franklin <> Spider-Woman | Gift of Power MSM MSM-046 6 Character Spider-Friends [Flight] [Range] 11 11 U MSM-046 Whenever Mattie Franklin attacks or is attacked, reveal any number of face-down resources you control. Mattie Franklin gets +1 ATK and +1 DEF this attack for each Spider-Friends character card you revealed this way. Then KO all Spider-Friends character cards you revealed, and put the top card of your deck into your resource row for each card KO'd this way. Prodigy | Richie Gilmore MSM MSM-047 3 Character Spider-Friends 4 4 C MSM-047 Spider-Friends characters with a cost of 3 or less you control get +3 ATK while defending against a character with a higher cost. Puma | Thomas Fireheart MSM MSM-048 4 Character Spider-Friends 7 8 C MSM-048 Puma has evasion while attacking. | Boost 3: When Puma comes into play, he gets +7 ATK and +6 DEF this turn. Ricochet | Johnny Gallo MSM MSM-049 3 Character Spider-Friends 3 5 C MSM-049 Evasion. Characters with evasion you control cannot be the target of plot twist or payment effects an opponent controls. Rocket Racer | Robert Farrell MSM MSM-050 1 Character Spider-Friends 1 1 C MSM-050 Evasion. While a Spider-Friends character is protecting Rocket Racer, that character has reinforcement. | Pay 1 endurance -> Move Rocket Racer. Scarlet Spider | Ben Reilly MSM MSM-051 6 Character Spider-Friends 10 12 C MSM-051 Other Spider-Friends characters you control get +2 ATK while attacking. | Reveal Scarlet Spider from your hand -> Character cards named Spider-Man are not unique this turn. Use this power only while Scarlet Spider is in your hand. Silver Sable | Silver Sablinovia MSM MSM-052 2 Character Spider-Friends [Range] 2 2 C MSM-052 Characters named Wild Pack you control get +1 ATK and +1 DEF. | Boost 1: When Silver Sable comes into play, search your deck for a character card named Wild Pack and put it into your front row. Shuffle your deck. Spider-Man | Alien Symbiote MSM MSM-053 5 Character Spider-Friends 9 9 C MSM-053 Evasion. If Spider-Man would become powered-up, you may put a +1 ATK / +1 DEF counter on him instead. | Whenever Spider-Man becomes stunned by a character an opponent controls, remove all counters from Spider-Man. Spider-Man | Cosmic Spider-Man MSM MSM-054 8 Character Spider-Friends [Flight] [Range] 17 17 R MSM-054 Spider-Friends attackers you control cannot be stunned. | At the start of the combat phase, Spider-Man gets +1 ATK and +1 DEF this turn for each non-stunned character target opponent controls. This updated card text is different from what's printed on the card. Wild Pack | Army MSM MSM-055 1 Character Spider-Friends [Range] 1 1 C MSM-055 Wild Pack gets +1 ATK while team attacking. Will O' The Wisp | Jackson Arvad MSM MSM-056 4 Character Spider-Friends [Flight] 7 7 R MSM-056 Evasion. Whenever Will O' The Wisp recovers, put a +1 ATK / +1 DEF counter on him. Ace Reporter MSM MSM-057 1 Plot Twist R MSM-057 As an additional cost to play Ace Reporter, exhaust a Spider-Friends character you control. | 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 in any order and put the rest on top in any order. Armored Spider Suit MSM MSM-058 2 Equipment U MSM-058 Armored Spider Suit costs 1 less to recruit for each Spider-Friends character you recruited this turn. | Equipped character gets +2 ATK and +2 DEF and has reinforcement. Costume Change MSM MSM-059 3 Plot Twist U MSM-059 You may discard a Spider-Friends character card from your hand. If you do, search your deck for a different version of the discarded card, reveal it, and put it into your hand. Shuffle your deck. Fun and Games MSM MSM-060 2 Plot Twist [Ongoing] R MSM-060 As an additional cost to play Fun and Games, discard a Spider-Friends character card from your hand. | Ongoing: Characters have ''Activate -> Negate target activated effect an opponent controls.'' Going My Way? MSM MSM-061 3 Plot Twist [Ongoing] U MSM-061 Spider-Friends characters you control can attack this turn as if they had flight and. Range. | Ongoing: Characters named Spider-Man you control get +1 ATK. Midtown High School MSM MSM-062 1 Location C MSM-062 Whenever you recruit a non-army Spider-Friends character, you may pay 1 resource point. If you do, draw a card. My Hero MSM MSM-063 3 Plot Twist [Ongoing] U MSM-063 Choose a character you control. | Ongoing: While the chosen character is ready and in the front row, support row Spider-Friends characters you control are protected. Nice Try! MSM MSM-064 2 Plot Twist R MSM-064 Negate target plot twist or payment effect that targets a Spider-Friends character you control. Spider-Tracer MSM MSM-065 1 Plot Twist [Ongoing] R MSM-065 Play Spider-Tracer only if you control a Spider-Friends character and only during the build phase. | Choose a character an opponent controls. | Ongoing: The chosen character cannot be the target of plot twist or payment effects its controller controls. Sticky Situation MSM MSM-066 2 Plot Twist U MSM-066 Remove target Spider-Friends defender you control from this attack. (When an attack concludes, if there is no defender, all attackers ready.) Tragic Loss MSM MSM-067 3 Plot Twist U MSM-067 As an additional cost to play Tragic Loss, KO a stunned character you control. | Choose one: Target Spider-Friends defender gets +5 ATK this attack; or target Spider-Friends defender gets +5 DEF this attack. Unexpected Mutation MSM MSM-068 1 Plot Twist U MSM-068 Put the top card of your deck into your KO'd pile. Target Spider-Friends attacker you control gets +X ATK and-X DEF this attack, where X is the cost of the card put into your KO'd pile this way. Alistair Smythe | Ultimate Spider Slayer MSM MSM-069 3 Character Sinister Syndicate 3 5 R MSM-069 When Alistair Smythe comes into play, choose a character name and an opponent. | The chosen opponent may not play plot twists or flip locations the same turn he recruited a character with the chosen name. Beetle | Abner Jenkins MSM MSM-070 2 Character Sinister Syndicate [Flight] [Range] 2 0 C MSM-070 Beetle gets +1 DEF for each resource you control. | Boost 4: When Beetle comes into play, he gets +X ATK and +X DEF this turn, where X is the number of resources you control. Boomerang | Fred Myers MSM MSM-071 3 Character Sinister Syndicate [Flight] [Range] 4 3 C MSM-071 Return Boomerang to owner's hand -> Return target character with a cost of 2 or less to owner's hand. Use this power only if you control another Sinister Syndicate character. Carnage | Cletus Kasady MSM MSM-072 5 Character Sinister Syndicate 10 8 R MSM-072 Loyalty. Other characters get +2 ATK. | Boost 3: When Carnage comes into play, characters get +3 ATK this turn. Chameleon | Dmitri Smerdyakov MSM MSM-073 1 Character Sinister Syndicate 1 1 C MSM-073 Pay 1 endurance -> Choose a team affiliation. Chameleon has the chosen team affiliation this turn. Use this power only once per turn and only if you control another Sinister Syndicate character. (This is in addition to Chameleon's other team affiliations.) Green Goblin | Altered Ego MSM MSM-074 7 Character Sinister Syndicate [Flight] [Range] 17 11 C MSM-074 Loyalty. Activate, pay 13 endurance -> Each other player loses 13 endurance. Hammerhead | Gangster MSM MSM-075 2 Character Sinister Syndicate 3 2 C MSM-075 Sinister Syndicate attackers you control get +2 ATK while attacking a player directly. Hobgoblin | Roderick Kingsley MSM MSM-076 6 Character Sinister Syndicate [Flight] [Range] 13 10 C MSM-076 Loyalty. When Hobgoblin is put into a KO'd pile from play, you may have each player KO a resource he controls. Hydro-Man | Morris Bench MSM MSM-077 5 Character Sinister Syndicate 7 7 C MSM-077 Whenever Hydro-Man becomes stunned, at the start of the recovery phase, recover him. Jackal | Dr. Miles Warren MSM MSM-078 4 Character Sinister Syndicate 6 6 C MSM-078 Activate -> Put a Sinister Syndicate character card with a cost of 3 or less from your hand into your support row exhausted. Use this power only during the recovery phase. Kaine | Imperfect Clone MSM MSM-079 6 Character Sinister Syndicate 12 12 C MSM-079 While you control another Spider-Friends character, Kaine has the Spider-Friends team affiliation. | Whenever Kaine stuns a Sinister Syndicate defender, KO that character. Kingpin | Crime Boss MSM MSM-080 6 Character Sinister Syndicate 7 7 R MSM-080 Kingpin gets +1 ATK and +1 DEF for each other Sinister Syndicate character you control. | Exhaust a location you control -> Target Sinister Syndicate character you control gets +1 ATK and +1 DEF this attack. Man-Wolf | John Jameson MSM MSM-081 3 Character Sinister Syndicate 3 4 C MSM-081 Man-Wolf gets +3 ATK while you control the initiative. | Boost 2: When Man-Wolf comes into play, he gets +X ATK this turn, where X is the number of resources you control. Morbius | Dr. Michael Morbius MSM MSM-082 5 Character Sinister Syndicate [Flight] 8 8 R MSM-082 Whenever Morbius stuns a character, gain endurance equal to that character's cost. Mysterio | Quentin Beck MSM MSM-083 3 Character Sinister Syndicate [Range] 4 2 R MSM-083 Evasion. Boost 1: When Mysterio comes into play, search your deck for a character card named Mysterio and put it into your front row. Shuffle your deck. Sandman | William Baker MSM MSM-084 6 Character Sinister Syndicate 8 8 R MSM-084 When Sandman comes into play, put six +1 ATK / +1 DEF counters on him. | Whenever Sandman becomes stunned, remove all counters from him. Scorpion | MacDonald Gargan MSM MSM-085 5 Character Sinister Syndicate 9 8 C MSM-085 Pay 2 endurance -> Exhausted characters your opponents control lose reinforcement this turn. | Boost 2: When Scorpion comes into play, exhaust any number of target characters with a combined cost of 5 or less. Shocker | Herman Schultz MSM MSM-086 4 Character Sinister Syndicate [Range] 7 6 C MSM-086 Activate -> Target opponent exhausts a front row character he controls and a support row character he controls. Use this power only during your attack step. Shriek | Frances Barrison MSM MSM-087 2 Character Sinister Syndicate [Range] 2 1 U MSM-087 Other characters get +1 ATK. Silvermane | Silvio Manfredi MSM MSM-088 2 Character Sinister Syndicate 0 2 C MSM-088 Silvermane gets +1 ATK for each resource you control. | Boost 5: When Silvermane comes into play, he gets +1 ATK this turn for each resource controlled by target opponent. Speed Demon | James Sanders MSM MSM-089 1 Character Sinister Syndicate 1 1 C MSM-089 Evasion. Speed Demon cannot be equipped. | Pay 1 endurance- -> Ready Speed Demon. He cannot attack this turn. Use this power only once per turn. The Rose | Richard Fisk MSM MSM-090 2 Character Sinister Syndicate 2 3 R MSM-090 Locations cost your opponents 3 more to flip. Tinkerer | Phineas Mason MSM MSM-091 1 Character Sinister Syndicate 1 1 R MSM-091 At the start of the recovery phase, if you control more non-stunned characters than each of your opponents, put a +1 ATK / +1 DEF counter on target character you control. Tombstone | Lonnie Lincoln MSM MSM-092 1 Character Sinister Syndicate 3 4 R MSM-092 At the start of the your recruit step, KO Tombstone unless you discard a Sinister Syndicate character card from your hand. Venom | Alien Symbiote MSM MSM-093 4 Character Sinister Syndicate 7 7 R MSM-093 Evasion. When Venom comes into play, you may KO a Sinister Syndicate character you control. If you do, put X +1 ATK / +1 DEF counters on Venom, where X is the cost of the character you KO'd. Dangerous Experiment MSM MSM-094 4 Plot Twist R MSM-094 As an additional cost to play Dangerous Experiment, exhaust a Sinister Syndicate character you control. | Choose a plot twist name. Reveal cards from the top of your deck until you reveal a plot twist with the chosen name. Put that plot twist into your hand and shuffle the revealed cards into your deck. Lose 1 endurance for each card revealed this way. Fisk Towers MSM MSM-095 2 Location R MSM-095 Whenever you recruit a Sinister Syndicate character card with a cost of 4 or more, you may put a Sinister Syndicate character card with a cost of 1 or less from your hand into your front row. Get Him My Petsss MSM MSM-096 4 Plot Twist R MSM-096 Play Get Him My Petsss only during the combat phase. | As an additional cost to play Get Him My Petsss, exhaust five Sinister Syndicate characters you control. | Target opponent KO's a non-stunned character he controls. Goblin Glider MSM MSM-097 2 Equipment U MSM-097 Goblin Glider costs 1 less to recruit for each Sinister Syndicate character you recruited this turn. | Equipped character gets +4 ATK, has flight, and has range. Hired Goons MSM MSM-098 2 Plot Twist C MSM-098 Characters you control that came into play this turn get +1 ATK this turn. | Sinister Syndicate characters you control that came into play this turn get an additional +1 ATK this turn. Lion's Den MSM MSM-099 2 Location C MSM-099 Pay 1 resource point -> Target Sinister Syndicate character gets +4 ATK this turn. Use this power only once per turn. Oscorp Board Room MSM MSM-100 3 Location U MSM-100 Activate, KO a Sinister Syndicate character you control -> Target player discards a card from his hand. Use this power only during the combat phase. Rejuvenation MSM MSM-101 4 Plot Twist U MSM-101 As an additional cost to play Rejuvenation, exhaust a Sinister Syndicate character you control. | Gain 1 endurance for each character card in target opponent's KO'd pile. Spider Slayers MSM MSM-102 2 Plot Twist [Ongoing] U MSM-102 Choose a character name. | Sinister Syndicate characters you control get +2 ATK while attacking a character with that name this turn. | Ongoing: At the start of your resource step, you may pay 4 endurance. If you do, turn Spider Slayers face down. Archangel | Angel of Death MSM MSM-103 5 Character X-Men [Flight] [Range] 10 7 U MSM-103 X-Men attackers with flight you control cannot be stunned while attacking a defender with neither flight nor. Range. [ERRATA 04-27-2005] Emma Frost | Headmistress of Xavier's Academy MSM MSM-104 6 Character X-Men [Range] 12 10 R MSM-104 Loyalty. Activate -> Target opponent discards a card from his hand. Draw a card. Use this power only during the combat phase. | Activate -> Emma Frost gets +3 DEF this attack. John Proudstar <> Thunderbird | Apache Warrior MSM MSM-105 4 Character X-Men 9 8 U MSM-105 Whenever John Proudstar becomes stunned, at the start of the recovery phase, if he is stunned, KO him. Shadowcat | Pride of the X-Men MSM MSM-106 3 Character X-Men 3 5 U MSM-106 Evasion. Activate -> Return target X-Men character you control to owner's hand. Sunfire | Shiro Yoshida MSM MSM-107 5 Character X-Men [Flight] [Range] 8 7 R MSM-107 Activate, discard an X-Men character card from your hand -> Stun any number of target characters with a combined cost of 3 or less. Aerial Supremacy MSM MSM-108 1 Plot Twist [Ongoing] U MSM-108 Ongoing: Characters with flight you control get +1 DEF while defending against a character with neither flight nor. Range. | X-Men characters with flight you control get +1 DEF while defending against a character with neither flight nor. Range. [ERRATA 04-27-2005] Bamf! MSM MSM-109 3 Plot Twist R MSM-109 X-Men characters you control cannot be stunned while attacking this turn. Madripoor MSM MSM-110 1 Location U MSM-110 Front row X-Men characters you control get +1 DEF. | Support row X-Men characters you control get +1 ATK. Power Nexus MSM MSM-111 4 Plot Twist R MSM-111 As an additional cost to play Power Nexus, exhaust any number of X-Men characters you control. | Stun target character if its cost is less than the number of X-Men characters you exhausted this way. Siege Perilous MSM MSM-112 1 Location R MSM-112 Whenever an X-Men character you control recovers, put a rebirth counter on Siege Perilous. | Remove three rebirth counters from Siege Perilous -> Recover target character. Use this power only during the combat phase. Ultimate Sacrifice MSM MSM-113 2 Plot Twist R MSM-113 Play Ultimate Sacrifice only during the recovery phase. | As an additional cost to play Ultimate Sacrifice, KO an X-Men character you control. | Recover each stunned X-Men character you control. Silver Surfer | Norrin Radd [MSM] MSM MSM-114 8 Character Fantastic Four [Flight] [Range] 19 19 R MSM-114 At the start of the combat phase, you may discard a Fantastic Four character card from your hand. If you do, gain control of the initiative. Wyatt Wingfoot | Keewazi Adventurer MSM MSM-115 1 Character Fantastic Four 1 1 U MSM-115 Activate, return Wyatt Wingfoot to owner's hand -> Target defender you control has reinforcement this attack. | Discard Wyatt Wingfoot from your hand -> Target Fantastic Four character gains +1 DEF this attack. Use this power only while Wyatt Wingfoot is in your hand. Marvel's First Family MSM MSM-116 3 Plot Twist R MSM-116 If you control Thing, characters you control get +1 ATK this turn. If you control Invisible Woman, characters you control get +1 DEF this turn. If you control Mr. Fantastic, return target equipment card from your KO'd pile to your hand. If you control Human Torch, characters you control have flight and range this turn. Pier 4 [MSM] MSM MSM-117 1 Location R MSM-117 Each Fantastic Four character you control can be equipped with up to two equipment. Supernova MSM MSM-118 3 Plot Twist U MSM-118 As an additional cost to play Supernova, discard two cards from your hand unless you discard a Fantastic Four character card from your hand. | Target character you control gets +6 ATK and-6 DEF and causes no breakthrough this attack. Mimic | Calvin Rankin MSM MSM-119 6 Character Brotherhood 12 12 R MSM-119 While another character not named Mimic has flight, Mimic has. Flight. | While another character not named Mimic has range, Mimic has. Range. | At the start of the combat phase, Mimic gains target character's activated powers this turn. If any of the powers use that character's name, use this character's name instead. [ERRATA 04-27-2005] Post | Kevin Tremain MSM MSM-120 5 Character Brotherhood 10 10 R MSM-120 When Post comes into play, stun a Brotherhood character you control. | Post gets +2 DEF while defending. Thornn | Feral Hunter MSM MSM-121 1 Character Brotherhood 1 1 U MSM-121 Discard a card from your hand -> Thornn gets +2 ATK this attack. Use this power only once per turn. Insignificant Threat MSM MSM-122 3 Plot Twist R MSM-122 As an additional cost to play Insignificant Threat, exhaust a Brotherhood defender you control. | Stun target attacker if its cost is less than the cost of the Brotherhood character you exhausted. Misappropriation MSM MSM-123 1 Plot Twist U MSM-123 Choose one: KO target equipment an opponent controls; or transfer target equipment to target unequipped Brotherhood character you control. Rise to Power MSM MSM-124 6 Plot Twist R MSM-124 As an additional cost to play Rise to Power, discard a Brotherhood character card with a cost of 3 or less from your hand. | Search your deck for a Brotherhood character card with a cost of 6 or more, reveal it, and put it into your hand. Shuffle your deck. Volcanic Base MSM MSM-125 1 Location R MSM-125 At the start of the recovery phase, if you have no cards in hand, draw a card. If you control a Brotherhood character, draw an additional card, then discard a card from your hand. Dr. Hauptmann | Diabolic Inventor MSM MSM-126 1 Character Doom 1 1 U MSM-126 You may discard an army Doom character card from your hand rather than pay Dr. Hauptmann's recruit cost. | Activate -> Target army Doom attacker you control gets +X ATK this attack, where X is equal to the cost of that attacker. Purple Man | Zebediah Killgrave MSM MSM-127 3 Character Doom 4 4 U MSM-127 Activate -> KO a resource you control. Move target face-down resource an opponent controls to your resource row. That opponent puts the top card of his deck into his resource row. Terrax | Tyros MSM MSM-128 8 Character Doom [Flight] [Range] 19 19 R MSM-128 At the start of the combat phase, each player KO's all locations he controls. Then, each player puts the top card of his deck into his resource row for each location he KO'd this way. KO all characters in play with a cost less than or equal to the number of locations KO'd this way. Decoy Program MSM MSM-129 0 Equipment R MSM-129 Unique. Equip only to an army Doom character you control. | Equipped character loses all names and gains the name Dr. Doom. Devil's Due MSM MSM-130 2 Plot Twist [Ongoing] R MSM-130 Ongoing: KO a character you control -> Put a +1 ATK / +1 DEF counter on target Doom character you control. Latverian Embassy MSM MSM-131 2 Location R MSM-131 When you flip Latverian Embassy, discard a card from your hand unless you control Dr. Doom. | Each of your opponents may not play a plot twist with the same name as a plot twist in his resource row. Mark II, Number II | Leader Unit MSM MSM-132 3 Character Sentinel [Flight] [Range] 4 4 R MSM-132 Sentinel characters you control cannot be stunned or KO'd by non-ongoing plot twists your opponents control. [ERRATA 04-27-2005] Sentinel Mark V | Army MSM MSM-133 4 Character Sentinel [Flight] [Range] 7 7 C MSM-133 While Sentinel Mark V is ready, army Sentinel characters you control have reinforcement. | Boost 1: When Sentinel Mark V comes into play, put two +1 ATK / +1 DEF counters on it. Sentinel Mark III | Army MSM MSM-134 2 Character Sentinel [Flight] [Range] 1 2 C MSM-134 Army Sentinel characters you control get +1 ATK while attacking. Tri-Sentinel | Super Sentinel MSM MSM-135 7 Character Sentinel [Flight] [Range] 13 13 R MSM-135 Whenever an army Sentinel character you control becomes stunned, target opponent loses endurance equal to that character's cost. | Boost 1: When Tri-Sentinel comes into play, return all army Sentinel character cards in your KO'd pile to your hand. Next Generation Technology MSM MSM-136 2 Plot Twist R MSM-136 KO any number of ready Sentinel characters you control. You may put an army Sentinel character card with a cost of X from your hand into your front row, where X is the number of Sentinel characters you KO'd this way. Termination Sequence MSM MSM-137 2 Plot Twist R MSM-137 Play Termination Sequence only during your attack step. | KO a non-stunned army Sentinel character you control. If you do, KO target character if its cost is less than the cost of the army Sentinel character you KO'd this way. Wave of Sentinels MSM MSM-138 3 Plot Twist R MSM-138 Army Sentinel characters you control get +3 ATK and +3 DEF this turn while attacking a character that has already been attacked this turn. Lyja | The Lazerfist MSM MSM-139 3 Character Skrull [Range] 4 3 U MSM-139 While you control another Fantastic Four character, Lyja has the Fantastic Four team affiliation. | KO Lyja -> Recover target stunned Fantastic Four character you control. Deathlok | Luther Manning MSM MSM-140 5 Character [Range] 7 7 R MSM-140 KO an equipment equipped to Deathlok -> Ready Deathlok. Use this power only once per turn. J. Jonah Jameson | Sensationalist MSM MSM-141 1 Character 1 1 R MSM-141 If you win the game, you choose who starts with the initiative the next time you play against the same opponent or opponents. Mole Man | Leader of the Moloids MSM MSM-142 2 Character 2 2 U MSM-142 Mole Man gets +1 ATK and +1 DEF for each ongoing plot twist you control. Bad Press MSM MSM-143 1 Plot Twist [Ongoing] R MSM-143 Ongoing: Locations cost your opponents 1 more to flip. | Plot twists cost your opponents 1 more to play. Big Bully MSM MSM-144 1 Plot Twist C MSM-144 Target attacker gets +X ATK this attack while attacking a character with a lower cost, where X is the difference between the attacker's cost and the defender's cost. Breaking Story MSM MSM-145 0 Plot Twist U MSM-145 Reveal the top card of your deck. If its cost is less than the number of resources you control, put it into your hand. Clone Saga MSM MSM-146 2 Plot Twist [Ongoing] U MSM-146 Play Clone Saga only if you control a Spider-Friends character. Ongoing: Affiliated characters you control, as well as cards in your deck, hand, and KO'd pile have the Spider-Friends team affiliation. (This is in addition to other team affiliations.) This updated card text is different from what's printed on the card. Com Link MSM MSM-147 0 Equipment U MSM-147 You may propose a team attack with equipped character as though it had all team affiliations. | Equipped character has ''Activate -> Target defender has reinforcement this attack.'' Crowd Control MSM MSM-148 2 Plot Twist C MSM-148 As an additional cost to play Crowd Control, discard a card from your hand. | Support row characters you control have reinforcement this turn. Fight to the Finish MSM MSM-149 1 Plot Twist U MSM-149 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. Flamethrower MSM MSM-150 1 Equipment R MSM-150 Equipped character gets +5 ATK. | Whenever equipped character becomes stunned, KO equipped character. | Exhaust equipped character -> Target player loses 5 endurance. Use this power only once per turn. Forced Allegiance MSM MSM-151 2 Plot Twist [Ongoing] U MSM-151 Choose a team affiliation from among characters you control. | Ongoing: If you chose a team affiliation, affiliated characters you control lose all team affiliations and gain the chosen team affiliation. This updated card text is different from what's printed on the card. Grounded MSM MSM-152 1 Plot Twist C MSM-152 Target character loses flight and gets-1 ATK this turn. Mojoverse MSM MSM-153 1 Location C MSM-153 Attackers with no team affiliation get +1 ATK and +1 DEF. | Activate -> Target character you control loses all team affiliations this turn. Murderworld MSM MSM-154 1 Location R MSM-154 Flip Murderworld only during the build phase. | As an additional cost to flip Murderworld, discard a card from your hand. | Characters have ''Activate, discard a card from your hand- -> KO target stunned affiliated character''. Pinned MSM MSM-155 2 Plot Twist U MSM-155 Whenever target attacker readies during the combat phase this turn, exhaust it unless its controller discards a card from his hand. Pleasant Distraction MSM MSM-156 2 Plot Twist U MSM-156 Play Pleasant Distraction only during your attack step. | Target character cannot attack this turn. Rapier MSM MSM-157 0 Equipment U MSM-157 Equipped character gets +3 ATK while attacking a front row character or defending against a front row character. Rise from the Grave MSM MSM-158 2 Plot Twist R MSM-158 As an additional cost to play Rise from the Grave, pay 5 endurance. Recover target stunned character you control and move it to your support row. Lose endurance equal to that character's cost. This updated card text is different from what's printed on the card. Sinister Six MSM MSM-159 2 Plot Twist [Ongoing] U MSM-159 Play Sinister Six only if you control a Sinister Syndicate character. | Ongoing: Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO'd pile have the Sinister Syndicate team affiliation. This updated card text is different from what's printed on the card. Sonic Gun MSM MSM-160 0 Equipment U MSM-160 Whenever equipped character attacks a defender, exhaust that defender. | Equipped character has ''Activate -> Remove all +1 ATK / +1 DEF counters from target character.'' Sucker Punch MSM MSM-161 1 Plot Twist U MSM-161 Characters you control cannot be stunned while attacking exhausted defenders this turn. Surrounded MSM MSM-162 2 Plot Twist C MSM-162 Target attacker you control gets +X ATK and +X DEF this attack, where X is the number of characters you recruited this turn. Thinking Outside the Box MSM MSM-163 1 Plot Twist [Ongoing] R MSM-163 Ongoing: You draw cards from the bottom of your deck. Time Platform MSM MSM-164 2 Equipment R MSM-164 Unique. Transferable. KO Time Platform -> Negate target non-ongoing plot twist. [ERRATA 04-27-2005] Unmasked MSM MSM-165 1 Plot Twist [Ongoing] U MSM-165 Characters cannot become powered-up this turn. | Ongoing: At the start of your resource step you may pay 2 endurance. If you do, turn Unmasked face down. Alpha Centurion | Marcus Aelius DSM DSM-001 4 Character Team Superman [Flight] 7 6 C DSM-001 Cosmic: While you control no ready characters, Alpha Centurion gets +2 ATK and +2 DEF. | Boost 1: When Alpha Centurion comes into play, exhaust any number of characters you control. Characters you control get +3 ATK while exhausted and defending this turn. Cir-El <> Supergirl | Daughter of Tomorrow DSM DSM-002 5 Character Team Superman [Flight] [Range] 8 9 C DSM-002 Cosmic: Cir-El gets +1 ATK for each cosmic counter on characters you control. | Boost 1: When Cir-El comes into play, put a cosmic counter on each character with cosmic you control. Connor Kent <> Superboy | Kon-El DSM DSM-003 4 Character Team Superman [Flight] 7 6 U DSM-003 Whenever Connor Kent stuns a character, you may replace target face-down resource. Dubbilex | DNAlien DSM DSM-004 2 Character Team Superman 2 3 U DSM-004 When Dubbilex comes into play, look at target player's hand. Eradicator | Soul of Krypton DSM DSM-005 7 Character Team Superman [Flight] [Range] 15 15 C DSM-005 While you control another Team Superman character, whenever Eradicator stuns a character, remove that character from the game. Gangbuster | Jose Delgado DSM DSM-006 2 Character Team Superman 3 2 C DSM-006 Whenever Gangbuster stuns an Army defender, you may stun target Army character. Girl 13 | Traci Thirteen DSM DSM-007 2 Character Team Superman [Range] 1 3 U DSM-007 Exhaust a support row character you control -> Target front row Team Superman attacker you control gets +2 ATK and does not cause breakthrough this attack. Jimmy Olsen | Superman's Pal DSM DSM-008 1 Character Team Superman 1 1 U DSM-008 While a Team Superman character is protecting Jimmy Olsen, that character gets +1 ATK and +1 DEF. John Henry Irons <> Steel | Peerless Engineer DSM DSM-009 6 Character Team Superman [Flight] [Range] 12 11 C DSM-009 Remove a cosmic counter from a character you control -> That character gets +2 DEF this turn. | Cosmic: John Henry Irons gets +1 DEF. Kara Zor-El <> Supergirl | Last Daughter of Krypton DSM DSM-010 6 Character Team Superman [Flight] [Range] 12 11 C DSM-010 Cosmic: Team Superman characters you control that are protecting other characters have invulnerability. Krypto | Superdog DSM DSM-011 4 Character Team Superman [Flight] [Range] 8 8 R DSM-011 Krypto cannot attack unless he team attacks. | Cosmic: Krypto has invulnerability. Lana Lang | Smallville Sweetheart DSM DSM-012 1 Character Team Superman 1 1 U DSM-012 You may discard a Team Superman character card from your hand rather than pay Lana Lang's recruit cost. | Exhaust a non-defending Team Superman character you control -> Target defender you control has reinforcement this attack. Linda Danvers <> Supergirl | Matrix DSM DSM-013 3 Character Team Superman [Flight] [Range] 7 6 R DSM-013 As an additional cost to recruit Linda Danvers, discard a Team Superman character card from your hand. | Linda Danvers cannot attack a character with a cost of 3 or less. Lois Lane | Star Reporter DSM DSM-014 1 Character Team Superman 1 1 U DSM-014 You may discard a Team Superman character card from your hand rather than pay Lois Lane's recruit cost. | When Lois Lane comes into play, reveal the top four cards of your deck. Choose one Team Superman character card from among them and put it into your hand. Put the remaining cards on the bottom of your deck in any order. Perry White | Chief DSM DSM-015 1 Character Team Superman 1 1 R DSM-015 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. Professor Emil Hamilton | Garrulous Genius DSM DSM-016 2 Character Team Superman 1 3 C DSM-016 Discard a Team Superman character card from your hand -> Put a cosmic counter on target character with cosmic you control. Use this power only once per turn. Rose <> Thorn | Rose Forrest DSM DSM-017 3 Character Team Superman 4 4 U DSM-017 While Rose is attacking, she gets +3 ATK and +3 DEF. | While Rose is defending, she gets-3 ATK and-3 DEF. Scorn | Ceritak DSM DSM-018 5 Character Team Superman 8 8 C DSM-018 Scorn gets +3 DEF while protecting a Team Superman character. | Boost 2: When Scorn comes into play, Team Superman characters you control get +3 DEF while they are protecting characters this turn. Strange Visitor | Sharon Vance DSM DSM-019 7 Character Team Superman [Flight] [Range] 15 13 R DSM-019 Loyalty. 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 this power only during the combat phase. Superman | Blue DSM DSM-020 5 Character Team Superman [Flight] [Range] 9 8 R DSM-020 Cosmic: Activate, remove a cosmic counter from Superman -> Stun target character if its cost is less than or equal to the number of Team Superman characters with cosmic you control. Superman | Clark Kent DSM DSM-021 4 Character Team Superman [Flight] [Range] 7 7 C DSM-021 Cosmic: Activate -> Remove target Team Superman defender you control from this attack. Superman becomes the defender this attack. Superman | Kal-El DSM DSM-022 6 Character Team Superman [Flight] [Range] 13 12 U DSM-022 Pay 2 endurance -> Move Superman. | Cosmic: While Superman is protecting a defender, that defender has reinforcement and invulnerability. Superman | Man of Steel DSM DSM-023 8 Character Team Superman [Flight] [Range] 20 20 R DSM-023 Cosmic: Discard a Team Superman character card from your hand -> Target defender you control has invulnerability this attack. Superman | Red DSM DSM-024 3 Character Team Superman [Flight] [Range] 4 3 C DSM-024 Pay 1 endurance -> Character cards named Superman are not unique this turn. | Cosmic: While Superman is attacking from the front row, he gets +4 ATK. Superman Robots | Army DSM DSM-025 3 Character Team Superman [Flight] [Range] 4 4 C DSM-025 Resources you control cannot be the target of plot twists your opponents control. | Boost 1: When Superman Robots comes into play, characters named Superman Robots get +1 ATK and +1 DEF this turn for each character named Superman Robots you control. Cadmus Labs DSM DSM-026 1 Location U DSM-026 Activate -> Character cards named Superman are not unique this turn. | Replace Cadmus Labs -> Target character named Superman gets +1 ATK and +1 DEF this attack. Daily Planet DSM DSM-027 1 Location R DSM-027 Activate -> Look at the top two cards of target opponent's deck. Choose one card from among them and put it into that player's KO'd pile. Put the remaining card on the top of that player's deck. Use this power only if you control a Team Superman character. Entropy Aegis Armor DSM DSM-028 1 Equipment R DSM-028 Unique. Equip only to a Team Superman character. | Equipped character gets +2 ATK and +2 DEF, has flight, and has. Range. While equipped character has a cosmic counter, it gets an additional +1 ATK and +1 DEF and has invulnerability. Fortress of Solitude DSM DSM-029 2 Location U DSM-029 Flip Fortress of Solitude only if you control a Team Superman character. | Defenders you control get +1 ATK and +1 DEF while protecting a character. | While you control only one character, it gets +2 ATK and +2 DEF while defending. Kandor DSM DSM-030 6 Location R DSM-030 Non-Army Team Superman characters you control with a cost of 3 or less get +3 ATK and +3 DEF. Last Son of Krypton DSM DSM-031 8 Plot Twist R DSM-031 Play Last Son of Krypton only during the recovery phase. | Choose a character named Superman you control. Each other player chooses a character he controls. KO all characters other than the chosen characters. Man of Tomorrow DSM DSM-032 2 Plot Twist U DSM-032 As an additional cost to play Man of Tomorrow, discard a Team Superman character card from your hand. | Search your deck for a character card named Superman, reveal it, and put it into your hand. Shuffle your deck. Super Speed DSM DSM-033 3 Plot Twist U DSM-033 Remove a cosmic counter from target Team Superman character with a cost of 5 or less you control. If you do, ready that character and that character causes no breakthrough this turn. X-Ray Vision DSM DSM-034 3 Plot Twist [Ongoing] R DSM-034 Ongoing: While you control a Team Superman character, each of your opponents plays with the top card of his deck revealed. | Exhaust two support row Team Superman characters you control -> Each of your opponents puts the top card of his deck into his KO'd pile. Beautiful Dreamer | Forever People DSM DSM-035 2 Character New Gods 2 2 U DSM-035 Cosmic: Whenever Beautiful Dreamer becomes stunned, you may recover another target stunned character you control. Big Barda | Barda Free DSM DSM-036 6 Character New Gods [Range] 12 12 C DSM-036 Cosmic: Pay half your endurance, rounded up -> Big Barda gets +4 ATK and +4 DEF this attack. Use this power only once per turn. Big Bear | Forever People DSM DSM-037 3 Character New Gods 3 3 C DSM-037 As an additional cost to recruit Big Bear, reveal a New Gods character card from your hand. | Cosmic: Big Bear gets +3 ATK and +3 DEF. Fastbak | Sky Scorcher DSM DSM-038 4 Character New Gods [Flight] 6 6 C DSM-038 Remove a cosmic counter from Fastbak -> Ready Fastbak. Use this power only once per turn. | Cosmic: Fastbak gets +1 ATK. Forager | Bug Warrior DSM DSM-039 5 Character New Gods 9 9 C DSM-039 Discard a New Gods character card from your hand -> Forager gets-1 ATK and +1 DEF this attack. | Boost 2: When Forager comes into play, return a New Gods character card from your KO'd pile to your hand. Forager gets +X DEF this turn, where X is the cost of that character card. Himon | Enigmatic Researcher DSM DSM-040 3 Character New Gods 4 4 U DSM-040 Your opponents may not play plot twists with a threshold cost of 1 or less. Infinity Man | Drax DSM DSM-041 7 Character New Gods [Flight] [Range] 15 15 R DSM-041 Reveal Infinity Man, return two ready characters you control with the version Forever People to owners' hands -> Character cards named Infinity Man cost you 1 less to recruit this turn. Use this power only while Infinity Man is in your hand. Izaya <> Highfather | The Inheritor DSM DSM-042 4 Character New Gods [Range] 7 8 C DSM-042 At the start of the recovery phase, you may discard a New Gods character card from your hand. If you do, recover target stunned character you control. Lightray | Solis DSM DSM-043 7 Character New Gods [Flight] [Range] 15 14 C DSM-043 Activate -> Target player loses 7 endurance. Use this power only if you control another New Gods character. Lonar | Explorer DSM DSM-044 4 Character New Gods 7 7 U DSM-044 Each of your opponents plays with the top card of his deck revealed. | Pay 3 endurance -> Target opponent puts the top card of his deck on the bottom of his deck. Mark Moonrider | Forever People DSM DSM-045 3 Character New Gods [Range] 3 4 C DSM-045 Cosmic: Activate -> Target player loses 5 endurance. Metron | Time Traveler DSM DSM-046 5 Character New Gods [Flight] [Range] 7 10 C DSM-046 Loyalty. Cosmic: Remove a cosmic counter from Metron -> Negate target non-ongoing plot twist. | Boost 2: When Metron comes into play, your opponents may not play plot twists this turn. [ERRATA 04-27-2005] Orion | Dog of War DSM DSM-047 8 Character New Gods [Flight] [Range] 17 17 R DSM-047 Activate -> Remove target attacker from this attack. | Cosmic: Pay 3 endurance, discard a New Gods character card from your hand -> Negate target non-ongoing plot twist. [ERRATA 04-27-2005] Orion | True Son of Darkseid DSM DSM-048 6 Character New Gods [Flight] [Range] 13 11 C DSM-048 Cosmic: Remove a cosmic counter from Orion -> Remove a cosmic counter from any number of target characters your opponents control. Use this power only if you control another New Gods character. Scott Free <> Mister Miracle | Escape Artist DSM DSM-049 5 Character New Gods [Flight] 8 9 R DSM-049 Loyalty. Evasion. Cosmic: Activate, remove a cosmic counter from Scott Free -> Remove target attacker from this attack. Use this power only while Scott Free is defending. Serifan | Forever People DSM DSM-050 2 Character New Gods [Range] 2 2 C DSM-050 Cosmic: New Gods characters you control have invulnerability. Takion <> Highfather | Josh Saunders DSM DSM-051 6 Character New Gods [Range] 11 13 R DSM-051 Activate, discard a New Gods character card from your hand -> Each player puts the top card of his deck into his resource row. Use this power only during the recovery phase. Vykin | Forever People DSM DSM-052 2 Character New Gods [Range] 2 3 U DSM-052 Pay 1 endurance -> Other characters with a cost of 2 or less cannot ready this turn. Use this power only during the recovery phase. Astro Force DSM DSM-053 3 Plot Twist R DSM-053 As an additional cost to play Astro Force, discard a New Gods character card from your hand. | Target New Gods attacker you control does not cause breakthrough this attack. That attacker gets +X ATK and +X DEF this attack, where X is that attacker's cost. Dog of War DSM DSM-054 2 Plot Twist U DSM-054 While any opponent controls more non-stunned characters than you this turn, New Gods characters you control get +1 ATK and +1 DEF. Escape Artist DSM DSM-055 2 Plot Twist U DSM-055 Return target ready New Gods defender you control to owner's hand. Remove all attackers from this attack. (The attackers do not ready.) Forever People DSM DSM-056 4 Plot Twist R DSM-056 As an additional cost to play Forever People, exhaust a New Gods character you control. | Put target character card with the version Forever People from your KO'd pile into your support row, stunned. New Genesis DSM DSM-057 1 Location R DSM-057 Activate, discard two cards from your hand -> Recover target stunned New Gods character you control. If that character has cosmic, put a cosmic counter on it. Use this power only once per turn. Supercycle DSM DSM-058 1 Equipment U DSM-058 While equipped character has a cosmic counter, it has invulnerability. | New Gods characters you control have flight and get +1 ATK and +1 DEF. The Prophecy Fulfilled DSM DSM-059 4 Plot Twist [Ongoing] R DSM-059 Play The Prophecy Fulfilled only during the build phase. | Ongoing: At the start of the recovery phase, if you control a non-stunned New Gods character, each of your opponents who has 0 or less endurance loses the game. The Source DSM DSM-060 3 Location R DSM-060 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. That opponent shuffles his deck. Use this power only if you control a New Gods character. Atomic Skull | Joe Martin DSM DSM-061 2 Character Revenge Squad [Range] 2 1 U DSM-061 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 this power only during your attack step and only once per turn. Bizarro | Imperfect Duplicate DSM DSM-062 5 Character Revenge Squad [Flight] [Range] 7 10 R DSM-062 Discard a Revenge Squad character card from your hand -> Switch Bizarro's ATK and DEF this attack. Brainiac 2.5 | Vrill Dox DSM DSM-063 5 Character Revenge Squad 9 8 C DSM-063 While Brainiac 2.5 is ready, non-Revenge Squad characters get-1 DEF. | While Brainiac 2.5 is exhausted, non-Revenge Squad characters get-1 ATK. | Boost 2: When Brainiac 2.5 comes into play, non-Revenge Squad characters get-2 ATK and-2 DEF this turn. Dominus | Tuoni DSM DSM-064 4 Character Revenge Squad [Range] 6 7 R DSM-064 When Dominus comes into play, choose a character name. | Cosmic: Characters with the chosen name cannot ready. Doomsday | Armageddon Creature DSM DSM-065 8 Character Revenge Squad 20 20 R DSM-065 Loyalty. Doomsday does not cause breakthrough. | Whenever Doomsday stuns a character an opponent controls, ready Doomsday. Encantadora | Lourdes Lucero DSM DSM-066 2 Character Revenge Squad 2 3 C DSM-066 At the start of the recovery phase, you may remove a counter from target character. Eradicator | Doctor David Connor DSM DSM-067 6 Character Revenge Squad [Flight] [Range] 13 12 C DSM-067 Whenever Eradicator stuns a defender, replace any number of target locations controlled by that defender's controller. General Zod | Ruler of Pokolistan DSM DSM-068 7 Character Revenge Squad 15 15 R DSM-068 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 this way. Gog | Nemesis DSM DSM-069 7 Character Revenge Squad [Flight] [Range] 14 15 C DSM-069 Gog gets +2 ATK while attacking a Team Superman character. | Cosmic: While you control another Revenge Squad character, whenever Gog attacks a character, that character's controller loses endurance equal to that character's cost. Hank Henshaw <> Cyborg | Evil Imposter DSM DSM-070 4 Character Revenge Squad [Flight] [Range] 7 5 R DSM-070 When Hank Henshaw comes into play, choose a character an opponent controls. | Hank Henshaw cannot be stunned while attacking the chosen character or defending against the chosen character. Hope | Amazon Bodyguard DSM DSM-071 1 Character Revenge Squad 2 1 U DSM-071 KO Hope -> Turn target face-up ongoing plot twist you control face down. Intergang | Army DSM DSM-072 1 Character Revenge Squad [Range] 0 0 U DSM-072 Exhaust a location you control -> Characters named Intergang get +1 ATK and +1 DEF this attack. Lex Luthor | Power Armor DSM DSM-073 6 Character Revenge Squad [Flight] [Range] 11 12 C DSM-073 Loyalty. Whenever Lex Luthor causes breakthrough to a player, next turn that player cannot recruit characters with a cost of 7 or more. Lex Luthor | President Luthor DSM DSM-074 3 Character Revenge Squad 4 4 R DSM-074 If you would draw a card during the draw phase, skip that draw instead. | 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. Massacre | Alien Bounty Hunter DSM DSM-075 3 Character Revenge Squad [Flight] 5 3 U DSM-075 As an additional cost to recruit Massacre, reveal a Revenge Squad character card from your hand. | Whenever Massacre becomes stunned, KO all stunned characters. Mercy | Amazon Bodyguard DSM DSM-076 2 Character Revenge Squad 2 2 C DSM-076 KO Mercy -> Target Revenge Squad defender you control cannot be stunned this attack. Metallo | John Corben DSM DSM-077 4 Character Revenge Squad 8 6 C DSM-077 Whenever Metallo attacks a character or is attacked by a character, remove a cosmic counter from that character and KO all equipment equipped to that character. Mongal | Ruler of Almerac DSM DSM-078 3 Character Revenge Squad 4 4 C DSM-078 Whenever Mongal attacks a character, you may move that character to its controller's support row. Mongul | Tyrant of Warworld DSM DSM-079 5 Character Revenge Squad 9 8 C DSM-079 Cosmic: While you control another Revenge Squad character, whenever Mongul stuns a character, that character's controller loses endurance equal to that character's cost. | Boost 2: When Mongul comes into play, you may stun target character with a cost of 4 or less. Mr. Mxyzptlk | Fifth Dimension Imp DSM DSM-080 2 Character Revenge Squad [Flight] [Range] 1 1 U DSM-080 Mr. Mxyzptlk costs you 1 less to recruit for each Revenge Squad character you control. | Mr. Mxyzptlk cannot be stunned. | Whenever Mr. Mxyzptlk is attacked, return him to owner's hand. Parasite | Rudy Jones DSM DSM-081 4 Character Revenge Squad 6 6 C DSM-081 Parasite does not come into play with a cosmic counter. | Whenever Parasite stuns a character, put a cosmic counter on Parasite. | Cosmic: Parasite gets +4 ATK and +4 DEF. Prankster | Oswald Loomis DSM DSM-082 1 Character Revenge Squad 1 1 U DSM-082 Activate, choose a number -> Target opponent reveals the top four cards of his deck and puts all cards with a cost equal to the chosen number into his KO'd pile. That opponent puts the remaining cards on the top of his deck in any order. Satanus | Evil Incarnate DSM DSM-083 6 Character Revenge Squad [Range] 6 6 R DSM-083 Whenever Satanus stuns a defender, recover that defender and move it to your support row. That character gains the Revenge Squad team affiliation. (You control that character.) Silver Banshee | Siobhan McDougal DSM DSM-084 3 Character Revenge Squad [Flight] [Range] 5 3 C DSM-084 Cosmic: Activate -> KO target stunned character. Talia | LexCorp CEO DSM DSM-085 1 Character Revenge Squad 1 1 U DSM-085 Exhaust a location you control -> Draw a card, then put a card from your hand on the bottom of your deck. Use this power only while you control another Revenge Squad character. [BANNED] Winslow Schott <> Toyman | Crooked Craftsman DSM DSM-086 1 Character Revenge Squad 1 1 U DSM-086 Whenever Winslow Schott attacks or is attacked, you may reveal a face-down resource you control. If you revealed a Revenge Squad character card, replace that card and Winslow Schott gets +1 ATK this attack. Bizarro World DSM DSM-087 2 Location R DSM-087 Flip Bizarro World only if you control a Revenge Squad character. | Bizarro-Text. (To find out what Bizarro World's current Bizarro-Text is, go to Bizarroworld.com) Brainiac's Ship DSM DSM-088 1 Equipment R DSM-088 Unique. Transferable. Equip only to a Revenge Squad character you control. | Characters your opponents control get-1 ATK and-1 DEF. Feeding Time! DSM DSM-089 3 Plot Twist U DSM-089 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. Kryptonite DSM DSM-090 2 Plot Twist R DSM-090 Play Kryptonite only if you control a Revenge Squad character. | Target character gets-2 DEF and loses invulnerability this turn. If that character has a cosmic counter, remove it. LexCorp DSM DSM-091 3 Location U DSM-091 Activate -> Replace a face-down resource you control. | Replace LexCorp -> Replace target plot twist you control. Use this power only if you control a Revenge Squad character. Revenge Pact DSM DSM-092 3 Plot Twist [Ongoing] R DSM-092 Ongoing: Pay 3 endurance, discard a card from your hand -> Reveal the top five cards of your deck. Choose one Revenge Squad character card from among them and put it into your hand. Put the remaining cards on the bottom of your deck in any order. Use this power only once per turn. State of the Union DSM DSM-093 2 Plot Twist [Ongoing] R DSM-093 Ongoing: While you control a non-stunned Revenge Squad character, resources you control cannot be the target of plot twists opponents control. Suicide Slums DSM DSM-094 2 Location U DSM-094 Activate -> Target Revenge Squad character you control gets +2 ATK this attack. Whenever that character becomes stunned this attack, KO it. Toy Soldiers DSM DSM-095 2 Plot Twist [Ongoing] U DSM-095 Ongoing: While you control more characters than each other player, Revenge Squad attackers you control get +1 ATK and +1 DEF. Warworld DSM DSM-096 3 Location R DSM-096 Flip Warworld only if you control a Revenge Squad character. | While attacking a character, if an attacker would cause breakthrough to a player, that player loses endurance equal to that attacker's cost instead. Amazing Grace | Manipulator DSM DSM-097 4 Character Darkseid's Elite 6 6 R DSM-097 Activate, discard a Darkseid's Elite character card from your hand -> Target player chooses a character with a cost of 3 or less he controls. Move that character to your front row. That character gains the Darkseid's Elite team affiliation. Use this power only during the recovery phase. (You control that character.) Bernadeth | Leader of Female Furies DSM DSM-098 4 Character Darkseid's Elite 8 6 C DSM-098 Pay 1 endurance -> Whenever a character an opponent controls recovers this phase, its controller loses endurance equal to its cost. Use this power only once per turn. Brimstone | Engine of Destruction DSM DSM-099 6 Character Darkseid's Elite 13 10 R DSM-099 Loyalty. Pay 1 resource point -> At the start of the combat phase, KO target resource. Use this power only once per turn. Darkseid | Lord of Apokolips DSM DSM-100 8 Character Darkseid's Elite [Range] 20 20 R DSM-100 As an additional cost to recruit Darkseid, discard a Darkseid's Elite character card from your hand. | At the start of the recovery phase, KO all other characters. Darkseid | Uxas DSM DSM-101 6 Character Darkseid's Elite [Range] 12 13 U DSM-101 As an additional cost to recruit Darkseid, reveal a Darkseid's Elite character card from your hand. | Remove a cosmic counter from Darkseid -> KO all stunned characters. | Cosmic: Characters cannot be KO'd during the recovery phase. Desaad | Royal Torturer DSM DSM-102 2 Character Darkseid's Elite 2 2 C DSM-102 Activate -> Target stunned character's controller loses endurance equal to that character's cost. Devilance | The Pursuer DSM DSM-103 5 Character Darkseid's Elite [Range] 9 8 C DSM-103 Whenever Devilance stuns a character, that character's controller loses endurance equal to the number of face-down resources he controls. | Boost 2: When Devilance comes into play, he gets +6 ATK and +6 DEF this turn. Glorious Godfrey | Persuader DSM DSM-104 5 Character Darkseid's Elite 7 8 U DSM-104 Activate -> Exhaust target character with a cost of 4 or less. That character's controller loses endurance equal to that character's cost. Use this power only if you control another Darkseid's Elite character. Gole | Deep Six DSM DSM-105 1 Character Darkseid's Elite 1 1 U DSM-105 Whenever Gole becomes stunned, each of your opponents loses 1 endurance for each face-down resource he controls. Granny Goodness | Everyone's Favorite Granny DSM DSM-106 3 Character Darkseid's Elite 3 5 C DSM-106 Affiliated characters with a cost of 3 or less you control lose their team affiliations and have the Darkseid's Elite team affiliation. | Other non-Army Darkseid's Elite characters with a cost of 3 or less you control get +1 ATK. Hunger Dogs | Army DSM DSM-107 1 Character Darkseid's Elite 1 1 U DSM-107 Whenever Hunger Dogs attacks or is attacked, each player loses 1 endurance. Jaffar | Deep Six DSM DSM-108 2 Character Darkseid's Elite 2 2 U DSM-108 Exhaust two characters you control with the version Deep Six -> Gain 1 resource point. Spend this point only to recruit characters with the version Deep Six. Use this power only during your recruit step. Kalibak | Unworthy Son DSM DSM-109 7 Character Darkseid's Elite 18 17 C DSM-109 Kalibak gets-1 ATK and-1 DEF for each non-Darkseid's Elite character you control. | Whenever Kalibak becomes stunned, you lose 7 endurance. Kanto | Darkseid's Assassin DSM DSM-110 6 Character Darkseid's Elite [Range] 12 11 C DSM-110 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 this power only once per turn and only during your attack step. Kurin | Deep Six DSM DSM-111 1 Character Darkseid's Elite 1 1 U DSM-111 Activate -> Target attacker with the version Deep Six gets +X ATK this attack, where X is the number of face-down resources you control. Shaligo | Deep Six DSM DSM-112 2 Character Darkseid's Elite [Flight] 3 2 C DSM-112 Pay 1 endurance -> Turn target face-up resource an opponent controls face down. Slig | Deep Six DSM DSM-113 3 Character Darkseid's Elite 4 4 C DSM-113 Cosmic: Activate -> KO target stunned character if its cost is less than the number of face-down resources you control. Steppenwolf | Darkseid's General DSM DSM-114 5 Character Darkseid's Elite [Range] 9 8 C DSM-114 Cosmic: Pay 3 endurance -> Characters your opponents control lose reinforcement this turn. Use this power only if you control another Darkseid's Elite character. | Boost 1: When Steppenwolf comes into play, Darkseid's Elite characters get +2 ATK while attacking this turn. Superman | False Son DSM DSM-115 7 Character Darkseid's Elite [Flight] [Range] 16 14 R DSM-115 Whenever a front row defender an opponent controls becomes stunned, KO it. Topkick | Parademon Drill Instructor DSM DSM-116 3 Character Darkseid's Elite 4 3 U DSM-116 Whenever another Darkseid's Elite character comes into play, each of your opponents loses 1 endurance. | Boost 1: When Topkick comes into play, return up to three Army Darkseid's Elite character cards from your KO'd pile to your hand. Trok | Deep Six DSM DSM-117 4 Character Darkseid's Elite 6 6 C DSM-117 Trok gets +1 ATK for each face-down resource your opponents control. Anti-Life Equation DSM DSM-118 3 Plot Twist [Ongoing] R DSM-118 Play Anti-Life Equation only if you control a Darkseid's Elite character. | 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. Apokolips DSM DSM-119 2 Location R DSM-119 Activate -> Choose a player. Target Darkseid's Elite attacker you control gets +X ATK this attack, where X is the number of face-down resources the chosen player controls. Armagetto DSM DSM-120 3 Location U DSM-120 Activate, KO a Darkseid's Elite character you control -> Target attacker you control gets +X ATK and +X DEF this attack, where X is the cost of the character you KO'd. Beta Club DSM DSM-121 0 Equipment U DSM-121 Equip only to a Darkseid's Elite character. | Whenever equipped character stuns a defender, that character's controller loses endurance equal to that character's cost. Firepits of Apokolips DSM DSM-122 2 Location U DSM-122 At the start of your recruit step, lose 2 endurance. | Exhaust a Darkseid's Elite character you control -> Exchange control of Firepits of Apokolips and target face-down resource an opponent controls. Use this power only during the recovery phase. Granny Loves You DSM DSM-123 2 Plot Twist [Ongoing] U DSM-123 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. Happiness Home DSM DSM-124 1 Location R DSM-124 As an additional cost to flip Happiness Home, KO a non-stunned character you control. | Non-Army Darkseid's Elite characters with a cost of 3 or less you control get +2 ATK and +2 DEF while attacking. | Darkseid's Elite characters with a cost of 3 or less you control cannot be recovered. Hordes of Apokolips DSM DSM-125 1 Plot Twist U DSM-125 Up to three target Darkseid's Elite characters you control each get +2 ATK while attacking this turn. Omega Beams DSM DSM-126 3 Plot Twist R DSM-126 As an additional cost to play Omega Beams, exhaust a Darkseid's Elite character you control. Remove all stunned characters from the game. Ride of the Black Racer DSM DSM-127 3 Plot Twist R DSM-127 As an additional cost to play Ride of the Black Racer, discard two Darkseid Elite character cards from your hand. | Choose one: KO target stunned character; or recover target stunned character you control. Blood Feud DSM DSM-128 2 Plot Twist U DSM-128 Target Darkseid's Elite or New Gods character you control gets +3 ATK and-3 DEF this attack. Phantom Zone [DSM] DSM DSM-129 1 Location U DSM-129 Flip Phantom Zone only if you control a Revenge Squad or Team Superman character. | Activate -> Remove target card in a KO'd pile from the game. | Replace Phantom Zone -> Remove target card in a KO'd pile from the game. The Exchange DSM DSM-130 2 Plot Twist R DSM-130 Discard any number of character cards from your hand. Search your deck for a Darkseid's Elite or New Gods character card with a cost less than or equal to the total cost of the cards you discarded this way. Reveal that card and put it into your hand. Shuffle your deck. Barbara Gordon <> Batgirl | Guardian of Gotham DSM DSM-131 3 Character Gotham Knights 4 4 R DSM-131 Whenever an equipped Gotham Knights character you control stuns a character an opponent controls, draw a card. Jason Todd <> Robin | Crime Fighter DSM DSM-132 3 Character Gotham Knights 4 4 R DSM-132 Stun Jason Todd -> Exhaust target Gotham Knights defender you control and remove all attackers from this attack. Use this power only while Jason Todd is not defending. Spoiler <> Robin | The Girl Wonder DSM DSM-133 2 Character Gotham Knights 2 2 U DSM-133 Evasion. Activate -> Target Gotham Knights defender gets +X ATK this attack, where X is that character's cost. Detective Work DSM DSM-134 2 Plot Twist R DSM-134 Play Detective Work only if you control a Gotham Knights character. | Negate target non-ongoing plot twist with a cost of 1 or less. If Detective Work is in your resource row, draw a card. [ERRATA 04-27-2005] Donna Troy <> Troia | Child of Myth DSM DSM-135 6 Character Teen Titans [Flight] 15 13 R DSM-135 Loyalty. Whenever Donna Troy becomes stunned, return her to owner's hand. | Boost 1: When Donna Troy comes into play, she has invulnerability this turn. Roy Harper <> Speedy | Mercurial Marksman DSM DSM-136 1 Character Teen Titans [Range] 1 1 R DSM-136 Put Roy Harper on the top of owner's deck -> KO target character with a cost of 1 or less. | Exhaust a Teen Titans character you control -> Roy Harper gets +1 ATK this turn. Wally West <> Kid Flash | Fastest Teen Alive DSM DSM-137 2 Character Teen Titans 3 2 R DSM-137 Pay 1 endurance -> Ready Wally West. Wally West causes no breakthrough this turn. Use this power only once per turn and only if Wally West was powered-up this turn. New Teen Titans DSM DSM-138 2 Plot Twist R DSM-138 Power-up all Teen Titans attackers. Blockbuster | Roland Desmond DSM DSM-139 3 Character Arkham Inmates 4 4 U DSM-139 Cosmic: Blockbuster gets +3 ATK. Maxie Zeus | God Complex DSM DSM-140 4 Character Arkham Inmates 6 6 U DSM-140 Cosmic: Whenever an Arkham Inmates character you control causes breakthrough to a player, that player discards a card from his hand. The Joker | Emperor Joker DSM DSM-141 8 Character Arkham Inmates 17 17 R DSM-141 Loyalty. When an opponent has no cards left in his deck, he loses the game. | Pay 1 endurance -> If an opponent would lose endurance this turn, that opponent removes from the game that many cards from the top of his deck instead. Smiles, Everyone! DSM DSM-142 2 Plot Twist R DSM-142 Play Smiles, Everyone! only if you control an Arkham Inmates character. | Whenever target exhausted defender becomes stunned this turn, KO it. Bronze Tiger | Benjamin Turner DSM DSM-143 2 Character League of Assassins 2 2 U DSM-143 Bronze Tiger gets +2 ATK and +2 DEF for each stunned League of Assassins character you control. Merlyn | Deadly Archer DSM DSM-144 4 Character League of Assassins [Range] 7 7 U DSM-144 Cosmic: Activate -> KO target character if its cost is less than the number of locations you control. Use this power only during your attack step. Pit of Madness DSM DSM-145 3 Location R DSM-145 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. The Demon's Head DSM DSM-146 2 Plot Twist R DSM-146 As an additional cost to play The Demon's Head, exhaust a League of Assassins character you control. | 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. Shuffle your deck. Charger | Power Conduit DSM DSM-147 3 Character Fearsome Five [Range] 4 3 U DSM-147 Remove a cosmic counter from Charger -> Charger gets +3 ATK and +3 DEF this turn. Use this power only once per turn. | Cosmic: Charger gets +1 ATK and +1 DEF. Deuce | Miss Perception DSM DSM-148 2 Character Fearsome Five 2 2 U DSM-148 Deuce gets +2 ATK and +2 DEF while attacking a character with a cost of 2 or while defending against a character with a cost of 2. Imperiex | The Beginning and The End DSM DSM-149 10 Character [Flight] [Range] 28 26 R DSM-149 Imperiex costs you 1 less to recruit if you control no characters. | At the start of your attack step, KO all other characters. Back to Back DSM DSM-150 2 Plot Twist C DSM-150 While two target characters you control are in the same column, they each get +1 ATK and +1 DEF while defending this turn. Boom Tube DSM DSM-151 2 Plot Twist C DSM-151 Choose one: Target support row defender you control has reinforcement this attack; or return target front row defender you control to owner's hand. (When an attack concludes, if there is no defender, ready all attackers.) Female Furies DSM DSM-152 3 Plot Twist C DSM-152 As an additional cost to play Female Furies, KO a character you control. | Target attacker or defender you control gets +3 ATK this attack. Heat Vision DSM DSM-153 1 Plot Twist C DSM-153 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. I Hate Magic! DSM DSM-154 2 Plot Twist C DSM-154 Target defender gets-3 DEF and loses invulnerability this attack. Men of Steel DSM DSM-155 4 Plot Twist C DSM-155 Target support row defender you control gets +1 DEF this attack for each other non-stunned character you control. Metropolis DSM DSM-156 2 Location C DSM-156 Metropolis is not unique. When you flip Metropolis, choose two team affiliations among characters you control. | Characters you control, as well as cards in your hand, deck, and KO'd pile that have either of the chosen affiliations have both affiliations. Mother Box DSM DSM-157 1 Equipment U DSM-157 Remove a cosmic counter from a character you control -> Gain 3 endurance. | Pay 3 endurance -> Put a cosmic counter on target character with cosmic you control. Use this power only once per turn. Narrow Escape DSM DSM-158 1 Plot Twist C DSM-158 Exhaust target defender you control. If you do, that defender gets +2 DEF this attack. Path of Destruction DSM DSM-159 2 Plot Twist C DSM-159 Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack for each other card named Path of Destruction in your KO'd pile. Phantom Zone Projector DSM DSM-160 0 Equipment U DSM-160 Equipped character has ''Activate -> Remove target stunned character from the game. Use this power only during the recovery phase.'' Play Time DSM DSM-161 1 Plot Twist C DSM-161 Target opponent moves target character he controls to a different position. Royal Decree DSM DSM-162 3 Plot Twist [Ongoing] U DSM-162 Choose two team affiliations among characters you control. If you chose New Gods and a different affiliation, draw a card. | Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. Stopped Cold DSM DSM-163 2 Plot Twist C DSM-163 Target character loses flight this turn. That character gets-1 ATK and-1 DEF while attacking this turn. Super Strength DSM DSM-164 3 Plot Twist C DSM-164 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. Up, Up, and Away DSM DSM-165 2 Plot Twist C DSM-165 Target character has flight this turn. That character gets +1 ATK and +1 DEF while attacking this turn. Blade | Eric Brooks MMK MMK-001 2 Character Marvel Knights 3 2 R MMK-001 As an additional cost to recruit Blade, reveal a Marvel Knights character card from your hand. | Blade gets +1 ATK and +1 DEF while equipped. Brother Voodoo | Jericho Drumm MMK MMK-002 3 Character Marvel Knights 4 4 C MMK-002 Activate, discard a card -> Put any number of cards from your hand on the bottom of your deck, then draw that many cards. | Activate, discard a card -> Discard any number of cards, then draw that many cards. Use this power only if you control an Underworld character. Caretaker | Nomadic Mentor MMK MMK-003 2 Character Marvel Knights 1 1 C MMK-003 Activate -> Target Marvel Knights character other than Caretaker gets +4 ATK this attack. Cloak | Child of Darkness MMK MMK-004 4 Character Marvel Knights 7 3 C MMK-004 As an additional cost to recruit Cloak, reveal a Marvel Knights character card from your hand. | Concealed. (This character comes into play in the hidden area.) | Activate -> Exhaust target character with cost 3 or less. Dagger | Child of Light MMK MMK-005 1 Character Marvel Knights [Range] 1 1 U MMK-005 Discard Dagger -> Search your deck for a card named Midnight Sons, reveal it, and put it into your hand. Shuffle your deck. Use this power only while Dagger is in your hand. | Activate -> Return Dagger to her owner's hand. Daredevil | Guardian Devil MMK MMK-006 7 Character Marvel Knights 15 15 C MMK-006 Concealed. (This character comes into play in the hidden area.) | When Daredevil comes into play or recovers, if you have 10 or less endurance and Daredevil is hidden, move him to your visible area. Whenever you lose endurance, if you then have 10 or less endurance and Daredevil is hidden, move him to your visible area. Daredevil | Matt Murdock MMK MMK-007 5 Character Marvel Knights 9 10 R MMK-007 Loyalty. Pay 3 endurance -> Daredevil gets +2 ATK and can attack as though he had flight this turn. Move Daredevil to your hidden area. Use this power only once per turn. Daredevil | Protector of Hell's Kitchen MMK MMK-008 3 Character Marvel Knights 4 4 C MMK-008 Pay 2 endurance -> Daredevil gets +2 ATK this attack. Use this power only once per turn. Dr. Strange | Stephen Strange MMK MMK-009 7 Character Marvel Knights [Flight] [Range] 15 15 R MMK-009 Loyalty. At the start of the combat phase, you may move any number of characters you control to your hidden area. Boost 1: At the start of the combat phase this turn, choose any number of characters your opponents control. The controller of each of those characters moves it to his hidden area. Elektra | Assassin MMK MMK-010 5 Character Marvel Knights [Range] 0 8 U MMK-010 Concealed. (This character comes into play in the hidden area.) | While Elektra is attacking, she cannot be the target of non-ongoing plot twists your opponents control. | Whenever Elektra attacks, she gets +X ATK this attack, where X is the DEF of the defender. Elektra | Elektra Natchios MMK MMK-011 3 Character Marvel Knights 6 3 C MMK-011 As an additional cost to recruit Elektra, reveal a Marvel Knights character card from your hand. | Concealed. (This character comes into play in the hidden area.) Boost 1: When Elektra comes into play, she gets +2 ATK this turn. Ghost Rider | Danny Ketch [MMK] MMK MMK-012 8 Character Marvel Knights [Range] 19 17 R MMK-012 Activate -> KO all characters with cost 5 or less target opponent controls. |. Ghost Rider | Johnny Blaze MMK MMK-013 6 Character Marvel Knights [Range] 10 12 C MMK-013 Ghost Rider gets +2 ATK while you control fewer characters than an opponent. Ghost Rider gets +2 ATK while you have fewer cards in your hand than an opponent. | Ghost Rider gets +2 ATK while you have less endurance than an opponent. Hannibal King | Occult Investigator MMK MMK-014 2 Character Marvel Knights [Flight] 2 2 C MMK-014 Concealed. (This character comes into play in the hidden area.) | Activate -> When target character is put into a KO'd pile during the combat phase this turn, its controller loses 5 endurance. Iron Fist | Danny Rand MMK MMK-015 2 Character Marvel Knights 3 2 C MMK-015 Concealed. (This character comes into play in the hidden area.) | When Iron Fist comes into play, if you control a character named Luke Cage, put three +1 ATK / +1 DEF counters on Iron Fist. Iron Fist | Living Weapon MMK MMK-016 5 Character Marvel Knights 9 8 C MMK-016 Pay 2 endurance -> Iron Fist can be the target of plot twists you control as though he had all team affiliations this turn. Luke Cage | Power Man MMK MMK-017 6 Character Marvel Knights 14 12 R MMK-017 Luke Cage has the team affiliations of each other character you control. (This is in addition to his other affiliations.) Luke Cage | Street Enforcer MMK MMK-018 4 Character Marvel Knights 8 7 C MMK-018 Concealed. (This character comes into play in the hidden area.) | Pay 3 endurance -> Luke Cage can attack hidden characters this turn. | Whenever a character an opponent controls is put into a KO'd pile during the combat phase, draw a card. Micro-Chip | Linus Lieberman MMK MMK-019 1 Character Marvel Knights 1 1 C MMK-019 Activate, remove Micro-Chip from the game -> Turn a face-up plot twist with cost of 1 or less you control face down. Mikado and Mosha | Angels of Destruction MMK MMK-020 1 Character Marvel Knights 1 1 C MMK-020 Discard Mikado and Mosha -> Stun target character with cost of 1 or less. Use this power only during the combat phase and only while Mikado and Mosha is in your hand. Moon Knight | Marc Spector MMK MMK-021 4 Character Marvel Knights 7 6 C MMK-021 Moon Knight gets +3 ATK and +1 DEF while you have the initiative. Boost 2: When Moon Knight comes into play, he gets +4 ATK this turn if you have the initiative. Otherwise, he gets +6 ATK this turn. Natasha Romanoff <> Black Widow | KGB Killer MMK MMK-022 6 Character Marvel Knights [Range] 14 9 U MMK-022 Concealed. (This character comes into play in the hidden area.) | Pay 1 endurance -> Characters you control can attack hidden characters this turn. | Boost 1: Whenever a character an opponent controls becomes stunned this turn, it cannot ready this turn. Punisher | Executioner MMK MMK-023 5 Character Marvel Knights [Range] 9 9 C MMK-023 Punisher gets +1 ATK and +1 DEF while equipped. | Boost 2: When Punisher comes into 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 of 5 or less. |. Punisher | Judge MMK MMK-024 1 Character Marvel Knights [Range] 2 1 R MMK-024 Loyalty. Activate -> KO target stunned character with cost 3 or less. |. Punisher | Jury MMK MMK-025 4 Character Marvel Knights [Range] 7 6 U MMK-025 Whenever Punisher attacks or becomes a defender, if he is unequipped, you may put an equipment card with cost of 1 or less from your hand into play equipped to Punisher. | KO an equipment equipped to Punisher -> KO target stunned character. |. Shang Chi | Master of Kung Fu MMK MMK-026 2 Character Marvel Knights 2 1 U MMK-026 Shang Chi gets +2 ATK and +2 DEF while attacking a character with neither flight nor range or while defending against a character with neither flight nor. [ERRATA 04-27-2005] Spider-Man | The Spectacular Spider-Man MMK MMK-027 6 Character Marvel Knights 12 12 C MMK-027 Loyalty. Activate -> Target opponent exhausts all characters he controls. Use this power only during your attack step. Stick | Leader of the Chaste MMK MMK-028 3 Character Marvel Knights 5 4 U MMK-028 Pay 1 endurance -> Target Marvel Knights character you control can be the target of plot twists you control as though it had all team affiliations this turn. Yelena Belova <> Black Widow | Enemy Agent MMK MMK-029 4 Character Marvel Knights [Range] 6 6 R MMK-029 Concealed. (This character comes into play in the hidden area.) | Yelena Belova cannot team attack. | Whenever Yelena Belova stuns an exhausted defender, KO that defender. |. Blind Justice MMK MMK-030 2 Plot Twist R MMK-030 As an additional cost to play Blind Justice, pay 9 resource points and exhaust a Marvel Knights character you control. | Switch endurance totals with target opponent. Bring the Pain [MMK] MMK MMK-031 1 Plot Twist C MMK-031 Target Marvel Knights character gets +X ATK this attack, where X is that character's cost. Lose X endurance. Crime and Punishment MMK MMK-032 3 Plot Twist C MMK-032 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 cannot attack this turn. Deposed MMK MMK-033 2 Plot Twist C MMK-033 Play Deposed only if you control a Marvel Knights character. | Target hidden character's controller moves that character to his visible area. Whenever that character becomes stunned by a character with higher cost this turn, KO that stunned character. Head Shot MMK MMK-034 1 Plot Twist C MMK-034 Play Head Shot only during your first attack this turn in which you control an attacker. Target Marvel Knights attacker gets +X ATK this attack, where X is that character's cost. Hell's Kitchen MMK MMK-035 1 Location U MMK-035 Flip Hell's Kitchen only if you control a Marvel Knights character. | Whenever a character an opponent controls is put into a KO'd pile during the combat phase, that opponent discards a card. Judge, Jury, and Executioner MMK MMK-036 2 Plot Twist C MMK-036 Characters you control have ''Activate -> KO target stunned character if its cost is less than this character's.'' this turn. | Marvel Knights characters you control have ''Activate -> KO target stunned character.'' this turn. Midnight Sons MMK MMK-037 2 Plot Twist [Ongoing] C MMK-037 Play Midnight Sons only if you control a Marvel Knights character. | Choose a team affiliation. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile, that have either the Marvel Knights or the chosen affiliation have both affiliations. Penance Stare [MMK] MMK MMK-038 1 Plot Twist U MMK-038 As an additional cost to play Penance Stare, KO a stunned Marvel Knights character you control. | Target opponent loses endurance equal to the cost of the character you KO'd this way. Punisher's Armory MMK MMK-039 2 Location U MMK-039 Pay 3 endurance -> Ready Punisher's Armory. | Activate -> Target Marvel Knights attacker gets +1 ATK this attack. Quentin Carnival MMK MMK-040 2 Location U MMK-040 Flip Quentin Carnival only during the build phase. | Activate, KO an equipment you control -> Target Marvel Knights character you control cannot be the target of effects your opponents control this turn. | Activate -> You may put an equipment card with cost 0 from your hand into play equipped to an unequipped Marvel Knights character you control. Quick Kill [MMK] MMK MMK-041 1 Plot Twist C MMK-041 As an additional cost to play Quick Kill, discard a Marvel Knights character card unless you discard two character cards. | KO target stunned character with cost 4 or less. Swan Dive MMK MMK-042 2 Plot Twist U MMK-042 Play Swan Dive only during your attack step. | As an additional cost to play Swan Dive, stun a Marvel Knights character you control. | Stun any number of target characters your opponents control if their combined cost is less than that of the Marvel Knights character you stunned this way. Titanium Sword MMK MMK-043 1 Equipment U MMK-043 Titanium Sword costs 1 less to recruit while you control a Marvel Knights character. | Whenever equipped character stuns a character, the stunned character's controller loses 3 endurance. War Wagon MMK MMK-044 1 Equipment C MMK-044 War Wagon costs 1 less to recruit while you control a Marvel Knights character. | Equipped character has ''Activate -> KO target stunned character. Its controller loses endurance equal to that character's cost.'' Wild Ride [MMK] MMK MMK-045 1 Plot Twist R MMK-045 Search your deck for a Marvel Knights character card, reveal it, and put it into your hand. Lose endurance equal to that card's cost. Shuffle your deck. Anarchist | Man of the People MMK MMK-046 7 Character X-Statix [Range] 16 16 R MMK-046 When Anarchist comes into play, you may KO all other characters you control. |. Anarchist | Tike Alicar MMK MMK-047 5 Character X-Statix [Range] 10 8 U MMK-047 While Anarchist is team attacking, whenever a character becomes stunned by an attacker or defender, KO the stunned character. |. Battering Ram | Short-Lived Strongman MMK MMK-048 5 Character X-Statix 9 8 C MMK-048 Activate, KO Battering Ram -> Target player exhausts all characters he controls. Use this power only during your attack step. Bloke | Mickey Tork MMK MMK-049 2 Character X-Statix 2 2 U MMK-049 Exhaust another X-Statix character you control -> Bloke gets +2 ATK and +2 DEF this attack. Coach | Manipulative Mentor MMK MMK-050 1 Character X-Statix 0 2 C MMK-050 Concealed. (This character comes into play in the hidden area.) | Discard Coach -> Gain 2 endurance. Use this power only while Coach is in your hand. | Return Coach to his owner's hand -> Target X-Statix character you control can attack hidden characters this turn. Corkscrew | Twisted Trainee MMK MMK-051 2 Character X-Statix 3 2 C MMK-051 Concealed. (This character comes into play in the hidden area.) | Activate, KO Corkscrew -> Target opponent discards a card. Use this power only during the combat phase. Dead Girl | Crafty Cadaver MMK MMK-052 5 Character X-Statix 8 8 C MMK-052 If Dead Girl would become stunned, you may pay 10 endurance instead. If you do, move Dead Girl to your support row exhausted and draw a card. Doop | Forward Observer MMK MMK-053 1 Character X-Statix [Flight] 1 1 C MMK-053 Concealed. | Whenever an X-Statix attacker you control causes breakthrough to a player, that player loses 1 endurance. | KO Doop -> Search your deck for a card named Doop Cam, reveal it, and put it into your hand. Shuffle your deck. Doop | Ultimate Weapon MMK MMK-054 8 Character X-Statix [Flight] 25 1 R MMK-054 Loyalty. Concealed. Invulnerability. El Guapo | Robbie Rodriguez MMK MMK-055 1 Character X-Statix 1 1 U MMK-055 Activate -> Target X-Statix defender you control has reinforcement this attack. | Boost 2: When El Guapo comes into play, characters you control have reinforcement while defending this turn. Return El Guapo to his owner's hand. Gin Genie | Beckah Parker MMK MMK-056 2 Character X-Statix [Range] 2 2 C MMK-056 Whenever Gin Genie stuns a character, you may replace a resource you control for each X-Statix character you control. La Nuit | Pierre Truffaut MMK MMK-057 4 Character X-Statix 6 9 C MMK-057 While La Nuit is in the front row, support row characters you control get +1 DEF. Mysterious Fan Boy | Arthur Lundberg MMK MMK-058 6 Character X-Statix [Range] 12 11 C MMK-058 Discard two X-Statix character cards -> KO target stunned character. |. Orphan | Good Guy MMK MMK-059 7 Character X-Statix 14 15 C MMK-059 Other X-Statix defenders you control get +X DEF, where X is the number of X-Statix characters you control. Orphan | Guy Smith MMK MMK-060 3 Character X-Statix 3 6 C MMK-060 As an additional cost to recruit Orphan, reveal an X-Statix character card from your hand. | While you control no other characters, Orphan gets +1 ATK for each resource you control. Orphan | Mr. Sensitive MMK MMK-061 5 Character X-Statix 10 11 R MMK-061 At the start of the combat phase, if you control a character you recruited this turn, exhaust Orphan. Phat | William Reilly MMK MMK-062 1 Character X-Statix 1 1 R MMK-062 Boost X: When Phat comes into play, you may discard an X-Statix character card. If you do, put two +1 ATK / +1 DEF counters on Phat for each resource point you spent on X. Plazm | Protoplasmic Protagonist MMK MMK-063 3 Character X-Statix [Flight] [Range] 5 2 C MMK-063 Boost 3: When Plazm comes into 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. Saint Anna | Sympathetic Healer MMK MMK-064 4 Character X-Statix 6 7 C MMK-064 Activate -> Target character gets +1 DEF this attack for each X-Statix character other than Saint Anna you control. Sluk | Byron Spencer MMK MMK-065 3 Character X-Statix 4 4 C MMK-065 KO Sluk -> Target X-Statix defender cannot be stunned this attack. Boost 1: When Sluk comes into play, he gets +3 ATK this turn. The Spike | Angry Young Mutant MMK MMK-066 4 Character X-Statix [Range] 10 7 C MMK-066 Whenever The Spike becomes stunned, KO him unless you control two or more other X-Statix characters. |. U-Go-Girl | Eddie Sawyer MMK MMK-067 6 Character X-Statix [Flight] 11 13 U MMK-067 Discard an X-Statix character card -> Change the target of target plot twist that targets a single character. (The new target must be legal.) | [ERRATA 04-27-2005]. U-Go-Girl | Tragic Teleporter MMK MMK-068 4 Character X-Statix [Flight] 7 7 U MMK-068 When U-Go-Girl comes into play, you may return an X-Statix character you control to its owner's hand. If you do, return target character with cost 2 or less to its owner's hand. Venus Dee Milo | Dee Milo MMK MMK-069 6 Character X-Statix [Flight] [Range] 10 13 R MMK-069 Pay 5 endurance, return Venus Dee Milo to her owner's hand -> Return target character with cost 5 or less to its owner's hand. Use this power only if you control another X-Statix character. Venus Dee Milo | Telegenic Teleporter MMK MMK-070 3 Character X-Statix [Flight] [Range] 3 5 U MMK-070 Concealed. (This character comes into play in the hidden area.) | Activate -> Return target X-Statix character you control to its owner's hand. Vivisector | Lunatic Lycanthrope MMK MMK-071 5 Character X-Statix 10 8 C MMK-071 Boost 1: When Vivisector comes into play, if you control another X-Statix character, you may exhaust target character. Return Vivisector to his owner's hand. Vivisector | Myles Alfred MMK MMK-072 2 Character X-Statix 2 2 C MMK-072 Boost 1: When Vivisector comes into play, if you control another X-Statix character, target opponent loses 5 endurance. Return Vivisector to his owner's hand. Zeitgeist | Axel Cluney MMK MMK-073 6 Character X-Statix [Range] 12 12 C MMK-073 Cosmic: Activate -> Remove a cosmic counter from Zeitgeist. | If you do, stun target character. Use this power only during the combat phase and only if you control no other characters. Dead Weight MMK MMK-074 3 Plot Twist U MMK-074 Target X-Statix character you control gets +4 DEF this attack and cannot attack this turn. KO each other character you control. Doop Cam MMK MMK-075 1 Equipment C MMK-075 Transferable. Doop Cam costs 1 less to recruit while you control an X-Statix character. | Affiliated characters you control have the X-Statix team affiliation. (This is in addition to their other affiliations.) Falling Stars MMK MMK-076 1 Plot Twist [Ongoing] C MMK-076 Ongoing: KO a ready X-Statix character you control -> KO target stunned character. Glory Hound MMK MMK-077 1 Plot Twist C MMK-077 Target character cannot team attack this turn. If Glory Hound is in your resource row and you control an X-Statix character and a character with a different team affiliation, you may replace Glory Hound. Go in Swinging MMK MMK-078 1 Plot Twist U MMK-078 X-Statix attackers you control cannot be stunned this attack. Characters you control cannot attack this turn. Grandstanding MMK MMK-079 2 Plot Twist U MMK-079 As an additional cost to play Grandstanding, stun an X-Statix team attacker you control. Target attacker gets +7 ATK and +7 DEF this attack. Mind Over Matter MMK MMK-080 1 Plot Twist U MMK-080 Return a character you control to its owner's hand. | Target X-Statix character you control gets +3 ATK and has flight and range this turn. Missed Drop MMK MMK-081 1 Plot Twist C MMK-081 Discard any number of X-Statix character cards. Target character you control gets +1 DEF this attack. That character gets an additional +1 DEF this attack for each card discarded this way. Nerve Strike MMK MMK-082 2 Plot Twist C MMK-082 As an additional cost to play Nerve Strike, return a non-stunned X-Statix character you control to its owner's hand. | Target defender you control gets +2 ATK and +2 DEF this attack. Never Give Up! MMK MMK-083 4 Plot Twist U MMK-083 Play Never Give Up! only during your first attack this turn in which you control an attacker. KO a character you control with a team affiliation other than X-Statix. If you do, ready target XStatix attacker you control. (The characters you KO can have the X-Statix affiliation in addition to its other team affiliations.) Overexposed MMK MMK-084 2 Plot Twist C MMK-084 Play Overexposed only if you control an X-Statix character. | Target hidden character's controller moves that character to his visible area. That character gets +3 ATK this turn while its controller controls no other characters. Spin Doctoring MMK MMK-085 3 Plot Twist R MMK-085 As an additional cost to play Spin Doctoring, discard a card. | If you control exactly one character, recover target stunned X-Statix character you control. If you do, ready that character and it causes no breakthrough this turn. Star of the Show MMK MMK-086 1 Plot Twist [Ongoing] R MMK-086 As an additional cost to play Star of the Show, discard an X-Statix character card. | Ongoing: While you control exactly one character, it cannot be the target of effects your opponents control. Supporting Role MMK MMK-087 1 Plot Twist C MMK-087 Target X-Statix character gets +X DEF this attack, where X equals the number of characters you control with a higher cost than that character. Training Theatre MMK MMK-088 2 Location U MMK-088 While you control four or more characters, X-Statix characters you control get +1 ATK and +1 DEF. X-Statix Cafe MMK MMK-089 4 Location C MMK-089 While you control exactly one character, if it has the X-Statix affiliation, it gets +2 ATK and +2 DEF. X-Statix HQ MMK MMK-090 1 Location R MMK-090 Activate, KO a non-stunned X-Statix character you control -> Gain endurance equal to that character's cost. Draw a card, then discard a card. Bullseye | Deadly Marksman MMK MMK-091 4 Character Crime Lords [Range] 9 8 R MMK-091 When Bullseye comes into play, KO him unless you discard a plot twist card or location card. |. Bullseye | Master of Murder MMK MMK-092 7 Character Crime Lords [Range] 17 14 C MMK-092 While you control another Crime Lords character, whenever an attacker an opponent controls becomes stunned by a defender with reinforcement, KO that attacker. |. Carbone's Assassins | Army MMK MMK-093 1 Character Crime Lords [Range] 1 1 C MMK-093 Crime Lords defenders you control get +1 ATK. |. Cobra | Klaus Vorhees MMK MMK-094 2 Character Crime Lords 2 2 C MMK-094 When Cobra comes into play, you may search your deck for a character card named Mr. Hyde, reveal it, put it into your hand, and shuffle your deck. Deadpool | Wade Wilson MMK MMK-095 5 Character Crime Lords [Range] 10 8 R MMK-095 Concealed. (This character comes into play in the hidden area.) | Deadpool gets +3 ATK while attacking a character with a higher cost. |. Death-Stalker | Phillip Sterling MMK MMK-096 3 Character Crime Lords 4 5 C MMK-096 Concealed. (This character comes into play in the hidden area.) | Activate -> Move Death-Stalker to your hidden area or your visible area. Echo | Maya Lopez MMK MMK-097 4 Character Crime Lords 6 6 C MMK-097 Whenever a character an opponent controls attacks, put a mirror counter on Echo. | Remove all mirror counters from Echo -> Echo gets +X ATK this attack, where X equals the number of counters you removed this way. Jaime Ortiz <> Damage | Cybernetic Enforcer MMK MMK-098 6 Character Crime Lords [Range] 11 13 C MMK-098 Stun a Crime Lords defender you control -> Remove all defenders from this attack. Jaime Ortiz becomes the defender this attack. |. Jester | Jonathan Powers MMK MMK-099 4 Character Crime Lords [Range] 7 6 U MMK-099 Pay 3 endurance -> Transfer target equipment to an unequipped character you control. Use this power only once per turn. (You may target an equipment an opponent controls.) |. Jigsaw | Billy Russo MMK MMK-100 5 Character Crime Lords [Range] 8 8 U MMK-100 Discard a Crime Lords character card -> Target character you control gets +1 ATK and +1 DEF this attack. |. Kingpin | The Kingpin of Crime MMK MMK-101 7 Character Crime Lords 15 13 R MMK-101 Concealed. (This character comes into play in the hidden area.) | While Kingpin is ready, Crime Lords characters you control get +2 ATK. | Activate -> Move Kingpin to your visible area. Use this power only if you control no visible characters or if all of your visible characters are stunned. Kingpin | Wilson Fisk MMK MMK-102 3 Character Crime Lords 5 3 C MMK-102 While a Crime Lords defender you control has reinforcement, it gets +2 DEF. Boost 1: When Kingpin comes into play, you may distribute two +1 ATK / +1 DEF counters as you choose among any number of Crime Lords characters you control. Kirigi | Master Assassin MMK MMK-103 6 Character Crime Lords 12 11 U MMK-103 Loyalty. Whenever Kirigi becomes the target of a non-ongoing plot twist, he gets +2 ATK this turn. | Pay 5 endurance -> Characters you control can attack hidden characters this turn. Masked Marauder | Frank Farnum MMK MMK-104 4 Character Crime Lords [Range] 7 7 C MMK-104 Whenever Masked Marauder becomes stunned, KO him if you don't control another Crime Lords character. | Pay 3 endurance -> Exhaust target character. Use this power only during your attack step. |. Mr. Code | Masked Malcontent MMK MMK-105 3 Character Crime Lords 4 4 U MMK-105 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. Fear | Zoltan Drago MMK MMK-106 5 Character Crime Lords [Range] 8 8 C MMK-106 Pay 1 endurance -> Choose another non-stunned Crime Lords character you control. If you do, remove all defenders from this attack and that character becomes the defender this attack. Use this power only while Mr. Fear is defending. |. Mr. Hyde | Calvin Zabo MMK MMK-107 3 Character Crime Lords 5 4 C MMK-107 Characters you control named Cobra get +2 ATK and have reinforcement while defending. Nuke | Renegade Super Soldier MMK MMK-108 6 Character Crime Lords [Range] 10 10 C MMK-108 Exhaust a Crime Lords character you control -> Nuke gets +2 ATK and +2 DEF this attack step. |. Owl | Leland Owlsley MMK MMK-109 3 Character Crime Lords [Flight] 5 3 R MMK-109 Crime Lords characters you control have. Boost 1: When Owl comes into play, move target character with cost 1 or less an opponent controls into your front row. Roscoe Sweeny | Fixer MMK MMK-110 1 Character Crime Lords 0 1 U MMK-110 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. Shuffle your deck and discard a card. Saracen | Muzzafar Lambert MMK MMK-111 4 Character Crime Lords [Range] 7 7 C MMK-111 While a Crime Lords defender you control has reinforcement, it gets +2 ATK. |. Sniper | Rich van Burian MMK MMK-112 2 Character Crime Lords [Range] 3 1 C MMK-112 Concealed. (This character comes into play in the hidden area.) | Crime Lords characters you control have. |. Stilt-Man | Wilbur Day MMK MMK-113 2 Character Crime Lords 3 2 R MMK-113 Whenever a character an opponent controls gains one or more counters or comes into play with one or more counters, if that character is not named Stilt-Man, put a +1 ATK / +1 DEF counter on Stilt-Man. Boost 1: When Stilt-Man comes into play, put a +1 ATK / +1 DEF counter on him. The Hand | Army MMK MMK-114 2 Character Crime Lords 2 1 C MMK-114 Concealed. (This character comes into play in the hidden area.) | Activate -> Target attacker gets -2 DEF this attack. The Rose | Shadowy Lieutenant MMK MMK-115 2 Character Crime Lords [Range] 2 2 U MMK-115 Concealed. (This character comes into play in the hidden area.) | 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, put it face down into your resource row, and shuffle your deck. |. The Russian | Contract Killer MMK MMK-116 5 Character Crime Lords 9 9 C MMK-116 The Russian gets +3 ATK while attacking a character with neither flight nor range or while defending against a character with neither flight nor. [ERRATA 04-27-2005] Typhoid Mary | Mary Walker MMK MMK-117 6 Character Crime Lords [Range] 12 10 R MMK-117 Discard a Crime Lords character card -> KO a resource you control. If you do, KO target location. Use this power only during the combat phase and only once per turn. Vanessa Fisk | Mob Matron MMK MMK-118 1 Character Crime Lords 1 1 C MMK-118 Concealed. (This character comes into play in the hidden area.) | Discard Vanessa Fisk -> Characters you control get +1 ATK while in the hidden area this turn. Use this power only while Vanessa Fisk is in your hand. Armed Escort MMK MMK-119 1 Equipment C MMK-119 Armed Escort costs 1 less to equip while you control a Crime Lords character. | Equipped character has ''Activate -> If you control a defender, remove all defenders from this attack and equipped character becomes the defender this attack.'' Boss of Bosses MMK MMK-120 2 Plot Twist U MMK-120 As an additional cost to play Boss of Bosses, exhaust a Crime Lords character you control. | Search your deck for a card named Kingpin. Reveal that card and put it into your hand. Shuffle your deck. | Characters you control can attack hidden characters this turn. Drive-by Shooting MMK MMK-121 2 Plot Twist C MMK-121 Exhaust any number of Crime Lords characters with range you control. Target character gets +2 DEF this attack for each character you exhausted this way. Face the Master MMK MMK-122 1 Plot Twist U MMK-122 Choose one: Target Crime Lords defender with reinforcement you control gets +5 ATK this attack; or target Crime Lords defender with reinforcement you control gets +3 DEF this attack. Geraci Family Estate MMK MMK-123 1 Location U MMK-123 At the start of the recovery phase, replace Geraci Family Estate unless you discard a card. | Activate -> Target Crime Lords defender you control has reinforcement this attack. Good Night, Sweet Prince MMK MMK-124 2 Plot Twist C MMK-124 Play Good Night, Sweet Prince only if you control a Crime Lords character. | Target hidden character's controller moves that character to his visible area. That character cannot gain reinforcement this turn. Hand Dojo MMK MMK-125 2 Location U MMK-125 Whenever a Crime Lords character you control becomes a defender, it gets +2 ATK this attack unless any player pays 3 endurance. King Takes Knight MMK MMK-126 4 Plot Twist R MMK-126 Play King Takes Knight only during your recruit step and only if you control the initiative. | Choose an opponent. At the start of the combat phase this turn, if you control a Crime Lords character, that opponent gains control of the initiative. Made Men MMK MMK-127 1 Plot Twist [Ongoing] C MMK-127 Ongoing: Exhaust a character you control -> Affiliated characters you control can attack as though they had flight and gain the Crime Lords affiliation this turn. (This is in addition to their other affiliations.) Marked for Death MMK MMK-128 1 Plot Twist [Ongoing] U MMK-128 Play Marked for Death only during the build phase. | 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. | Ongoing: Pay 4 endurance -> Turn Marked for Death face down. No Rest for the Wicked MMK MMK-129 3 Plot Twist C MMK-129 Target attacker gets +3 DEF this attack. If that character has the Crime Lords affiliation, it gets an additional +3 DEF this attack while protected and an additional +3 DEF this attack while attacking a character with a higher cost. Rough House MMK MMK-130 3 Plot Twist C MMK-130 Play Rough House only if you control a Crime Lords character. | Characters you control get +2 DEF while defending with reinforcement this turn. Shakedown MMK MMK-131 3 Plot Twist C MMK-131 Crime Lords characters you control get +2 ATK this turn. | Characters you control cannot attack this turn. Sold Out MMK MMK-132 2 Plot Twist R MMK-132 Play Sold Out only during the recovery phase. | As an additional cost to play Sold Out, discard a Crime Lords character card. | Move target character with cost of 1 or less an opponent controls to your front row. (You control that character.) The Family MMK MMK-133 6 Plot Twist C MMK-133 Crime Lords characters you control have reinforcement while defending this turn. Untouchable MMK MMK-134 2 Plot Twist [Ongoing] R MMK-134 Play Untouchable only if you control a Crime Lords character. | Ongoing: At the start of the combat phase, each player chooses a character. The chosen characters cannot be the target of plot twist, payment, or triggered effects this turn. Uprising MMK MMK-135 2 Plot Twist U MMK-135 Crime Lords characters you control get +2 ATK while attacking a character with a higher cost or while defending against a character with a higher cost this turn. Anton Hellgate | Thanatologist MMK MMK-136 4 Character Underworld [Flight] [Range] 8 6 C MMK-136 Boost 1: When Anton Hellgate comes into play, discard any number of cards. Anton Hellgate gets +1 ATK and +1 DEF this turn for each card you discarded this way. Asmodeus | Duke of Hell MMK MMK-137 6 Character Underworld [Flight] [Range] 12 11 U MMK-137 Activate, discard an Underworld character card -> Each player KO's a resource he controls. Use this power only during the combat phase. |. Blackheart | Son of Mephisto MMK MMK-138 6 Character Underworld [Range] 14 10 C MMK-138 Discard an Underworld character card -> Blackheart cannot be stunned while attacking a character with cost 4 or less this turn or while defending against a character with cost 4 or less this turn. |. Blackout | Master of Darkness MMK MMK-139 4 Character Underworld 8 6 U MMK-139 Concealed. (This character comes into play in the hidden area.) | Discard a card -> Move Blackout to your hidden area or your visible area. Centurious | The Soulless Man MMK MMK-140 4 Character Underworld [Range] 7 7 C MMK-140 Discard an Underworld character card with cost of 2 or less -> Power-up target attacker or defender you control. Deacon Frost | Vampire Master MMK MMK-141 2 Character Underworld [Flight] 2 3 R MMK-141 Boost X: When Deacon Frost comes into play, put X character cards named New Blood from your KO'd pile into your front row. Dracula | Lord of the Damned MMK MMK-142 6 Character Underworld [Flight] 11 10 C MMK-142 Concealed. (This character comes into play in the hidden area.) | Whenever Dracula stuns a character, put two +1 ATK / +1 DEF counters on Dracula. | Boost 1: When Dracula comes into play, he gets +2 ATK and has invulnerability this turn. Dracula | Vlad Dracula MMK MMK-143 5 Character Underworld [Flight] 8 8 R MMK-143 Concealed. (This character comes into play in the hidden area.) | Whenever Dracula stuns a character, move that character to your front row and recover it unless its controller pays 5 endurance. Lilith | Daughter of Dracula MMK MMK-144 1 Character Underworld [Flight] 0 1 R MMK-144 KO Lilith, reveal an Underworld character card from your hand | -> Move target character with cost 1 or less to your front row. Use this power only during the combat phase. Marie Laveau | Voodoo Priestess MMK MMK-145 3 Character Underworld [Range] 3 5 U MMK-145 Pay 2 endurance -> Move each of your characters. Mephisto | Father of Lies MMK MMK-146 8 Character Underworld [Flight] [Range] 15 20 R MMK-146 Recruit Mephisto only if you have three or more Underworld character cards in your KO'd pile. You cannot lose the game and your opponents cannot win the game. At the start of your attack step, KO three characters you control. |. Mephisto | Soulstealer MMK MMK-147 5 Character Underworld [Flight] [Range] 5 8 U MMK-147 Concealed. (This character comes into play in the hidden area.) | 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 this way. |. Morbius | The Living Vampire MMK MMK-148 3 Character Underworld [Flight] 5 3 C MMK-148 When Morbius comes into play, you may search your deck for a card named Hypnotic Charms, reveal it, put it into your hand, and shuffle your deck. Nekra | Nekra Sinclair MMK MMK-149 2 Character Underworld 2 2 U MMK-149 Activate -> Reveal the top two cards of your deck. Put each revealed Underworld character card with cost 2 or less into your hand. Put all other revealed cards on the bottom of your deck. If you put two cards into your hand this way, discard a card. New Blood | Army MMK MMK-150 1 Character Underworld [Flight] 2 1 C MMK-150 Whenever New Blood becomes stunned, KO it unless you pay 1 endurance. Nightmare | Dark Lord of Dreams MMK MMK-151 7 Character Underworld [Range] 15 14 C MMK-151 Concealed. (This character comes into play in the hidden area.) | When Nightmare comes into 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. |. Orb | Drake Shannon MMK MMK-152 1 Character Underworld [Range] 0 1 R MMK-152 Concealed. (This character comes into play in the hidden area.) | Activate -> Target hidden character you control gets +1 ATK this attack. | Activate, discard a character card with Concealed. | -> Draw a card. |. Reaper | Vampire Armageddon MMK MMK-153 4 Character Underworld 12 1 C MMK-153 Concealed. (This character comes into play in the hidden area.) | At the start of the build phase, KO a character you control. Shelob | Queen of Spiders MMK MMK-154 1 Character Underworld 2 1 U MMK-154 Loyalty. When Shelob comes into 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 this way. Skinner | Psychotic Shredder MMK MMK-155 3 Character Underworld 4 2 C MMK-155 Concealed. (This character comes into play in the hidden area.) | Discard a card -> Skinner gets +1 ATK and +1 DEF this turn. Steel Wind | Cyborg Cyclist MMK MMK-156 2 Character Underworld [Range] 1 4 C MMK-156 Activate -> Put the top card of your deck into your KO'd pile. Suicide | Chris Daniels MMK MMK-157 3 Character Underworld 4 5 C MMK-157 When Suicide is put into a KO'd pile from play, you may discard two Underworld character cards. If you do, put Suicide into your front row and Suicide cannot attack this phase. Tryks | Army MMK MMK-158 1 Character Underworld [Flight] 1 1 C MMK-158 Discard Tryks -> Target character gets -1 ATK this attack. Use this power only while Tryks is in your hand. Varnae | First Vampire MMK MMK-159 7 Character Underworld [Flight] 15 13 R MMK-159 Activate -> Target attacker gets -15 DEF this attack, and Varnae cannot be stunned this attack. Use this power only if you have three or more Underworld character cards in your KO'd pile. Vengeance | Michael Badilino MMK MMK-160 5 Character Underworld [Range] 7 9 C MMK-160 Concealed. (This character comes into play in the hidden area.) | Pay 1 endurance -> Remove target character card in an opponent's KO'd pile from the game. If you do, Vengeance gets +7 ATK this turn while attacking a character with the same name as the card you removed this way. Use this power only once per turn. Werewolf by Night | Jack Russell MMK MMK-161 2 Character Underworld 2 2 C MMK-161 Concealed. (This character comes into play in the hidden area.) | At the start of the combat phase, Werewolf by Night gets +1 ATK and +1 DEF this turn if you have the initiative. Otherwise, put the top card of your deck into your KO'd pile. Zarathos | Spirit of Vengeance MMK MMK-162 5 Character Underworld [Flight] [Range] 10 11 C MMK-162 As an additional cost to play Zarathos, return an Underworld character you control to its owner's hand. Zodiak | Norman Harrison MMK MMK-163 2 Character Underworld [Range] 3 2 C MMK-163 Zodiak can team attack as though he had all team affiliations. | Boost 3: When Zodiak comes into play, he gets +X ATK and +X DEF this turn, where X is the number of cards in your hand. Black Magic MMK MMK-164 3 Plot Twist C MMK-164 Play Black Magic only during your first attack this turn in which you control an attacker. Put an Underworld character card from your KO'd pile on the bottom of your deck. If you do, target attacker gets +3 ATK and +3 DEF this attack. Blood Hunt MMK MMK-165 2 Plot Twist [Ongoing] R MMK-165 As an additional cost to play Blood Hunt, exhaust an Underworld character you control. Ongoing: Underworld characters you control have. If an Underworld character you control would become powered-up, you may have it get +2 ATK this attack instead. Children of the Night MMK MMK-166 1 Plot Twist [Ongoing] C MMK-166 Ongoing: Hidden Underworld characters you control get +1 DEF. | Whenever a hidden attacker you control causes breakthrough to a player, that player loses 1 endurance. Dark Embrace MMK MMK-167 8 Plot Twist R MMK-167 Play Dark Embrace only during your recruit step and only if you control an Underworld character. | Discard up to eight cards. Put an Underworld character card with cost less than the number of cards you discarded this way from your hand into your front row. Dracula's Castle MMK MMK-168 2 Location U MMK-168 Activate -> Target defender gets +1 DEF this attack. Activate, put an Underworld character card from your KO'd pile on the bottom of your deck -> Gain 3 endurance. Evil Awakens MMK MMK-169 1 Plot Twist U MMK-169 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. Gravesite MMK MMK-170 1 Plot Twist [Ongoing] U MMK-170 Ongoing: At the start of the draw phase, each player draws a card, then discards a card. Each player who discards an Underworld character card this way gains 1 endurance. Hypnotic Charms MMK MMK-171 1 Plot Twist [Ongoing] C MMK-171 Play Hypnotic Charms only if you control an Underworld character. | Ongoing: Affiliated characters you control and affiliated cards in your KO'd pile have the affiliations of each character card in your KO'd pile. (This is in addition to their other affiliations.) Infernal Gateway MMK MMK-172 3 Location U MMK-172 Activate, discard three cards -> Return target card from your KO'd pile to your hand. Use this power only if you control an Underworld character. Mist Form MMK MMK-173 1 Plot Twist U MMK-173 Target Underworld attacker you control cannot be stunned this attack. Draw a card. | Characters you control cannot attack this turn. Shadow Step MMK MMK-174 2 Plot Twist C MMK-174 Play Shadow Step only if you control an Underworld character. | Target hidden character's controller moves that character to his visible area. If that player has six or more character cards in his KO'd pile, that character gets +1 ATK and +1 DEF and has flight and range this turn. Strength of the Grave MMK MMK-175 4 Plot Twist C MMK-175 As an additional cost to play Strength of the Grave, put X Underworld character cards from your KO'd pile on the bottom of your deck. | Choose one: Target character gets +X ATK this attack; or target character gets +X DEF this attack. The Darkhold MMK MMK-176 1 Equipment C MMK-176 The Darkhold costs 1 less to recruit while you control an Underworld character. | 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.'' Club Dead MMK MMK-177 3 Location C MMK-177 Activate, put an Underworld character card from your KO'd pile on the bottom of your deck -> Recover target stunned character with cost of 3 or less you control. Wake the Dead MMK MMK-178 1 Plot Twist U MMK-178 Search your deck for an Underworld character card with the same name as a character in play or a character card in your KO'd pile. Reveal that card and put it into your hand. Shuffle your deck. Witching Hour MMK MMK-179 7 Plot Twist R MMK-179 As an additional cost to play Witching Hour, pay 2 resource points. | Choose any number of Underworld character cards in your KO'd pile each with a cost of 2 or less. During your recruit step this turn, for each of those cards, you may recruit it as though it were in your hand, and you may pay 2 endurance rather than pay its recruit cost. Blade | The Daywalker MMK MMK-180 5 Character Marvel Knights 8 8 C MMK-180 Loyalty. Recruit Blade only if you control an Underworld character. | Marvel Knights and Underworld characters you control get +2 ATK while attacking and +2 DEF while defending. Boost 1: Blade comes into play with two +1 ATK / +1 DEF counters on him. Professor X | Mutant Mentor MMK MMK-181 1 Character X-Statix [Range] 2 2 R MMK-181 Loyalty. Recruit Professor X only if you control an X-Men character. Concealed. (This character comes into play in the hidden area.) | Activate -> Return target X-Men or X-Statix character card from your KO'd pile to your hand. |. Elektra | Agent of the Hand MMK MMK-182 5 Character Crime Lords 14 9 C MMK-182 Loyalty. Recruit Elektra only if you control a Marvel Knights character. | Concealed. (This character comes into play in the hidden area.) | Boost 1: When Elektra comes into play, she gets +3 ATK and cannot be stunned while attacking this turn. Deathwatch | Unrepentant Killer MMK MMK-183 5 Character Underworld 11 11 C MMK-183 Loyalty. Recruit Deathwatch only if you control a Crime Lords character. | Defenders you control have reinforcement. | Boost 1: When Deathwatch comes into play, characters you control get +3 ATK while defending with reinforcement this turn. Moving Target MMK MMK-184 1 Plot Twist C MMK-184 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. Hell's Fury MMK MMK-185 1 Plot Twist C MMK-185 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. Day of the Dead MMK MMK-186 2 Plot Twist C MMK-186 As an additional cost to play Day of the Dead, put an Underworld or X-Statix character card from your KO'd pile on the bottom of your deck. | Target character gets +2 ATK this attack. Blown to Pieces MMK MMK-187 1 Plot Twist C MMK-187 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. Team X-change MMK MMK-188 2 Plot Twist [Ongoing] R MMK-188 Play Team X-change only if you control an X-Men character and an X-Statix character. | Search your deck for a character card named Professor X, reveal it, and put it into your hand. Shuffle your deck. | Ongoing: Characters you control with either the X-Men or X-Statix affiliation have both affiliations. Coalition of Heroes MMK MMK-189 2 Plot Twist [Ongoing] R MMK-189 Play Coalition of Heroes only if you control a Marvel Knights character and a Spider-Friends character. | Ongoing: Characters you control with either the Marvel Knights or Spider-Friends affiliation have both affiliations. | Pay 5 endurance -> Target character you control gets +2 ATK this attack. Honor Among Thieves MMK MMK-190 2 Plot Twist [Ongoing] R MMK-190 Play Honor Among Thieves only if you control a Crime Lords character and a Sinister Syndicate character. | Ongoing: Characters you control with either the Crime Lords or Sinister Syndicate affiliation have both affiliations | Characters with cost 3 or less you control get +1 ATK. Professor X | Mental Master MMK MMK-191 8 Character X-Men [Range] 18 18 R MMK-191 Pay 1 endurance -> Target opponent discards a card. Use this power only during the combat phase. | Boost 1: When Professor X comes into play, move target character with cost 8 or less an opponent controls to your front row. |. Outback Stronghold MMK MMK-192 2 Location R MMK-192 Activate, exhaust an X-Men character you control -> Whenever target stunned X-Men character you control recovers for the next time this combat phase, ready it. Valeria | Daughter of Doom MMK MMK-193 1 Character Fantastic Four 0 1 R MMK-193 Pay 1 endurance -> Move Valeria Richards to your hidden area. Use this power only if you control Dr. Doom. | Activate -> Draw a card. Use this power only if Valeria Richards has the Doom affiliation and only if you control Dr. Doom. Lockjaw | Inhuman MMK MMK-194 4 Character Fantastic Four [Range] 7 7 U MMK-194 Activate -> Exchange the position of Lockjaw and a Fantastic Four character you control if they are both in the same area. Scarlet Witch | Eldritch Enchantress MMK MMK-195 2 Character Brotherhood [Range] 2 2 R MMK-195 When Scarlet Witch comes into 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. Monument to a Madman MMK MMK-196 1 Location R MMK-196 Flip Monument to a Madman only if you control a Brotherhood character. | 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. Diplomatic Immunity MMK MMK-197 1 Plot Twist [Ongoing] R MMK-197 Ongoing: Pay 1 endurance -> Choose one: Move a visible character you control named Dr. Doom you control to your hidden area; or move a hidden character you control named Dr. Doom to your visible area. Use this power only once per turn. Hounds of Ahab | Army MMK MMK-198 2 Character Sentinel 2 2 U MMK-198 Concealed. (This character comes into play in the hidden area.) | Whenever Hounds of Ahab attacks a player directly, you may KO target stunned character. If you do, Hounds of Ahab cannot cause breakthrough this turn. Mekanix MMK MMK-199 2 Plot Twist [Ongoing] R MMK-199 Ongoing: KO a Sentinel character you control -> Target Sentinel character you control with cost 5 or greater gets +1 ATK and +1 DEF this attack. Frog Man | Eugene Patilio MMK MMK-200 3 Character Spider-Friends 4 4 U MMK-200 If a character you control would become stunned during a team attack, you may return that character to its owner's hand instead. Scarlet Spider <> Spider-Man | Successor MMK MMK-201 2 Character Spider-Friends 2 3 R MMK-201 Whenever a character named Spider-Man comes into play under your control, you may move it to your hidden area. Swing into Action MMK MMK-202 2 Plot Twist R MMK-202 As an additional cost to play Swing into Action, exhaust any number of Spider-Friends characters you control. | Plot twists cost your opponents X more to play this turn, where X is the number of characters you exhausted this way. The Slingers MMK MMK-203 2 Plot Twist [Ongoing] R MMK-203 Ongoing: Discard a character card named Spider-Man -> Power-up target Spider-Friends attacker or defender you control. Web Shooters MMK MMK-204 1 Equipment R MMK-204 Web Shooters costs 1 less to recruit onto a character named Spider-Man. | Equipped character has ''Activate -> Target character gets -2 ATK this attack.'' Carrion | Cadaverous Clone MMK MMK-205 5 Character Sinister Syndicate 9 8 U MMK-205 Whenever Carrion becomes a defender, each of your opponents loses 2 endurance and you gain 2 endurance. Mendel Stromm | Robot Master MMK MMK-206 1 Character Sinister Syndicate 2 1 R MMK-206 KO Mendel Stromm -> Put a +1 ATK / +1 DEF counter on target Sinister Syndicate character you control. Scorpia | Elaine Colls MMK MMK-207 4 Character Sinister Syndicate 6 7 U MMK-207 Concealed. (This character comes into play in the hidden area.) | Whenever Scorpia stuns a character with cost 3 or less, KO that character. Inside Job MMK MMK-208 2 Plot Twist R MMK-208 Play Inside Job only if you control three or more non-stunned Sinister Syndicate characters. | KO target stunned character. Lacuna | Media Darling MMK MMK-209 2 Character 2 2 C MMK-209 While in play or in your deck, hand, or KO'd pile, Lacuna has the team affiliations of each character you control. | Activate -> KO a resource you control. If you do, search your deck for a card named Marvel Team-Up, reveal it, and put it face down into your resource row. Shuffle your deck and discard a card. Sharon Ginsberg | Corrupt Counsel MMK MMK-210 4 Character [Flight] 7 6 C MMK-210 Discard Sharon Ginsberg and another card -> Draw a card. Use this power only while Sharon Ginsberg is in your hand. Advance Recon MMK MMK-211 1 Plot Twist C MMK-211 Play Advance Recon only during your first attack this turn in which you control an attacker. If a character you control would cause breakthrough this attack, you gain twice that much endurance instead. Marvel Team-Up MMK MMK-212 2 Plot Twist [Ongoing] C MMK-212 Choose two different team affiliations among characters you control. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile, that have either of the chosen affiliations have both affiliations. Medallion of Power MMK MMK-213 0 Equipment R MMK-213 Equip Medallion of Power only to a hidden character. | Medallion of Power is not KO'd as equipped character moves to a different area. | Pay 1 endurance -> Move equipped character to your hidden area or your visible area. Meltdown MMK MMK-214 1 Plot Twist C MMK-214 Choose one: KO target equipment; or replace a face-down resource you control; or gain 2 endurance. Mystic Chain MMK MMK-215 0 Equipment R MMK-215 Recruit Mystic Chain only if you control three or more characters. | Whenever equipped character causes breakthrough to a player, that player discards a card and you draw a card. Mystical Sigil MMK MMK-216 1 Equipment U MMK-216 Equip Mystical Sigil only to a hidden character. | Equipped character gets +3 ATK and has. Out of the Darkness MMK MMK-217 3 Plot Twist C MMK-217 Target hidden character's controller moves that character to his visible area. That character gets -3 DEF this turn. Psychoville MMK MMK-218 4 Location C MMK-218 Activate -> Target hidden character's controller moves that character to his visible area. At the start of the recovery phase this turn, that character's controller moves that character to his hidden area. Use this power only during the combat phase. | Activate -> Target hidden character you control gets +1 DEF this attack. Team Spirit MMK MMK-219 1 Plot Twist U MMK-219 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. Weapon of Choice MMK MMK-220 2 Plot Twist R MMK-220 As an additional cost to play Weapon of Choice, discard two cards. | Search your deck for two character cards with different names, each with cost equal to the number of resources you control. Reveal them. Target opponent chooses one. Shuffle that one back into your deck and put the other one into your hand. Abin Sur | Green Lantern of Ungara DGL DGL-001 4 Character Green Lantern [Flight] [Range] 7 7 U DGL-001 Willpower 3 | When Abin Sur becomes stunned, you may KO him. If you do, search your deck for a Green Lantern character card, reveal it, put it into your hand, and shuffle your deck. Alan Scott | Keeper of the Starheart DGL DGL-002 7 Character Green Lantern [Flight] [Range] 13 17 C DGL-002 Willpower 9. Arisia | Green Lantern of Graxos IV DGL DGL-003 1 Character Green Lantern [Flight] [Range] 1 1 U DGL-003 Willpower 1 | 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. Boodikka | Green Lantern of Bellatrix DGL DGL-004 6 Character Green Lantern [Flight] [Range] 10 13 C DGL-004 Willpower 3 | Boodikka gets +X ATK while attacking, where X is her willpower. Brik | Green Lantern of Dryad DGL DGL-005 1 Character Green Lantern [Flight] [Range] 1 1 U DGL-005 Willpower 1 | Whenever you play a Construct plot twist, Brik gets +2 ATK this turn. Ch'p | Green Lantern of H'lven DGL DGL-006 4 Character Green Lantern [Flight] [Range] 6 6 C DGL-006 Willpower 6 | Boost 2: While each character you control is attacking or defending this turn, it gets +X DEF, where X is its willpower. G'Nort | Green Lantern of G'Newt DGL DGL-007 1 Character Green Lantern [Flight] [Range] 1 1 C DGL-007 Willpower 1 | Other characters you control with willpower 1 or greater get +1 ATK and +1 DEF. Guy Gardner | Strong Arm of the Corps DGL DGL-008 5 Character Green Lantern [Flight] [Range] 10 7 C DGL-008 Willpower 2 | Guy Gardner gets +X ATK while attacking, where X is his willpower. | Boost 1: When Guy Gardner comes into play, characters you control get +2 ATK while attacking this turn. Hal Jordan | Green Lantern of Earth DGL DGL-009 3 Character Green Lantern [Flight] [Range] 5 4 C DGL-009 Willpower 3. Hal Jordan | Green Lantern of Sector 2814 DGL DGL-010 5 Character Green Lantern [Flight] [Range] 9 9 R DGL-010 Willpower 5 | Hal Jordan gets +3 ATK and +3 DEF while you control no other characters. Hal Jordan | Reborn DGL DGL-011 7 Character Green Lantern [Flight] [Range] 15 15 R DGL-011 Willpower 6 | While the total willpower of characters you control is 20 or greater, you cannot lose the game and your opponents cannot win the game. Jack T. Chance | Green Lantern of Garnet DGL DGL-012 2 Character Green Lantern [Flight] [Range] 4 1 U DGL-012 Willpower 1. Jade | Jennifer-Lynn Hayden DGL DGL-013 3 Character Green Lantern [Flight] [Range] 4 4 C DGL-013 Willpower 2 | Whenever you play a Construct plot twist, gain 2 endurance. John Stewart | Green Lantern of Earth DGL DGL-014 5 Character Green Lantern [Flight] [Range] 9 8 C DGL-014 Willpower 3 | Whenever you play a Construct plot twist, if John Stewart is attacking or defending, power-up John Stewart.''. Katma Tui | Green Lantern of Korugar DGL DGL-015 5 Character Green Lantern [Flight] [Range] 6 11 C DGL-015 Willpower 4 | Exhaust any number of characters you control with total willpower 5 or greater -> Gain 5 endurance. Kilowog | Green Lantern of Bolovax Vik DGL DGL-016 6 Character Green Lantern [Flight] [Range] 15 13 C DGL-016 As an additional cost to recruit Kilowog, discard two Green Lantern character cards. | Willpower 3 |. Kreon | Green Lantern of Tebis DGL DGL-017 3 Character Green Lantern [Flight] [Range] 3 5 C DGL-017 Willpower 1 | Activate -> Replace target location or plot twist if its cost is less than or equal to Kreon's willpower. Kyle Rayner | Green Lantern of the Universe DGL DGL-018 4 Character Green Lantern [Flight] [Range] 8 5 C DGL-018 Willpower 3 | Protected characters you control cannot be attacked. Kyle Rayner | Ion DGL DGL-019 6 Character Green Lantern [Flight] [Range] 12 12 R DGL-019 Willpower 3 | Boost 2: When Kyle Rayner comes into play, if you control another Green Lantern character, you may remove Kyle Rayner from the game. If you do, characters cannot attack this turn. Kyle Rayner | Last Green Lantern DGL DGL-020 2 Character Green Lantern [Flight] [Range] 2 2 U DGL-020 Willpower 2 | When Kyle Rayner comes into play, you may search your deck for a Construct card, reveal it, and put it into your hand. Shuffle your deck. Olapet | Green Lantern of Southern Goldstar DGL DGL-021 2 Character Green Lantern [Flight] [Range] 2 3 C DGL-021 Willpower 1 | Olapet gets +5 willpower while you control five or more resources. | Boost 1: When Olapet comes into play, search your deck for a Green Lantern character card with cost 1 or less, reveal it, and put it into your hand. Shuffle your deck. Gain 1 resource point. Rot Lop Fan | F-Sharp Bell of the Obsidian Deeps DGL DGL-022 4 Character Green Lantern [Flight] [Range] 7 6 C DGL-022 Concealed. (This character comes into play in the hidden area.) | Willpower 2 | Pay 2 endurance -> Target Green Lantern character you control can attack hidden characters this turn. Salakk | Green Lantern of Slyggia DGL DGL-023 1 Character Green Lantern [Flight] [Range] 1 2 U DGL-023 Willpower 2. Sinestro | Green Lantern of Korugar DGL DGL-024 6 Character Green Lantern [Flight] [Range] 12 12 R DGL-024 Willpower 6 | Whenever an attacker stuns a defender you control other than Sinestro, stun that attacker. Tomar Re | Green Lantern of Xudar DGL DGL-025 3 Character Green Lantern [Flight] [Range] 3 6 U DGL-025 Willpower 2 | Discard two cards -> Search your deck for a Construct card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn. Tomar Tu | Green Lantern of Xudar DGL DGL-026 2 Character Green Lantern [Flight] [Range] 3 2 C DGL-026 Willpower 2 | While Tomar Tu is protecting a character, that character cannot be attacked. Central Power Battery DGL DGL-027 2 Location C DGL-027 Exhaust any number of characters you control with total willpower 4 or greater -> Draw a card. Use this power only while you control a Green Lantern character. Emerald City | Construct DGL DGL-028 3 Plot Twist [Ongoing] R DGL-028 Play Emerald City only if you control four or fewer resources. | 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. Force Sphere | Construct DGL DGL-029 1 Plot Twist C DGL-029 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. Green Lantern Ring DGL DGL-030 0 Equipment U DGL-030 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.) | Equipped character gets +2 willpower and has the Green Lantern affiliation. Guardians Reborn DGL DGL-031 2 Plot Twist U DGL-031 As an additional cost to play Guardians Reborn, exhaust any number of Green Lantern characters you control with total willpower 3 or greater. | Recover target stunned Green Lantern character you control. Jackhammer | Construct DGL DGL-032 1 Plot Twist C DGL-032 Target attacker you control gets +2 DEF this attack. If that attacker has the Green Lantern affiliation and has a lesser cost than a defender, it gets an additional +5 DEF this attack. Mean Green Machine | Construct DGL DGL-033 2 Plot Twist U DGL-033 Move target Green Lantern character with willpower 1 or greater you control. If Mean Green Machine is in your resource row, draw a card. Mogo DGL DGL-034 2 Location R DGL-034 Activate -> Target Green Lantern character you control gets +1 willpower this turn. If you control six or more resources, that character gets +2 willpower this turn instead. Oa DGL DGL-035 2 Location R DGL-035 As an additional cost to flip Oa, discard a Green Lantern character card. | Activate -> Target attacker you control gets +X ATK this attack, where X is its willpower. Reciting the Oath DGL DGL-036 3 Plot Twist [Ongoing] U DGL-036 As an additional cost to play Reciting the Oath, exhaust four characters you control. | Ongoing: While you control a Green Lantern character, characters you control have reinforcement. Appa Ali Apsa | Mad God DGL DGL-037 8 Character Emerald Enemies [Flight] [Range] 19 18 R DGL-037 Willpower 8 | Characters your opponents control lose reinforcement and cannot gain reinforcement. Black Hand | Dark-Hearted Villain DGL DGL-038 2 Character Emerald Enemies [Range] 2 2 C DGL-038 Willpower 1 | At the start of the recovery phase, gain X endurance, where X is the total willpower of characters you control. Carol Ferris <> Star Sapphire | Beloved Enemy DGL DGL-039 3 Character Emerald Enemies [Flight] [Range] 1 6 C DGL-039 Concealed-Optional. (You may have this character come into play in the hidden area.) | Willpower 3 | Activate -> Target attacker you control gets +1 ATK this attack for each face-up resource you control. Dr. Light | Master of Holograms DGL DGL-040 3 Character Emerald Enemies [Flight] [Range] 3 4 U DGL-040 Willpower 2 | Activate -> Put target character card with cost 2 or less from your KO'd pile into your front row unless you control a character with the same name. Use this power only during your recruit step. [BANNED]. Dr. Polaris | Dr. Neal Emerson DGL DGL-041 3 Character Emerald Enemies [Range] 5 3 C DGL-041 Willpower 2 | Whenever Dr. Polaris attacks, you may exhaust target unprotected character. | Boost 2: When Dr. Polaris comes into play, he gets +2 ATK and cannot be stunned while attacking this turn. Dr. Ub'X | Galactic Conqueror DGL DGL-042 4 Character Emerald Enemies [Range] 6 6 C DGL-042 Concealed. (This character comes into play in the hidden area.) | Willpower 2 | At the start of the recovery phase, each of your opponents KO's a stunned character he controls. Evil Star | Servant of the Star-Band DGL DGL-043 6 Character Emerald Enemies [Range] 12 12 R DGL-043 Willpower 5 | 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 that character's cost. Fatality | Yrra Cynril DGL DGL-044 5 Character Emerald Enemies [Flight] [Range] 10 7 R DGL-044 At the start of the recovery phase, each player KO's a character he controls. Goldface | Keith Kenyon DGL DGL-045 4 Character Emerald Enemies [Range] 9 9 C DGL-045 As an additional cost to recruit Goldface, discard two Emerald Enemies character cards. | KO a resource you control -> Goldface gets +2 ATK and +2 DEF this attack. Use this power only once per turn. Grayven | Son of Darkseid DGL DGL-046 6 Character Emerald Enemies [Range] 13 11 C DGL-046 Willpower 3 | While Grayven is attacking a defender and you control more face-up resources than that defender's controller, that defender loses reinforcement and cannot gain reinforcement this attack. Hal Jordan | Parallax DGL DGL-047 9 Character Emerald Enemies [Flight] [Range] 25 25 R DGL-047 Willpower 5 | Discard a card -> Hal Jordan gets +5 willpower this turn. Hector Hammond | Super-Futuristic Mind DGL DGL-048 2 Character Emerald Enemies [Range] 2 2 C DGL-048 Willpower 2 | Hector Hammond gets +4 ATK and +4 DEF while you control five or more resources. Henry King Jr. <> Brainwave | Psionic Manipulator DGL DGL-049 1 Character Emerald Enemies [Range] 1 1 U DGL-049 Willpower 1 | Exhaust a character you control -> Target player loses endurance equal to that character's willpower. Use this power only once per turn. Invisible Destroyer | Subconscious Entity DGL DGL-050 3 Character Emerald Enemies [Flight] [Range] 4 3 C DGL-050 Concealed. (This character comes into play in the hidden area.) | Willpower 1 | Whenever Invisible Destroyer becomes stunned, you may KO it. If you do, target character you control gets +2 ATK and +2 DEF this turn. Krona | Creator of the Anti-Matter Universe DGL DGL-051 7 Character Emerald Enemies [Flight] [Range] 12 18 C DGL-051 Willpower 5 | At the start of the combat phase, you may have the controller of target unprotected character move it to his hidden area. Legion | He Who Is Many DGL DGL-052 6 Character Emerald Enemies [Flight] [Range] 14 14 C DGL-052 You may not play plot twists. | Whenever Legion becomes stunned, KO it unless you control another Emerald Enemies character. Major Disaster | Paul Booker DGL DGL-053 2 Character Emerald Enemies [Range] 2 3 U DGL-053 Willpower 2 | 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 DGL-054 5 Character Emerald Enemies [Range] 14 14 C DGL-054 Willpower 3 | Major Force gets-1 ATK and-1 DEF for each resource you control. Malvolio | Lord of the Green Flame DGL DGL-055 4 Character Emerald Enemies [Flight] [Range] 4 10 C DGL-055 Willpower 3 | 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. Myrwhydden | Mightiest of Mages DGL DGL-056 4 Character Emerald Enemies [Range] 6 8 C DGL-056 Willpower 2 | KO a resource you control -> Target attacker you control gets +1 ATK and +1 DEF this attack for each face-up resource you control. Use this power only once per turn. Remoni-Notra <> Star Sapphire | Obsessed Warrior Princess DGL DGL-057 5 Character Emerald Enemies [Flight] [Range] 9 7 C DGL-057 Willpower 4 | Whenever an attacker you control stuns a defender, if that attacker's willpower is greater than that defender's cost, KO that defender. Sinestro | Enemy of the Corps DGL DGL-058 7 Character Emerald Enemies [Flight] [Range] 16 14 R DGL-058 Willpower 6 | At the start of the recovery phase, each of your opponents with endurance less than the total willpower of characters you control loses the game. Sonar | Dastardly Discord DGL DGL-059 1 Character Emerald Enemies [Flight] [Range] 1 1 C DGL-059 Willpower 1 | Activate -> Target player exhausts a ready character he controls. Use this power only during your attack step. Starlings | Army DGL DGL-060 1 Character Emerald Enemies [Flight] 1 1 U DGL-060 Starlings comes into play exhausted. | Whenever Starlings becomes stunned, KO it. | Activate, pay 1 resource point -> You may discard a card. If you do, search your deck for up to two character cards named Starlings and put them into your front row. Tattooed Man | Abel Tarrant DGL DGL-061 2 Character Emerald Enemies [Range] 6 6 U DGL-061 Willpower 2 | Tattooed Man gets-1 ATK and-1 DEF for each resource you control. The Shark | T. S. Smith DGL DGL-062 1 Character Emerald Enemies [Flight] [Range] 0 1 C DGL-062 Willpower 1 | The Shark gets +1 ATK for each face-up resource you control. Battered and Broken DGL DGL-063 2 Plot Twist U DGL-063 As an additional cost to play Battered and Broken, exhaust an Emerald Enemies character you control. | Characters your opponents control lose reinforcement and cannot gain reinforcement this turn. Damsel in Distress | Construct DGL DGL-064 3 Plot Twist C DGL-064 As an additional cost to play Damsel in Distress, exhaust an Emerald Enemies character you control. | Choose a character an opponent controls. If that character is hidden, its controller moves it to his visible area. When that character becomes stunned by an attacker this turn, KO the chosen character. Emerald Twilight DGL DGL-065 2 Plot Twist U DGL-065 Play Emerald Twilight only if you control an Emerald Enemies character. | KO target stunned character if its cost is less than the total willpower of characters you control. Empire of Tears DGL DGL-066 2 Location U DGL-066 As an additional cost to flip Empire of Tears, KO two characters you control unless you KO two resources you control. | Activate -> Target Emerald Enemies character you control gets +2 ATK and +2 DEF this attack. Femme Fatality DGL DGL-067 3 Plot Twist U DGL-067 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. Golden Death DGL DGL-068 1 Plot Twist C DGL-068 Target attacker you control gets +2 ATK this attack. If that attacker has the Emerald Enemies affiliation, exhausted defenders lose reinforcement and cannot gain reinforcement this attack. In Darkest Night DGL DGL-069 4 Plot Twist [Ongoing] U DGL-069 As an additional cost to play In Darkest Night, exhaust four characters you control. | Ongoing: While you control an Emerald Enemies character, characters your opponents control cannot recover during the recovery phase. Korugar DGL DGL-070 2 Location R DGL-070 As an additional cost to flip Korugar, KO a resource you control. | Activate -> Target Emerald Enemies character you control gets +3 willpower this turn. Prison Planet DGL DGL-071 1 Location R DGL-071 Visible Emerald Enemies characters you control get +2 ATK. | Characters you control lose reinforcement, cannot gain reinforcement, and cannot team attack. Prisoner of a Mad God DGL DGL-072 4 Plot Twist R DGL-072 Play Prisoner of a Mad God only during your attack step. | 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 cannot ready this turn. Sinestro Defiant DGL DGL-073 1 Plot Twist C DGL-073 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. Anti-Green Lantern | Army DGL DGL-074 1 Character Anti-Matter [Flight] [Range] 4 4 C DGL-074 Concealed. (This character comes into play in the hidden area.) | Willpower 1 | At the start of the recovery phase, KO Anti-Green Lantern. Anti-Monitor | Architect of Destruction DGL DGL-075 9 Character Anti-Matter [Flight] [Range] 22 24 R DGL-075 KO a character or resource you control -> Each of your opponents KO's a character or resource he controls. Use this power only during the combat phase. Dead-Eye | Qwardian Conglomerate DGL DGL-076 2 Character Anti-Matter [Range] 3 1 U DGL-076 Concealed-Optional. (You may have this character come into play in the hidden area.) | Dead-Eye cannot team attack. | Whenever Dead-Eye stuns a character, KO that character and KO Dead-Eye. Elasti-Man | Qwardian Conglomerate DGL DGL-077 3 Character Anti-Matter [Range] 4 3 C DGL-077 Concealed-Optional. (You may have this character come into play in the hidden area.) | Elasti-Man gets-3 ATK and +3 DEF while defending. Element Man | Qwardian Conglomerate DGL DGL-078 5 Character Anti-Matter [Flight] [Range] 8 10 C DGL-078 Concealed-Optional. | Willpower 3. | Move any number of hidden Anti-Matter characters you control to your visible area -> Replace that number of resources you control. Use this power only once per turn. Fiero | Qwardian Conglomerate DGL DGL-079 4 Character Anti-Matter [Flight] [Range] 3 9 C DGL-079 Concealed-Optional. (You may have this character come into play in the hidden area.) | Willpower 2 | Activate -> Target player loses 3 endurance. If Fiero is hidden, that player loses 6 endurance instead. Frostbite | Qwardian Conglomerate DGL DGL-080 4 Character Anti-Matter [Flight] [Range] 7 6 C DGL-080 Concealed-Optional. (You may have this character come into play in the hidden area.) | Willpower 2 | Activate -> Target stunned character cannot ready this turn. Gnaxos | Arena Robot DGL DGL-081 2 Character Anti-Matter 3 3 C DGL-081 Boost 3: Gnaxos comes into play with five +1 ATK / +1 DEF counters on it. Johnny Quick | Crime Syndicate DGL DGL-082 5 Character Anti-Matter 8 6 R DGL-082 Concealed-Optional. (You may have this character come into play in the hidden area.) | Johnny Quick gets +2 ATK while hidden. | Pay 3 endurance -> Ready Johnny Quick. Use this power only once per turn and only while Johnny Quick is visible. Kiman | Chief Weaponer DGL DGL-083 4 Character Anti-Matter [Range] 7 4 U DGL-083 Concealed. (This character comes into play in the hidden area.) | Pay 1 endurance -> If target attacker has 0 DEF, stun it. | Activate -> Target character gets-3 DEF this turn. Nero | Qwardian Puppet DGL DGL-084 7 Character Anti-Matter [Flight] [Range] 16 14 R DGL-084 Willpower 5 | KO a non-stunned Anti-Matter character you control -> Target player loses endurance equal to that character's willpower. Owlman | Crime Syndicate DGL DGL-085 4 Character Anti-Matter 8 6 C DGL-085 Concealed-Optional. (You may have this character come into play in the hidden area.) | Boost 2: Whenever a defender an opponent controls becomes stunned this turn, that opponent loses endurance equal to that defender's cost. Power Ring | Crime Syndicate DGL DGL-086 5 Character Anti-Matter [Flight] [Range] 10 7 C DGL-086 Concealed-Optional. (You may have this character come into play in the hidden area.) | Willpower 5 | Boost 2: While Power Ring is attacking or defending this turn, he gets +X ATK and +X DEF, where X is his willpower. Qwardian Watchdog | Gatekeeper DGL DGL-087 1 Character Anti-Matter 5 5 U DGL-087 Qwardian Watchdog cannot attack. | Whenever Qwardian Watchdog becomes stunned, move it to your hidden area. Qwardians | Army DGL DGL-088 1 Character Anti-Matter 0 1 C DGL-088 Concealed. (This character comes into play in the hidden area.) | Whenever a player loses endurance, if that player has less than 30 endurance and Qwardians is hidden, move it to your visible area. Activate -> If target player has 30 or more endurance, that player loses 2 endurance. Scarab | Qwardian Conglomerate DGL DGL-089 2 Character Anti-Matter [Range] 3 2 U DGL-089 Concealed-Optional. (You may have this character come into play in the hidden area.) | Scarab gets-3 ATK and +3 DEF while visible. Shadow Creatures | Army DGL DGL-090 1 Character Anti-Matter [Flight] 1 1 U DGL-090 Concealed. (This character comes into play in the hidden area.) | Willpower 1. Sinestro | Lantern in Exile DGL DGL-091 6 Character Anti-Matter [Flight] [Range] 13 11 C DGL-091 Willpower 5 | Activate -> The controller of target visible character moves that character to his hidden area. Slipstream | Qwardian Conglomerate DGL DGL-092 3 Character Anti-Matter 4 3 C DGL-092 Concealed-Optional. (You may have this character come into play in the hidden area.) | Slipstream gets +1 ATK while hidden. | Pay 3 endurance -> Ready Slipstream. Use this power only once per turn and only while Slipstream is visible. St'nlli | Super-Qwardian DGL DGL-093 6 Character Anti-Matter [Flight] [Range] 12 11 C DGL-093 Willpower 1 | When St'nlli comes into 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. Superwoman | Crime Syndicate DGL DGL-094 6 Character Anti-Matter [Flight] [Range] 12 8 C DGL-094 Concealed-Optional. (You may have this character come into play in the hidden area.) | While Superwoman is visible, she has invulnerability. Ultraman | Crime Syndicate DGL DGL-095 7 Character Anti-Matter [Flight] [Range] 15 13 C DGL-095 Concealed-Optional. (You may have this character come into play in the hidden area.) | While Ultraman is protecting an Anti-Matter character, that character cannot be attacked. | Whenever Ultraman stuns a defender, KO that defender. Weaponers of Qward | Army DGL DGL-096 2 Character Anti-Matter [Range] 2 2 C DGL-096 Concealed. (This character comes into play in the hidden area.) | Activate -> Target character gets-1 DEF this turn. Xallarap | Anti-Green Lantern Corps DGL DGL-097 3 Character Anti-Matter [Flight] [Range] 9 9 C DGL-097 As an additional cost to recruit Xallarap, reveal an Anti-Matter character card from your hand. | Concealed. (This character comes into play in the hidden area.) | Willpower 3 | At the start of the recovery phase, KO Xallarap. Yokal | The Atrocious DGL DGL-098 3 Character Anti-Matter [Range] 5 2 U DGL-098 Concealed. (This character comes into play in the hidden area.) | Activate, move Yokal from your hidden area to your visible area -> While Yokal is defending this turn, he has reinforcement. Anti-Matter Cannon DGL DGL-099 2 Location R DGL-099 Exhaust an Anti-Matter character you control -> Replace target location. Use this power only once per turn. Anti-Matter Universe DGL DGL-100 4 Location R DGL-100 As an additional cost to flip Anti-Matter Universe, exhaust four characters you control. | Whenever an opponent draws a card, if you control an Anti-Matter character, that opponent loses 2 endurance. Banished to the Anti-Matter Universe DGL DGL-101 1 Plot Twist [Ongoing] U DGL-101 Play Banished to the Anti-Matter Universe only if you control an Anti-Matter character. | Choose an unequipped, unprotected character an opponent controls. If that character is visible, that opponent moves that character to his hidden area. | Ongoing: The chosen character cannot move to the visible area. From Qward With Hate DGL DGL-102 6 Plot Twist R DGL-102 Play From Qward With Hate only during the combat phase. | You may KO two resources and two Anti-Matter characters you control. If you do, each of your opponents KO's a total of three characters and/or resources he controls. In the Hands of Qward DGL DGL-103 4 Plot Twist R DGL-103 As an additional cost to play In the Hands of Qward, exhaust any number of Anti-Matter characters you control with total willpower 7 or greater. | Recover target stunned character an opponent controls. Move that character to your hidden area. (You control that character.) Nero Unleashed DGL DGL-104 1 Plot Twist C DGL-104 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. Q Energy DGL DGL-105 3 Plot Twist U DGL-105 Play Q Energy only during your attack step. | You may exhaust any number of Anti-Matter characters you control with total willpower 4 or greater. If you do, exhaust target character, and that character's controller loses endurance equal to that character's cost. Q Field DGL DGL-106 2 Plot Twist C DGL-106 Move any number of target hidden Anti-Matter characters you control to your visible area. If you moved at least one character and Q Field is in your resource row, draw a card. Qward DGL DGL-107 1 Location R DGL-107 At the start of the recovery phase, stun all characters with 0 DEF. | Exhaust an Anti-Matter character you control -> Target character gets-1 DEF this turn. Qwardian Council Hall DGL DGL-108 2 Location R DGL-108 Activate -> Target Anti-Matter attacker you control gets +1 ATK and +1 DEF this attack. | Discard a character card with willpower 1 or greater -> Ready Qwardian Council Hall. Thunderous Onslaught DGL DGL-109 1 Plot Twist C DGL-109 Target attacker you control gets +2 ATK this attack. If that attacker is hidden and has the Anti-Matter affiliation, you may move it to your visible area. If you do, it cannot be stunned this attack. Yellow Power Ring DGL DGL-110 0 Equipment U DGL-110 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.) | Equipped character gets +2 willpower and has the Anti-Matter affiliation. Governor Tozad | Planetary Commander DGL DGL-111 2 Character Manhunter 2 3 U DGL-111 Activate -> If target player controls more characters than you, that player exhausts a ready character he controls. Use this power only during the combat phase. Grandmaster | Manhunter Leader DGL DGL-112 5 Character Manhunter 8 9 R DGL-112 Concealed. (This character comes into play in the hidden area.) | Move any number of hidden Manhunter characters you control to your visible area -> Each of those characters gets +2 ATK this turn. Use this power only once per turn. Harlequin | Molly Mayne-Scott DGL DGL-113 2 Character Manhunter 2 2 C DGL-113 Concealed. (This character comes into play in the hidden area.) | Willpower 2 | Whenever Harlequin causes breakthrough to a player, that player discards a card. Highmaster | Supreme Leader DGL DGL-114 7 Character Manhunter [Flight] 15 14 C DGL-114 Activate, remove X Manhunter character cards in your KO'd pile from the game -> Target player loses X endurance. Lana Lang | Manhunter Sleeper DGL DGL-115 1 Character Manhunter 0 1 U DGL-115 Concealed. (This character comes into play in the hidden area.) | Activate -> Target player puts the top card of his deck into his KO'd pile. Manhunter Engineer | Army DGL DGL-116 3 Character Manhunter 4 4 C DGL-116 Activate -> You may reveal a face-down Army Manhunter character card from your resource row. If you do, and its cost is less than the number of resources you control, put that character card into your front row. Use this power only during your recruit step. Manhunter Excavator | Army DGL DGL-117 4 Character Manhunter [Flight] 7 7 C DGL-117 Boost 1: When Manhunter Excavator comes into play, put target Army character card with cost 3 or less from your KO'd pile into your front row. Manhunter Giant | Army DGL DGL-118 5 Character Manhunter [Flight] [Range] 10 8 C DGL-118 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 this way. Manhunter Guardsman | Army DGL DGL-119 3 Character Manhunter 3 6 C DGL-119 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 DGL-120 2 Character Manhunter [Range] 3 1 C DGL-120 Concealed. (This character comes into play in the hidden area.) |. Manhunter Lantern | Power Ring Thief DGL DGL-121 6 Character Manhunter [Flight] [Range] 13 12 C DGL-121 Willpower 4 |. Manhunter Protector | Army DGL DGL-122 2 Character Manhunter 0 0 C DGL-122 While Manhunter Protector is protecting a character, that character cannot be attacked. | Activate -> Manhunter Protector gets +5 ATK and +5 DEF this attack. Manhunter Sniper | Army DGL DGL-123 1 Character Manhunter [Range] 0 1 C DGL-123 Activate, pay 1 endurance -> If target opponent has more endurance than you, that opponent loses 3 endurance. Manhunter Soldier | Army DGL DGL-124 3 Character Manhunter [Flight] [Range] 5 3 C DGL-124 Pay 2 resource points -> You may put an Army Manhunter character card with cost 3 or less from your hand into your front row. Mark Shaw | Manhunter DGL DGL-125 4 Character Manhunter [Range] 5 8 C DGL-125 Discard a Manhunter character card -> Mark Shaw gets +2 ATK this attack. | Boost 2: When Mark Shaw comes into play, return up to three Manhunter character cards from your KO'd pile to your hand. Pan | Manhunter Duplicate DGL DGL-126 4 Character Manhunter 8 6 R DGL-126 Whenever Pan causes breakthrough to a player, choose a non-character card name. Search through that player's deck for all cards with that name and remove them from the game. That player shuffles his deck. Rocket Red | Manhunter Sleeper DGL DGL-127 5 Character Manhunter [Flight] [Range] 13 13 C DGL-127 As an additional cost to play Rocket Red, KO two Manhunter characters you control. Sleeper Agent | Manhunter Sleeper DGL DGL-128 4 Character Manhunter 5 4 C DGL-128 Reveal Sleeper Agent -> If you control a Manhunter character, put Sleeper Agent into your front row. Use this power only during your recruit step and only while Sleeper Agent is in your resource row. Supermanhunter | Kryptonite Armor DGL DGL-129 6 Character Manhunter [Flight] [Range] 13 11 C DGL-129 Pay 3 endurance -> Remove any number of counters from target character an opponent controls. Council of Power DGL DGL-130 2 Plot Twist [Ongoing] R DGL-130 As an additional cost to flip Council of Power, exhaust four characters you control. | Ongoing: At the start of the recovery phase, if you control a Manhunter character, each of your opponents loses 2 endurance for each card in his hand, then gains 2 endurance for each card in your hand. Fire Support DGL DGL-131 1 Plot Twist C DGL-131 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 cannot ready during the recovery phase this turn. Manhunter Science DGL DGL-132 2 Plot Twist C DGL-132 As an additional cost to play Manhunter Science, exhaust two Manhunter characters you control. | Draw two cards. Manhunter Spacecraft DGL DGL-133 1 Location R DGL-133 Pay 1 resource point, discard a card -> Search your deck for an Army Manhunter character card, reveal it, and put it into your hand. Shuffle your deck. | Use this power only once per turn. Manhunter Transphere DGL DGL-134 1 Plot Twist C DGL-134 Target Manhunter character you control gets +3 ATK this attack. At the start of the recovery phase, KO that character. Only a Friend Can Betray You DGL DGL-135 1 Plot Twist C DGL-135 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. Orinda DGL DGL-136 3 Location R DGL-136 When an Army Manhunter character comes into play under your control, you may move it to your hidden area. Plans Within Plans DGL DGL-137 1 Plot Twist [Ongoing] C DGL-137 Ongoing: At the start of the recovery phase, put the top card of your deck into your KO'd pile. | Exhaust a Manhunter character you control, replace Plans Within Plans -> Return target card from your KO'd pile to your hand. Rebellion on Oa DGL DGL-138 2 Plot Twist R DGL-138 As an additional cost to play Rebellion on Oa, exhaust a Manhunter character you control. | Each opponent who controls fewer stunned characters than you do KO's each stunned character he controls. The Fall of Oa DGL DGL-139 3 Plot Twist [Ongoing] R DGL-139 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 Manhunters are a Myth DGL DGL-140 1 Plot Twist R DGL-140 As an additional cost to play The Manhunters are a Myth, discard a Manhunter character card. | Choose one: Manhunter characters you control cannot be the target of plot twists this turn; or you cannot be the target of plot twists this turn. Underground Complex DGL DGL-141 2 Location U DGL-141 Remove two Army Manhunter character cards in your KO'd pile from the game -> Return an Army Manhunter character card from your KO'd pile to your hand. Superman | Returned DGL DGL-142 5 Character Team Superman [Flight] [Range] 9 8 U DGL-142 Activate -> Target character has invulnerability this turn. Use this power only during the build phase. House of El DGL DGL-143 3 Location U DGL-143 Activate -> Move a character you control. If you control a Team Superman character, move each character you control instead. S.T.A.R. Labs DGL DGL-144 2 Location R DGL-144 Pay 3 resource points | -> Put a cosmic counter on target character with cosmic you control. | Pay 1 resource point | -> Put a cosmic counter on target Team Superman character with cosmic you control. Use this power only once per turn. The Kent Farm DGL DGL-145 2 Location R DGL-145 Team Superman characters you control get +3 ATK and +3 DEF while team attacking. | Team Superman characters you control cannot attack characters unless they team attack. Commander | Military Leader of New Genesis DGL DGL-146 4 Character New Gods 8 6 R DGL-146 Cosmic: Pay 2 endurance -> Put a cosmic counter on target character with cosmic you control. Use this power only once per turn. Soldiers of New Genesis | Army DGL DGL-147 1 Character New Gods 2 2 U DGL-147 Cosmic: Soldiers of New Genesis has invulnerability. Sturmer | War Dog DGL DGL-148 3 Character New Gods 4 7 R DGL-148 Discard Sturmer and another card -> Search your deck for a New Gods character card with cost 6 or more, reveal it, and put it into your hand. Shuffle your deck. Use this power only if Sturmer is in your hand. | Sturmer cannot attack unless he team attacks. Children of Forever DGL DGL-149 4 Plot Twist R DGL-149 Play Children of Forever only during the recovery phase. | 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. Power Armor Elite | Army DGL DGL-150 3 Character Revenge Squad [Flight] [Range] 4 4 U DGL-150 Activate -> Target character gets- 1 DEF this attack. That character gets-2 DEF this attack instead if you control a character named Lex Luthor. Death of Superman DGL DGL-151 3 Plot Twist [Ongoing] R DGL-151 As an additional cost to play Death of Superman, exhaust a Revenge Squad character you control. | KO target stunned character. | Ongoing: Whenever a stunned character an opponent controls is put into a KO'd pile during the combat phase, that opponent reveals his hand and discards each card with the same name as that character. Fifth Dimension DGL DGL-152 4 Location R DGL-152 Activate -> Remove target non-stunned character you control from the game. At the start of the next draw phase, if that character card has the Revenge Squad team affiliation, put it into your front row. (A card in the removed-from-game zone has only its printed affiliation.) Hostage Situation DGL DGL-153 2 Plot Twist [Ongoing] R DGL-153 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. Shuffle your deck. Dr. Bedlam | Psionic Being DGL DGL-154 3 Character Darkseid's Elite 7 6 R DGL-154 When Dr. Bedlam comes into play, choose an opponent. | Dr. Bedlam gets-1 ATK and-1 DEF for each face-up resource the chosen opponent controls. Parademons | Army DGL DGL-155 1 Character Darkseid's Elite [Flight] 2 1 U DGL-155 Whenever Parademons attacks, you may replace target non-ongoing plot twist an opponent controls. Virman Vundabar | Military Leader of Apokolips DGL DGL-156 4 Character Darkseid's Elite 6 8 U DGL-156 Activate -> Exhaust target character if its cost is less than the number of face-down resources its controller controls. Apokoliptian Hospitality DGL DGL-157 2 Plot Twist U DGL-157 As an additional cost to play Apokoliptian Hospitality, exhaust a character you control. | Target stunned character an opponent controls cannot 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. Darkseid Undenied DGL DGL-158 2 Plot Twist [Ongoing] R DGL-158 Replace target non-ongoing plot twist an opponent controls. Each player loses endurance equal to the cost of that plot twist. | Ongoing: Exhaust a Darkseid's Elite character you control -> Replace target non-ongoing plot twist an opponent controls. Azrael <> Batman | Knightfall DGL DGL-159 7 Character Gotham Knights 16 14 U DGL-159 You are considered to control Batman. | Whenever Azrael stuns an attacker, that attacker's controller loses endurance equal to its cost. Ragman | Rory Regan DGL DGL-160 4 Character Gotham Knights [Flight] 8 5 R DGL-160 Concealed. (This character comes into play in the hidden area.) | Boost 1: When Ragman comes into 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. Blood in the Dark DGL DGL-161 1 Plot Twist [Ongoing] U DGL-161 Target character you control can attack hidden characters this turn. | Ongoing: Pay 2 endurance -> Gotham Knights characters you control can attack hidden characters this turn. Bart Allen <> Impulse | Hyper-Accelerated DGL DGL-162 1 Character Teen Titans 2 1 U DGL-162 Exhaust another character you control -> Ready Bart Allen. Use this power only once per turn. Garth <> Aqualad | Atlantean Ambassador DGL DGL-163 1 Character Teen Titans 1 2 U DGL-163 At the start of the combat phase, put the top two cards of your deck into your KO'd pile. Jericho | Joseph Wilson DGL DGL-164 3 Character Teen Titans 1 1 R DGL-164 Concealed. (This character comes into play in the hidden area.) | 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.) Hush | Mystery Man DGL DGL-165 4 Character Arkham Inmates 7 6 R DGL-165 Concealed. (This character comes into play in the hidden area.) | Pay 1 endurance -> If target defender is ready, exhaust it. Otherwise, that defender cannot ready this turn. Use this power only while Hush is attacking and only once per turn. Two-Face | Split Personality DGL DGL-166 7 Character Arkham Inmates [Range] 16 16 R DGL-166 If you would mulligan, you may instead reveal Two-Face from your hand. If you do, put any number of cards from your hand on the top of your deck, then mulligan. | At the start of your attack step, choose even or odd cost. Exhaust each character your opponents control with the chosen cost. Bat's Belfry DGL DGL-167 2 Location R DGL-167 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. Dr. Ebenezer Darrk | Original Leader of the League DGL DGL-168 7 Character League of Assassins 15 15 U DGL-168 Concealed-Optional. (You may have this character come into play in the hidden area.) | Dr. Ebenezer Darrk gets +1 ATK for each stunned character you control. | Whenever you flip a location, Dr. Ebenezer Darrk gets +1 DEF this turn. Sensei | Martial Arts Master DGL DGL-169 6 Character League of Assassins 13 11 U DGL-169 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. Shadows of the Past DGL DGL-170 3 Plot Twist R DGL-170 Play Shadows of the Past only during your attack step. | While you control a League of Assassins character this turn, characters your opponents control lose all team affiliations. Characters you control cannot cause breakthrough while attacking characters this turn. Reign of Terra DGL DGL-171 2 Plot Twist [Ongoing] R DGL-171 Ongoing: Characters you control lose all team affiliations other than Deathstroke and cannot gain team affiliations other than Deathstroke. Fists of the Guardians | Oan Enforcers DGL DGL-172 5 Character [Flight] [Range] 10 7 U DGL-172 Activate -> Target character gets-X willpower this turn, where X is that character's willpower. Ganthet | Last Guardian DGL DGL-173 7 Character [Flight] [Range] 10 17 C DGL-173 Willpower 6 | At the start of the recovery phase, gain X endurance, where X is the total willpower of characters you control. Guy Gardner | Warrior DGL DGL-174 3 Character [Flight] [Range] 6 3 C DGL-174 Willpower 2 | Unaffiliated characters you control can team attack as though they had all team affiliations. Hal Jordan <> Spectre | Mortal Avatar DGL DGL-175 8 Character [Flight] [Range] 18 17 R DGL-175 Whenever a character you control becomes stunned, each of your opponents loses endurance equal to its cost. Light Brigade | Construct DGL DGL-176 5 Character 11 7 C DGL-176 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, KO Light Brigade. Use this power only during the combat phase and only if Light Brigade is in your hand. Mouse Trap | Construct DGL DGL-177 4 Character 0 12 U DGL-177 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, KO Mouse Trap. Use this power only during the combat phase and only if Mouse Trap is in your hand. Solomon Grundy | Born on a Monday DGL DGL-178 5 Character 10 10 C DGL-178 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. | Boost 2: Solomon Grundy comes into play with five +1 ATK / +1 DEF counters on him. Space Bears | Construct DGL DGL-179 3 Character 5 5 C DGL-179 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, KO Space Bears. Use this power only during the combat phase and only if Space Bears is in your hand. Armies of Qward DGL DGL-180 2 Plot Twist [Ongoing] R DGL-180 You may return an Army character card from your KO'd pile to your hand. | Ongoing: Army characters you control have the team affiliations of each other Army character you control. Battle of Wills DGL DGL-181 1 Plot Twist C DGL-181 Target attacker cannot be stunned this attack while it has willpower greater than a defender's willpower. Birthing Chamber DGL DGL-182 3 Location U DGL-182 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. Book of Oa DGL DGL-183 1 Location C DGL-183 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, put the rest on the bottom of your deck, and discard a card. Breaking Ground | Construct DGL DGL-184 3 Plot Twist R DGL-184 As an additional cost to play Breaking Ground, exhaust a character with willpower 1 or greater you control. | Replace target location or ongoing plot twist. Catcher's Mitt | Construct DGL DGL-185 1 Equipment C DGL-185 Catcher's Mitt costs 1 less to recruit onto a character with willpower 1 or greater. | Characters you control have reinforcement. | Discard Catcher's Mitt -> Target character you control has reinforcement this turn. Use this power only if Catcher's Mitt is in your hand. Chopping Block | Construct DGL DGL-186 1 Equipment C DGL-186 Chopping Block costs 1 less to recruit onto a character with willpower 1 or greater. | Equipped character has ''Activate -> Remove target stunned character from the game.'' | Discard Chopping Block and two other cards -> Remove target stunned character from the game. Use this power only if Chopping Block is in your hand. Coast City DGL DGL-187 2 Location C DGL-187 Activate -> While target character is protected this turn, it cannot be attacked. Cosmic Conflict DGL DGL-188 2 Plot Twist C DGL-188 Move target hidden attacker you control to your visible area. That character gets +4 ATK this attack. Dimming of the Starheart DGL DGL-189 2 Plot Twist C DGL-189 Target character gets-5 willpower and loses flight this turn. Emerald Dawn DGL DGL-190 2 Plot Twist U DGL-190 You may KO a non-stunned character with willpower 1 or greater you control. If you do, search your deck for an affiliated character card with willpower 1 or greater, reveal it, and put it into your hand. Shuffle your deck. Hard-Traveling Heroes DGL DGL-191 2 Plot Twist [Ongoing] C DGL-191 Choose two or more team affiliations among characters with willpower 1 or greater you control. If you do, draw a card. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have any of the chosen affiliations have all of the chosen affiliations. Helping Hand | Construct DGL DGL-192 1 Plot Twist C DGL-192 Target defender you control gets +1 DEF this attack for each other character with willpower 1 or greater you control. In Evil Star's Evil Clutches DGL DGL-193 2 Plot Twist [Ongoing] C DGL-193 Ongoing: Return a face-down resource you control to its owner's hand -> Choose a character an opponent controls. That character loses flight this turn. You may put a card from your hand face down into your resource row. Use this power only once per turn. In Remembrance DGL DGL-194 3 Plot Twist [Ongoing] C DGL-194 Ongoing: Replace a face-down character card in your resource row -> Target defender you control gets +1 ATK and +1 DEF this attack. Use this power only once per turn. Jailbird | Construct DGL DGL-195 2 Plot Twist R DGL-195 Play Jailbird only during the recovery phase. | Recover target stunned character an opponent controls. That character cannot ready this turn. Lantern's Light DGL DGL-196 1 Plot Twist C DGL-196 Play Lantern's Light only during your attack step. | Exhaust target hidden character. That character's controller moves it to his visible area. Lanterns in Love | Construct DGL DGL-197 2 Plot Twist C DGL-197 As an additional cost to play Lanterns in Love, exhaust two characters you control. | Recover target stunned character you control. Light Armor | Construct DGL DGL-198 1 Equipment C DGL-198 Light Armor costs 1 less to recruit onto a character with willpower 1 or greater. | Equipped character gets +3 ATK. | Discard Light Armor -> Target attacker you control gets +3 ATK this attack. Use this power only if Light Armor is in your hand. Living Ink | Construct DGL DGL-199 1 Plot Twist C DGL-199 Target attacker you control gets +1 ATK this attack for each face-down resource target opponent controls. Locked in Combat DGL DGL-200 1 Plot Twist C DGL-200 Target character you control gets +2 ATK and-2 DEF this attack. Millennium DGL DGL-201 2 Plot Twist [Ongoing] C DGL-201 As an additional cost to play Millennium, exhaust a character you control. | Choose two different team affiliations among characters you control. If you do, draw a card. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either of the chosen affiliations have both of the chosen affiliations. Mosaic World DGL DGL-202 2 Location C DGL-202 Characters you control can team attack as though they had all team affiliations. | Characters you control can reinforce and be reinforced as though they had all team affiliations. No Evil Shall Escape Our Sight | Construct DGL DGL-203 3 Plot Twist [Ongoing] C DGL-203 Choose two different team affiliations among characters you control. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either of the chosen affiliations have both of the chosen affiliations. No Man Escapes the Manhunters DGL DGL-204 2 Plot Twist C DGL-204 Target character gets-3 DEF while defending this turn. If that character is hidden, its controller moves it to his visible area. ¡Óle! | Construct DGL DGL-205 1 Plot Twist C DGL-205 Target character you control gets +3 ATK this attack if it has the same cost as another character you control. Pest Control | Construct DGL DGL-206 3 Plot Twist C DGL-206 Exhaust target ready defender you control. That defender gets +4 DEF this attack and cannot ready this turn. Power Surge DGL DGL-207 3 Plot Twist U DGL-207 Discard up to three cards. Target character gets +1 willpower this turn and an additional +1 willpower for each card you discarded. Qwardian Pincer DGL DGL-208 1 Plot Twist C DGL-208 Target attacker you control gets +1 ATK this attack for each exhausted character with cost 2 or more you control. Rain of Acorns | Construct DGL DGL-209 1 Plot Twist [Ongoing] U DGL-209 Ongoing: Exhaust a character with willpower 1 or greater you control -> Exhaust target unprotected character. Use this power only during your attack step. Recharging the Ring DGL DGL-210 3 Plot Twist C DGL-210 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 this way. Sector 2814 DGL DGL-211 1 Location U DGL-211 Sector 2814 is not unique. | At the start of the recovery phase, gain 1 endurance for each character with willpower 1 or greater you control. Shock Troops DGL DGL-212 1 Plot Twist C DGL-212 Target character you control gets +2 ATK and +2 DEF this attack if it has the same cost as another character you control. Stealing the Light DGL DGL-213 2 Plot Twist C DGL-213 Play Stealing the Light only during your attack step. | 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. Sweeping Up | Construct DGL DGL-214 2 Plot Twist C DGL-214 As an additional cost to play Sweeping Up, exhaust a character with willpower 1 or greater you control. | 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 top of your deck in any order and the rest on the bottom. The Ring Has Chosen DGL DGL-215 2 Plot Twist U DGL-215 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, put it into your hand, and shuffle your deck. Discard a card. Trapped in the Sciencells DGL DGL-216 3 Plot Twist [Ongoing] U DGL-216 Ongoing: At the start of the recovery phase, each player loses 1 endurance for each face-down resource he controls. Uppercut | Construct DGL DGL-217 1 Plot Twist C DGL-217 Target attacker you control gets +X ATK this attack, where X is its willpower. That attacker cannot cause breakthrough this attack. Willworld DGL DGL-218 1 Location R DGL-218 Activate -> Reveal the top two cards of your deck. Put all revealed character cards with willpower 1 or greater into your hand. Put all other revealed cards on the bottom of your deck in any order. For each card put into your hand this way, discard a card. Yellow Impurity DGL DGL-219 2 Plot Twist C DGL-219 Target character gets-2 willpower this turn and-2 DEF while defending this turn. Zero Hour DGL DGL-220 9 Plot Twist R DGL-220 Play Zero Hour only during the combat phase. | Each of your opponents loses X endurance, where X is the total willpower of characters you control. Crystal | Elemental Princess MFF MFF-001 4 Character Fantastic Four [Range] 7 6 C MFF-001 Support row characters you control get +1 DEF. H.E.R.B.I.E. | Humanoid Experimental Robot B-Type Integrated Electronics MFF MFF-002 2 Character Fantastic Four [Range] 2 2 C MFF-002 When H.E.R.B.I.E. comes into 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. Human Torch | Hothead MFF MFF-003 5 Character Fantastic Four [Flight] [Range] 9 9 C MFF-003 Whenever Human Torch attacks or defends, target opponent loses 2 endurance. Invisible Woman | Protector MFF MFF-004 3 Character Fantastic Four 4 4 C MFF-004 Invisible Woman has reinforcement while defending. Luke Cage | Reserve Member MFF MFF-005 3 Character Fantastic Four 5 3 C MFF-005 When Luke Cage comes into play, draw a card. Medusa | Medusalith Amaquelin MFF MFF-006 4 Character Fantastic Four 7 6 C MFF-006 Whenever a character attacks Medusa, that character cannot ready this turn. Mr. Fantastic | Leader MFF MFF-007 7 Character Fantastic Four [Range] 15 15 R MFF-007 Other Fantastic Four characters you control get +1 ATK and +1 DEF. Noah Baxter | CEO, Baxter Industries MFF MFF-008 1 Character Fantastic Four 1 2 C MFF-008 She-Hulk | Green Jeans MFF MFF-009 5 Character Fantastic Four 8 9 C MFF-009 At the start of the combat phase, She-Hulk gets +1 ATK this turn for each front row character target opponent controls. Thing | Strongman MFF MFF-010 6 Character Fantastic Four 14 12 C MFF-010 Reed's Workshop MFF MFF-011 3 Location U MFF-011 Activate -> Target Fantastic Four defender you control gets +1 DEF this attack. Force Shield MFF MFF-012 3 Plot Twist U MFF-012 Target Fantastic Four character you control has reinforcement while defending this turn. Boris | Doom's Caretaker MFF MFF-013 2 Character Doom 2 2 C MFF-013 When Boris comes into play, draw a card. Darkoth | Death Demon MFF MFF-014 6 Character Doom [Range] 12 11 C MFF-014 Darkoth gets +2 ATK and +2 DEF while exhausted. Dr. Doom | Scientific Sorcerer MFF MFF-015 7 Character Doom [Range] 16 14 R MFF-015 Exhaust a character you control -> Dr. Doom gets +1 ATK and +1 DEF this attack. Dragon Man | Experimental Monster [MFF] MFF MFF-016 5 Character Doom [Flight] [Range] 9 9 C MFF-016 Whenever Dragon Man attacks a Fantastic Four character, Dragon Man gets +3 ATK this attack. Kristoff Von Doom | Ticking Time Bomb MFF MFF-017 1 Character Doom 2 1 C MFF-017 Ovoid Mentor | Alien Mentalist MFF MFF-018 3 Character Doom 4 3 C MFF-018 Exhaust a character you control -> Ovoid Mentor gets +1 ATK this attack. Sub-Mariner | Atlantean Monarch MFF MFF-019 5 Character Doom [Flight] 9 9 C MFF-019 When Sub-Mariner comes into play, if you have the initiative, you may exhaust target character an opponent controls. Titania | Big Bad Bully MFF MFF-020 3 Character Doom 4 4 C MFF-020 Titania gets +1 ATK for each character in your front row. Victor Von Doom II | Doomed Heir MFF MFF-021 4 Character Doom [Flight] [Range] 7 6 C MFF-021 When Victor Von Doom II comes into play, search your deck for a character card named Dr. Doom. Reveal that card and put it into your hand. Shuffle your deck. Volcana | Raging Inferno MFF MFF-022 4 Character Doom [Range] 7 6 C MFF-022 Activate -> Target player loses 3 endurance. Doom's Laboratory MFF MFF-023 3 Location U MFF-023 Activate -> Target Doom character you control gets +1 ATK this attack. Cryonic Grenade MFF MFF-024 2 Plot Twist U MFF-024 As an additional cost to play Cryonic Grenade, exhaust a character you control. | Target opponent loses 3 endurance. Flying Kick [MFF] MFF MFF-025 1 Plot Twist C MFF-025 Target character you control has flight this turn. | While attacking this turn, that character gets +3 ATK. No Fear MFF MFF-026 1 Plot Twist C MFF-026 Choose one: Target attacker gets +3 ATK this attack while attacking a character with a higher cost; or target defender gets +3 ATK this attack while defending against a character with a higher cost. One-Two Punch MFF MFF-027 1 Plot Twist C MFF-027 Target attacker gets +1 ATK and +2 DEF this attack. Personal Nemesis MFF MFF-028 2 Plot Twist C MFF-028 Target character you control gets +1 ATK and +1 DEF this attack. Barbara Gordon <> Oracle | Bird of Prey DBM DBM-001 3 Character Gotham Knights 2 4 C DBM-001 Activate -> Draw a card. | Activate -> Oracle gets +3 ATK this attack. Batman | Vengeance DBM DBM-002 4 Character Gotham Knights 7 7 C DBM-002 Whenever Batman or another Gotham Knights character you control becomes stunned, each of your opponents loses 1 endurance. Batman | Shadow of the Bat DBM DBM-003 7 Character Gotham Knights 15 15 R DBM-003 While you have seven or more cards in hand, whenever Batman stuns a character, that character's controller loses endurance equal to that character's cost. (This is in addition to the normal stun endurance loss.) Cassandra Cain <> Batgirl | Student of the Knight DBM DBM-004 5 Character Gotham Knights 9 9 U DBM-004 Whenever Cassandra Cain stuns a character, that character's controller loses 2 endurance. (This is in addition to the normal stun endurance loss.) Catwoman | Cat Burglar DBM DBM-005 5 Character Gotham Knights 9 8 C DBM-005 Whenever Catwoman causes breakthrough, draw a card. Commissioner Gordon | Lieutenant Gordon DBM DBM-006 1 Character Gotham Knights [Range] 1 1 C DBM-006 When Commissioner Gordon comes into play, you may search your deck for a character card named Batman and reveal it. If you searched, shuffle your deck, then put that card on the top of your deck. Dick Grayson <> Nightwing | Defender of Bludhaven DBM DBM-007 6 Character Gotham Knights 12 12 C DBM-007 Whenever Dick Grayson stuns a character, draw a card. | Discard a Gotham Knights character card from your hand -> Target defender has reinforcement this attack. Huntress | Bird of Prey DBM DBM-008 4 Character Gotham Knights [Range] 6 7 U DBM-008 Huntress gets +3 ATK while attacking. Spoiler | Wildcard DBM DBM-009 2 Character Gotham Knights 2 2 C DBM-009 When Spoiler comes into play, draw a card. Tim Drake <> Robin | Protege DBM DBM-010 3 Character Gotham Knights 4 3 C DBM-010 Activate -> Target Gotham Knights character you control gets +3 ATK this attack. Batcomputer DBM DBM-011 2 Location U DBM-011 Activate -> Target Gotham Knights character you control gets +1 ATK and has flight and range this turn. Gotham City DBM DBM-012 2 Location U DBM-012 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. Bronze Tiger | Brainwashed Assassin DBM DBM-013 4 Character League of Assassins 6 6 U DBM-013 Activate -> Target League of Assassins character you control gets +2 ATK and +2 DEF this attack. Hook | Hired Killer DBM DBM-014 3 Character League of Assassins 4 4 C DBM-014 At the start of the recovery phase, you may KO target stunned character with cost 3 or less. Kyle Abbot | Demon's Hound DBM DBM-015 3 Character League of Assassins 4 4 C DBM-015 Kyle Abbot gets +1 ATK and +1 DEF while you have the initiative. Lady Shiva | The Destroyer DBM DBM-016 5 Character League of Assassins 10 6 U DBM-016 Whenever Lady Shiva attacks a character, that character loses reinforcement and cannot gain reinforcement this attack. Merlyn | Archer Assassin DBM DBM-017 6 Character League of Assassins [Range] 12 10 C DBM-017 Activate -> Target player loses 5 endurance. Ra's al Ghul | Eternal Nemesis DBM DBM-018 4 Character League of Assassins 7 7 C DBM-018 Whenever Ra's al Ghul causes breakthrough while attacking a character, KO that character. Ra's al Ghul | Undying DBM DBM-019 7 Character League of Assassins 15 15 R DBM-019 Whenever Ra's al Ghul becomes stunned, you may return him to his owner's hand. If you do, gain 7 endurance. Talia | Beloved Daughter DBM DBM-020 2 Character League of Assassins 2 2 C DBM-020 When Talia comes into play, you may search your deck for a character card named Ra's al Ghul and reveal it. If you searched, shuffle your deck, then put that card on the top of your deck. Ubu | One of Many DBM DBM-021 5 Character League of Assassins 9 8 C DBM-021 Ubu gets +1 ATK and +1 DEF while protecting a League of Assassins character. If that character is named Ra's al Ghul, Ubu gets an additional +1 ATK and +1 DEF. (Stunned characters are not protected.) Whisper A'Daire | Serpent-Tongued Seductress DBM DBM-022 1 Character League of Assassins 2 1 C DBM-022 Whisper A'Daire gets +1 ATK and +1 DEF while you control a character named Kyle Abbot. Flying Fortress DBM DBM-023 1 Location U DBM-023 Activate -> Target League of Assassins character has flight this turn. That character gets +2 ATK while attacking this turn. Ubu Encampment DBM DBM-024 2 Location U DBM-024 Activate, exhaust a League of Assassins character you control -> Reveal the top card of your deck. If that card is a League of Assassins character card with cost 3 or greater, put that card into your hand. Otherwise, put it on the bottom of your deck. Fear Skull DBM DBM-025 1 Plot Twist C DBM-025 As an additional cost to play Fear Skull, exhaust a character you control. | If target opponent has more endurance than you, that opponent loses 4 endurance. Otherwise, that opponent loses 2 endurance. Shadow of the Bat DBM DBM-026 1 Plot Twist C DBM-026 Target character you control gets +1 ATK and +1 DEF this attack. Swing Line DBM DBM-027 2 Plot Twist C DBM-027 Target character you control has flight and range this turn. That character gets +2 ATK while attacking this turn. Trial by Sword DBM DBM-028 1 Plot Twist C DBM-028 Target character you control gets +2 ATK and +2 DEF this turn while attacking a character with greater cost or while defending against a character with greater cost. Beast | Furry Blue Scientist MAV MAV-001 1 Character Avengers 2 1 C MAV-001 Reservist | When Beast comes into play, you may discard an Avengers character card. If you do, search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck. Black Panther | T'challa MAV MAV-002 3 Character Avengers 4 3 U MAV-002 Reservist, Concealed. | When Black Panther comes into play, you may reveal any number of face-down resources you control. Put a +1 ATK+1 DEF counter on Black Panther for each reservist card you revealed. Captain America | Steve Rogers MAV MAV-003 3 Character Avengers [Range] 6 4 C MAV-003 Leader: Characters adjacent to Captain America have the Avengers affiliation. | Team attackers adjacent to Captain America get +1 ATK. Captain America | Super Soldier MAV MAV-004 6 Character Avengers [Range] 12 12 R MAV-004 Leader: Avengers attackers adjacent to Captain America cannot be stunned. | Avengers defenders adjacent to Captain America get +2 ATK+2 DEF. Carol Danvers <> Warbird | Galactic Adventurer MAV MAV-005 4 Character Avengers [Flight] [Range] 7 6 C MAV-005 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.) | While Carol Danvers is team attacking, whenever she stuns a defender with cost 5 or less, return that defender to its owner's hand. Dane Whitman <> Black Knight | Heroic Paladin MAV MAV-006 2 Character Avengers 3 3 C MAV-006 Reservist | Pay 1 resource point, replace a reservist resource you control -> Dane Whitman gets +3 ATK+3 DEF this turn. | Use this power only once per turn. Falcon | Sam Wilson MAV MAV-007 2 Character Avengers [Flight] 2 2 C MAV-007 Reservist | Falcon gets +2 ATK+2 DEF while adjacent to a leader character. | Boost 1: When Falcon comes into play, search your deck for a leader character card, reveal it, put it into your hand, and shuffle your deck. Hank Pym <> Ant Man | Diminutive Hero MAV MAV-008 1 Character Avengers [Flight] 2 1 C MAV-008 Concealed-Optional. (You may have this character come into play in the hidden area.) | While Hank Pym is visible and team attacking, he gets +2 ATK. Hank Pym <> Giant Man | Towering Titan MAV MAV-009 5 Character Avengers 11 8 U MAV-009 While you control a team attacker, characters you control cannot be the target of plot twist or payment effects your opponents control. Hank Pym <> Goliath | Giant Genius MAV MAV-010 7 Character Avengers 16 15 C MAV-010 Discard Hank Pym -> Target Avengers defender you control gains reinforcement this attack. Use this power only if Hank Pym is in your hand. Hank Pym <> Yellowjacket | Pym Particle Creator MAV MAV-011 3 Character Avengers [Flight] [Range] 4 4 C MAV-011 Concealed-Optional. (You may have this character come into play in the hidden area.) | KO an equipment equipped to Hank Pym -> Recover target stunned character you control. Hawkeye | Clinton Barton MAV MAV-012 4 Character Avengers [Range] 8 5 C MAV-012 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.) | Activate -> Stun any number of target characters with total cost 2 or less. Hercules | Son of Zeus MAV MAV-013 7 Character Avengers 16 16 U MAV-013 Loyalty, Reservist | Reveal three face-down reservist resources you control -> Ready Hercules. Hercules cannot cause breakthrough while attacking characters this turn. Use this power only once per turn. Hulk | Gamma Rage MAV MAV-014 7 Character Avengers 17 17 R MAV-014 Reservist | As an additional cost to recruit Hulk, discard an Avengers leader character card. | If Hulk would become stunned, instead, you may pay 7 endurance. If you do, exhaust Hulk and put a +1 ATK+1 DEF counter on him. Iron Man | Invincible MAV MAV-015 6 Character Avengers [Flight] [Range] 12 12 C MAV-015 While Iron Man is equipped, he gets +1 ATK+1 DEF. | While Iron Man is equipped and attacking, he cannot be stunned. Iron Man | Tony Stark MAV MAV-016 4 Character Avengers [Flight] [Range] 7 7 C MAV-016 Leader: Avengers characters adjacent to Iron Man have flight and range and get +1 ATK+1 DEF. Jarvis | Honorary Avenger MAV MAV-017 1 Character Avengers 1 1 R MAV-017 Whenever Jarvis becomes a defender, you may return him to his owner's hand. If you do, search your deck for an Avengers character card, reveal it, put it into your hand, and shuffle your deck. Monica Rambeau <> Captain Marvel | Lady of Light MAV MAV-018 5 Character Avengers [Flight] [Range] 9 9 R MAV-018 Leader: Pay 3 endurance -> Ready all team attackers adjacent to Monica Rambeau. Those team attackers cannot cause breakthrough this turn. Use this power only once per turn. Natasha Romanoff <> Black Widow | Super Spy MAV MAV-019 2 Character Avengers [Range] 3 2 U MAV-019 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.) While Natasha Romanoff is team attacking, whenever she stuns a defender, you may stun target character with cost 3 or less. Quicksilver | Mutant Avenger MAV MAV-020 3 Character Avengers 4 5 C MAV-020 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.) Whenever a defender becomes stunned by one or more team attackers you control, ready Quicksilver. Rick Jones | A Hero's Best Friend MAV MAV-021 1 Character Avengers 1 1 U MAV-021 Reservist, Concealed. | You may discard an Avengers character card rather than pay Rick Jones's recruit cost. | Activate, return Rick Jones to his owner's hand -> Target defender you control has reinforcement this attack. Scarlet Witch | Mistress of Chaos Magic MAV MAV-022 5 Character Avengers [Range] 9 9 C MAV-022 Discard an Avengers character card -> Your opponents cannot use character payment powers this turn. Use this power only during the combat phase. She-Hulk | Gamma Bombshell MAV MAV-023 5 Character Avengers 10 7 C MAV-023 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.) | Replace a reservist resource you control -> She-Hulk has invulnerability this attack. Use this power only once per turn. Thor | God of Thunder MAV MAV-024 8 Character Avengers [Flight] [Range] 20 20 R MAV-024 Leader: Each Avengers character adjacent to Thor gets + X ATK, where X is that character's cost. Thor | Odinson MAV MAV-025 4 Character Avengers [Flight] [Range] 8 7 R MAV-025 As an additional cost to recruit Thor, reveal an Avengers character card in your hand or resource row. | Whenever Thor causes breakthrough to a player, put the top card of your deck into your KO'd pile. That player loses endurance equal to the cost of that card. Vision | Synthetic Humanoid MAV MAV-026 6 Character Avengers [Flight] [Range] 13 11 C MAV-026 Concealed-Optional. (You may have this character come into play in the hidden area.) | Pay 1 endurance -> Negate target non-ongoing plot twist effect. Use this power only if Vision is attacking or defending. Wasp | Janet Van Dyne-Pym MAV MAV-027 2 Character Avengers [Flight] [Range] 2 3 C MAV-027 Concealed-Optional. (You may have this character come into play in the hidden area.) | Leader: Team attackers adjacent to Wasp cannot be stunned. Wonder Man | Simon Williams MAV MAV-028 6 Character Avengers [Flight] [Range] 12 12 U MAV-028 Reservist | When Wonder Man comes into play, you may reveal up to five face-down resources you control. You may stun target character if its cost is less than the number of reservist cards you revealed. Avengers Assemble! MAV MAV-029 3 Plot Twist R MAV-029 As an additional cost to play Avengers Assemble!, discard a leader character card. | Search your deck for an Avengers character card, reveal it, put it into your hand, and shuffle your deck. Each character you recruit this turn with the same name as the card you revealed comes into play with a +1 ATK+1 DEF counter on it. Avengers Mansion MAV MAV-030 3 Location R MAV-030 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. Call Down the Lightning MAV MAV-031 1 Plot Twist C MAV-031 As an additional cost to play Call Down the Lightning, replace a reservist resource you control. | Target attacker you control gets +3 ATK this attack. If you replaced an Avengers character card, that attacker also gets +3 DEF this attack. Chaos Magic MAV MAV-032 2 Plot Twist R MAV-032 Change the target of an effect with one target that is targeting an Avengers character you control to another character you control. Earth's Mightiest Heroes MAV MAV-033 4 Plot Twist R MAV-033 If you have played no other plot twists this turn, target Avengers attacker you control gets +7 ATK this attack. | You cannot play plot twists this turn. Legendary Battles MAV MAV-034 2 Plot Twist C MAV-034 While team attacking this turn, Avengers characters you control get +1 ATK and cannot be stunned. Mjolnir MAV MAV-035 0 Equipment R MAV-035 Equip only to a character named Thor. | Equipped character gets +2 ATK and, while attacking, has invulnerability. | Reveal Mjolnir and put it on the bottom of your deck -> Search your deck for a character card named Thor, reveal it, put it into your hand, and shuffle your deck. Use this power only if Mjolnir is in your hand. Playroom MAV MAV-036 2 Location C MAV-036 Whenever a defender becomes stunned by one or more Avengers team attackers you control, that defender's controller loses 4 endurance. (This is in addition to the normal stun endurance loss.) Pym Laboratories MAV MAV-037 4 Location U MAV-037 Activate -> Target character you control can attack hidden characters this turn. | Activate, reveal any number of face-down resources you control -> Recover target Avengers character you control if its cost is equal to the number of reservist cards you revealed this way. Use this power only during the recovery phase. Quinjet MAV MAV-038 0 Equipment C MAV-038 Characters you control have. | Characters you control get +1 DEF while defending with reinforcement. Discard Quinjet -> Move and then power-up target Avengers attacker or defender you control. Use this power only if Quinjet is in your hand. Repel Attack MAV MAV-039 1 Plot Twist C MAV-039 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 MAV-040 2 Plot Twist C MAV-040 Target attacker you control gets +2 ATK this attack. | If that attacker has the Avengers affiliation, your opponents cannot use character payment powers this turn. Two Worlds | Team-Up MAV MAV-041 2 Plot Twist [Ongoing] C MAV-041 Choose two team affiliations among characters you control. If you chose Avengers and a different affiliation and you control another face-up resource named Two Worlds, draw a card. | Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. Walk Through Walls MAV MAV-042 4 Plot Twist R MAV-042 Play Walk Through Walls only during your recruit step. | Discard a card. Move target Avengers character you control to your hidden area. That character cannot be the target of effects your opponents control this turn. At the start of the recovery phase this turn, move that character to your visible area. Albert Gaines <> Nuke | Atomic Powerhouse MAV MAV-043 5 Character Squadron Supreme [Flight] [Range] 10 8 C MAV-043 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.) | Albert Gaines gets +3 ATK+3 DEF while you have no cards in hand. Amphibian | Kingsley Rice MAV MAV-044 4 Character Squadron Supreme 8 7 R MAV-044 Reservist | If Amphibian would cause breakthrough while attacking a character, instead, Amphibian cannot cause breakthrough this turn, and you may return a card from your KO'd pile to your hand. Ape X | Xina MAV MAV-045 1 Character Squadron Supreme 1 1 C MAV-045 When Ape X comes into play, you may search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck. Arcanna | Arcanna Jones MAV MAV-046 7 Character Squadron Supreme [Range] 15 17 C MAV-046 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.) | If Arcanna would cause breakthrough while attacking a character, instead, that character's controller stuns another non-stunned character he controls. Blue Eagle | James Dore Jr. MAV MAV-047 4 Character Squadron Supreme [Flight] 7 6 C MAV-047 Whenever Blue Eagle stuns a character, KO that character if you have no cards in hand. | Pay 1 resource point, discard a card -> Blue Eagle gets +3 ATK this turn. Use this power only once per turn. Doctor Decibel | Anton Decibel MAV MAV-048 1 Character Squadron Supreme [Range] 2 1 C MAV-048 Concealed-Optional. (You may have this character come into play in the hidden area.) | Activate -> Target defender gets -2 DEF this attack. Use this power only if Doctor Decibel is visible. Doctor Spectrum | Joe Ledger MAV MAV-049 6 Character Squadron Supreme [Flight] [Range] 12 12 R MAV-049 Loyalty, Reservist, Willpower 4 | If Doctor Spectrum would cause breakthrough while attacking a character, instead, each player discards his hand. Foxfire | Olivia Underwood MAV MAV-050 2 Character Squadron Supreme 3 2 U MAV-050 Activate, discard a card -> Target player replaces a non-Team-Up location or non-Team-Up ongoing plot twist he controls. Golden Archer | Wyatt McDonald MAV MAV-051 4 Character Squadron Supreme [Range] 7 6 C MAV-051 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.) | Activate -> Target opponent loses 6 endurance. Then that opponent gains 1 endurance for each card in your hand. Haywire | Harold Danforth MAV MAV-052 2 Character Squadron Supreme [Range] 4 1 C MAV-052 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.) | If Haywire would cause breakthrough while attacking a character, instead, that character cannot ready this turn. Hyperion | Mark Milton MAV MAV-053 6 Character Squadron Supreme [Flight] [Range] 13 12 C MAV-053 Leader: Characters adjacent to Hyperion have the Squadron Supreme affiliation. | Characters adjacent to Hyperion cannot be stunned while attacking a character with reinforcement. Hyperion | Sun God MAV MAV-054 8 Character Squadron Supreme [Flight] [Range] 20 20 R MAV-054 Recruit Hyperion only if you have no other cards in hand. | Hyperion cannot be stunned while attacking. | Hyperion has invulnerability while defending. Inertia | Edith Freiberg MAV MAV-055 3 Character Squadron Supreme [Range] 5 3 C MAV-055 Reservist | Discard a card -> The controller of target character moves it to a different position. Use this power only once per turn. Lady Lark | Linda Lewis MAV MAV-056 3 Character Squadron Supreme [Range] 7 4 U MAV-056 Reservist | Whenever Lady Lark becomes stunned, you lose endurance equal to the number of cards in your hand. (This is in addition to the normal stun endurance loss.). Lamprey | Donald McQuiggan MAV MAV-057 3 Character Squadron Supreme [Flight] 5 4 C MAV-057 If Lamprey would cause breakthrough while attacking a character, instead, put a +1 ATK+1 DEF counter on Lamprey. Moonglow | Melissa Hanover MAV MAV-058 3 Character Squadron Supreme 4 5 C MAV-058 Reservist | Moonglow has the team affiliations of each other character you control. | Activate, discard a card -> You may search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck. Nighthawk | Kyle Richmond MAV MAV-059 5 Character Squadron Supreme 9 9 C MAV-059 Reservist | Leader: Characters adjacent to Nighthawk can attack hidden characters. | Equipped characters adjacent to Nighthawk get +1 ATK+1 DEF. Power Princess | The Last Utopian MAV MAV-060 7 Character Squadron Supreme [Flight] 16 15 R MAV-060 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 MAV-061 4 Character Squadron Supreme [Flight] 7 7 C MAV-061 If Power Princess would cause breakthrough while attacking a character, instead, a character of your choice gets +3 ATK+3 DEF this turn. Quagmire | Jerome Meyers MAV MAV-062 1 Character Squadron Supreme 1 2 U MAV-062 Discard Quagmire -> Target attacker or defender gets -2 DEF this attack while exhausted. Use this power only if Quagmire is in your hand. Redstone | Michael Redstone MAV MAV-063 5 Character Squadron Supreme 8 11 U MAV-063 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.) | If Redstone would cause breakthrough while attacking a character, instead, that character's controller loses 6 endurance. Shape | Malleable Mutant MAV MAV-064 2 Character Squadron Supreme 6 1 U MAV-064 Shape gets -1 ATK for each card in your hand. | Shape gets +1 DEF for each resource you control. Skymax | Skrullian Skymaster MAV MAV-065 6 Character Squadron Supreme [Flight] [Range] 14 10 C MAV-065 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. | While you have no cards in hand and Skymax is attacking, he cannot be stunned. Thermite | Sam Yurimoto MAV MAV-066 1 Character Squadron Supreme [Range] 2 1 C MAV-066 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.) | If Thermite would cause breakthrough, instead, each player discards a card. Tom Thumb | Thomas Thompson MAV MAV-067 2 Character Squadron Supreme 2 3 C MAV-067 Concealed-Optional. | While Tom Thumb is visible, equipped characters you control get +1 ATK+1 DEF. | Discard an equipment card -> Power-up target attacker or defender you control. Use this power only if Tom Thumb is hidden. Whizzer | Stanley Stewart MAV MAV-068 5 Character Squadron Supreme 9 9 U MAV-068 Pay 2 endurance -> Ready Whizzer. Use this power only once per turn and only if you have no cards in hand. AIDA MAV MAV-069 2 Plot Twist [Ongoing] R MAV-069 Play AIDA only during your recruit step. | Squadron Supreme characters you control cannot be the target of effects your opponents control this turn. | Ongoing: At the start of the recovery phase, if you have no cards in hand, turn AIDA face down. Airskimmer MAV MAV-070 1 Equipment C MAV-070 Squadron Supreme characters you control get +1 ATK+1 DEF and have. | Discard Airskimmer -> Target Squadron Supreme character you control has flight this turn and gets +2 ATK while attacking this turn. Use this power only if Airskimmer is in your hand. Answer the Call MAV MAV-071 2 Plot Twist C MAV-071 If you have no cards in hand, search your deck for a Squadron Supreme character card, reveal it, put it into your hand, and shuffle your deck. Behavior Modification Device | Team-Up MAV MAV-072 2 Plot Twist [Ongoing] C MAV-072 Choose two different team affiliations among characters you control. | Ongoing: Characters you control that have either of the chosen affiliations have both affiliations. | Discard a Squadron Supreme character card -> Draw a card, then discard a card. Use this power only once per turn. Eldritch Power MAV MAV-073 1 Plot Twist C MAV-073 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. Hibernaculum MAV MAV-074 3 Plot Twist C MAV-074 As an additional cost to play Hibernaculum, discard a Squadron Supreme character card. | 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. Other-Earth MAV MAV-075 3 Plot Twist R MAV-075 Play Other-Earth only if you control a Squadron Supreme character. | If you played no other plot twists this turn, characters your opponents control lose and cannot gain reinforcement and get -2 DEF while defending this turn. | You cannot play plot twists this turn. Panacea Potion MAV MAV-076 3 Plot Twist U MAV-076 If you have no cards in hand, recover target stunned Squadron Supreme character you control and put a +1 ATK+1 DEF counter on it. Peace in Our Time MAV MAV-077 2 Plot Twist [Ongoing] U MAV-077 Play Peace in Our Time only during the build phase and only if you control a Squadron Supreme character. | Ongoing: At the start of the recovery phase, each player who controls one or more characters that caused breakthrough this turn discards a card. Project Utopia MAV MAV-078 3 Plot Twist [Ongoing] R MAV-078 Choose a Squadron Supreme character you control. | Ongoing: Whenever the chosen character stuns a defender, that defender's controller loses 4 endurance. | Whenever the chosen character causes breakthrough, KO it. Rocket Central MAV MAV-079 2 Location R MAV-079 While you have no cards in hand, Squadron Supreme characters you control get +2 ATK. Squadron City MAV MAV-080 2 Location R MAV-080 Activate -> Target Squadron Supreme character you control gets +3 ATK while attacking this turn. Whenever that character causes breakthrough this turn, it cannot ready this turn. Supply Line MAV MAV-081 2 Plot Twist U MAV-081 Play Supply Line only if you control a Squadron Supreme character. | Target attacker or defender you control gets +3 DEF this attack if you have no cards in hand. Utopia Isle MAV MAV-082 2 Location U MAV-082 As an additional cost to flip Utopia Isle, exhaust two Squadron Supreme characters you control. | Whenever an attacker causes breakthrough while attacking a character, that attacker's controller loses 3 endurance. Beetle <> Mach 1 | Reluctant Hero MAV MAV-083 1 Character Thunderbolts [Flight] [Range] 2 1 C MAV-083 Whenever Beetle becomes stunned, you may remove him from the game. If you do, search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck. Beetle <> Mach 2 | Matthew Davis MAV MAV-084 3 Character Thunderbolts [Flight] [Range] 5 3 C MAV-084 Beetle gets +4 ATK+4 DEF while you control six or more resources. Beetle <> Mach 3 | Repentant Villain MAV MAV-085 5 Character Thunderbolts [Flight] [Range] 12 10 U MAV-085 While Beetle is attacking or defending against a character, that character has invulnerability. Beetle <> Mach 4 | New Team Leader MAV MAV-086 7 Character Thunderbolts [Flight] [Range] 16 15 C MAV-086 Leader: Characters adjacent to Beetle with cost 4 or less get +3 ATK+3 DEF. Blizzard | Donny Gill MAV MAV-087 2 Character Thunderbolts [Range] 2 3 C MAV-087 Activate -> Exhaust target character. That character's controller moves it to a different position. Use this power only during your attack step. Charcoal | Charles Burlingame MAV MAV-088 5 Character Thunderbolts [Flight] 9 9 C MAV-088 Charcoal gets +5 ATK while ready. Dallas Riordan | Mayoral Aide MAV MAV-089 1 Character Thunderbolts 1 1 C MAV-089 Concealed-Optional. (You may have this character come into play in the hidden area.) | 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 that card on the bottom of your deck. Dallas Riordan <> Vantage | Ionic Inheritor MAV MAV-090 4 Character Thunderbolts 8 5 C MAV-090 Reservist | Pay 1 endurance -> Dallas Riordan gets +2 ATK+2 DEF this attack. Each of your opponents may draw a card. Use this power only once per turn. Erik Josten <> Atlas | Ionic Powerhouse MAV MAV-091 6 Character Thunderbolts 12 12 R MAV-091 Boost X: When Erik Josten comes into play, he gets +4 ATK+4 DEF this turn for each resource point you paid for X. Erik Josten <> Atlas | Kosmos Convict MAV MAV-092 2 Character Thunderbolts 2 2 U MAV-092 At the start of your recruit step, put a +1 ATK+1 DEF counter on Erik Josten. If you control five or more resources, put an additional +1 ATK+1 DEF counter on him. Genis-Vell <> Captain Marvel | Son of Mar-Vell MAV MAV-093 7 Character Thunderbolts [Flight] [Range] 19 18 R MAV-093 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.) | When Genis-Vell comes into play, each opponent may search his deck for a card, put it into his hand, and shuffle his deck. Hawkeye | Leader by Example MAV MAV-094 5 Character Thunderbolts [Range] 11 9 R MAV-094 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.) | Leader: Characters adjacent to Hawkeye cannot be stunned while attacking a character with a greater cost. Helmut Zemo <> Citizen V | Tactician MAV MAV-095 3 Character Thunderbolts 4 5 C MAV-095 Leader: Ready characters adjacent to Helmut Zemo get +3 ATK. Helmut Zemo <> Citizen V | Warmonger MAV MAV-096 6 Character Thunderbolts 12 13 C MAV-096 Leader: Characters adjacent to Helmut Zemo have the Thunderbolts affiliation. | Characters adjacent to Helmut Zemo get +2 ATK+2 DEF while attacking an exhausted character. Iron Man <> Cobalt Man | Avenger in Disguise MAV MAV-097 4 Character Thunderbolts 11 7 C MAV-097 Loyalty | Recruit Iron Man only if you control an Avengers character. | Iron Man has invulnerability while attacking. | Boost 1: When Iron Man comes into play, he gets +3 ATK this turn. Jolt | Helen Takahama MAV MAV-098 4 Character Thunderbolts 7 6 C MAV-098 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.) | Jolt gets +1 ATK for each ready character you control. Joystick | Janice Yanizesh MAV MAV-099 1 Character Thunderbolts [Range] 5 5 U MAV-099 Joystick gets -1 ATK-1 DEF for each card in your hand. Karla Sofen <> Meteorite | Celestial Power MAV MAV-100 4 Character Thunderbolts [Flight] [Range] 5 4 R MAV-100 As an additional cost to recruit Karla Sofen, reveal a Thunderbolts character card in your hand or resource row. | Karla Sofen gets +1 ATK+1 DEF for each face-up resource you control. Karla Sofen <> Meteorite | Twin Moonstones MAV MAV-101 8 Character Thunderbolts [Flight] [Range] 23 23 R MAV-101 Loyalty | While you have 1 or more endurance, your opponents cannot lose the game and you cannot win the game. Melissa Gold <> Songbird | Heroine Unbound MAV MAV-102 6 Character Thunderbolts [Flight] [Range] 13 12 C MAV-102 Whenever Melissa Gold attacks, you may ready her. If you do, she cannot attack this turn and you cannot use her activated powers this turn. Melissa Gold <> Songbird | Sonic Carapace MAV MAV-103 2 Character Thunderbolts [Flight] [Range] 6 3 U MAV-103 At the start of the build phase, target opponent may turn a face-up resource he controls face down. Ogre | Weaponsmith MAV MAV-104 1 Character Thunderbolts 1 2 U MAV-104 Activate -> Target attacker you control gets +1 ATK+1 DEF this attack. If you control four or more resources, instead, put a +1 ATK+1 DEF counter on that attacker. Paul Ebersol <> Techno | Gadgeteer MAV MAV-105 2 Character Thunderbolts [Range] 3 2 C MAV-105 Discard Paul Ebersol -> Target Thunderbolts attacker or defender with cost 3 or less you control gets +2 ATK+2 DEF this attack. Use this power only if Paul Ebersol is in your hand and only if you control five or more resources. Paul Ebersol <> Techno | Man of Metal MAV MAV-106 5 Character Thunderbolts [Range] 10 8 C MAV-106 When Paul Ebersol comes into play, each player may return a card from his KO'd pile to his hand. Plant Man <> Blackheath | Samuel Smithers MAV MAV-107 3 Character Thunderbolts 4 4 C MAV-107 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 do not control a character with the same name as that card. Radioactive Man | Reformed Renegade MAV MAV-108 6 Character Thunderbolts 12 11 U MAV-108 While Radioactive Man is ready, whenever he becomes stunned, you may stun target character with cost 4 or less. Speed Demon | Second Chance Speedster MAV MAV-109 3 Character Thunderbolts 5 4 U MAV-109 Pay 1 endurance -> Ready Speed Demon. If he is attacking, he cannot be stunned this attack. Use this power only if you control five or more resources and only once per turn. A Second Chance MAV MAV-110 2 Plot Twist U MAV-110 If you have played no other plot twists this turn, recover target stunned Thunderbolts character with cost 3 or less you control. | You cannot play plot twists this turn. Biomodem Satellite MAV MAV-111 3 Location U MAV-111 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. Combat Maneuvers MAV MAV-112 2 Plot Twist C MAV-112 Target Thunderbolts attacker you control gets +1 ATK+1 DEF this attack. If you control four or fewer resources, that attacker gets an additional +2 ATK+2 DEF this attack. Deadly Conspiracy MAV MAV-113 2 Plot Twist C MAV-113 Ready target Thunderbolts character you control. That character cannot attack this turn, and you cannot use its activated powers this turn. If Deadly Conspiracy is in your resource row, draw a card. Justice, Like Lightning MAV MAV-114 1 Plot Twist C MAV-114 Target attacker you control gets +2 ATK this attack. If that attacker has the Thunderbolts affiliation, exhaust a character an opponent controls. Marvel's Most Wanted MAV MAV-115 4 Plot Twist R MAV-115 As an additional cost to play Marvel's Most Wanted, discard two Thunderbolts character cards. | Search your deck for a Marvel card, reveal it, put it into your hand, and shuffle your deck. (A Marvel card has the Marvel logo in the upper right-hand corner.) Mt. Charteris MAV MAV-116 1 Location R MAV-116 Activate -> Target Thunderbolts attacker or defender you control gets +2 ATK this attack while ready. | Discard a Thunderbolts character card -> Ready Mt. Charteris. New Identity MAV MAV-117 2 Plot Twist [Ongoing] R MAV-117 Choose a Thunderbolts character you control. | Ongoing: At the start of the recovery phase, put a +1 ATK+1 DEF counter on the chosen character. Project Liberator MAV MAV-118 2 Plot Twist R MAV-118 Play Project Liberator only during your recruit step. | Characters you control cannot be the target of plot twist or payment effects this turn. 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. Stormfront-1 | Team-Up MAV MAV-119 1 Location C MAV-119 When you flip Stormfront-1, choose two team affiliations among characters you control. If you chose Thunderbolts and a different affiliation, draw a card. | Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. Thunder Jet MAV MAV-120 0 Equipment C MAV-120 Equipped character gets +2 ATK and has. | While equipped character has the Thunderbolts affiliation, whenever it attacks a character, you may exhaust that character. Thunderbolts Plaza MAV MAV-121 3 Location R MAV-121 Activate -> Target Thunderbolts attacker or defender you control gets +3 ATK this attack. Target opponent may ready a character or location he controls. V-Wing MAV MAV-122 0 Equipment U MAV-122 Unique, Transferable | Characters you control have flight and, while ready, get +1 ATK. | Discard V-Wing -> Target Thunderbolts character you control gets +3 DEF while attacking a character with greater cost or while defending against a character with greater cost this turn. Use this power only if V-Wing is in your hand. Win-Lose Deal MAV MAV-123 1 Plot Twist U MAV-123 As an additional cost to play Win-Lose Deal, exhaust a Thunderbolts character you control. | Draw two cards. Each of your opponents may draw two cards. Beetle | Armorsmith MAV MAV-124 2 Character Masters of Evil [Flight] [Range] 3 2 C MAV-124 When Beetle comes into play, you may discard a card. If you do, search your deck for an affiliated character card with cost 2 or less, reveal it, put it into your hand, and shuffle your deck. Bulldozer | Wrecking Crew MAV MAV-125 3 Character Masters of Evil 5 4 C MAV-125 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.) | Pay 1 resource point -> Target character you control cannot be stunned while attacking this turn. Egghead | Elihas Starr MAV MAV-126 3 Character Masters of Evil [Range] 5 3 C MAV-126 Leader: Characters adjacent to Egghead have the Masters of Evil affiliation. | Pay 1 resource point -> At the start of the combat phase, characters adjacent to Egghead get +2 DEF this turn. Use this power only once per turn. Enchantress | Amora MAV MAV-127 7 Character Masters of Evil [Range] 16 14 C MAV-127 Pay X resource points -> Stun target character if its cost is less than X. Erik Josten <> Goliath | Growing Menace MAV MAV-128 6 Character Masters of Evil 13 10 C MAV-128 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 cost of payment powers. Executioner | Scourge of Jotunheim MAV MAV-129 6 Character Masters of Evil 12 11 R MAV-129 Whenever Executioner stuns a character, you may discard a Masters of Evil character card. If you do, KO that character. Grey Gargoyle | Paul Pierre Duval MAV MAV-130 3 Character Masters of Evil [Flight] 3 6 U MAV-130 Reservist | Pay 1 resource point -> Target character cannot ready this turn. Use this power only once per turn. Heinrich Zemo <> Baron Zemo | Baron of Zeulniz MAV MAV-131 4 Character Masters of Evil 7 7 C MAV-131 Leader: Characters adjacent to Heinrich Zemo get +2 ATK while attacking a character with a greater cost. Helmut Zemo <> Baron Zemo | Über Enemy MAV MAV-132 7 Character Masters of Evil 15 15 U MAV-132 Leader: While an attacker is adjacent to Helmut Zemo, defenders lose all team affiliations. Karla Sofen <> Moonstone | Master Manipulator MAV MAV-133 6 Character Masters of Evil [Flight] [Range] 12 12 U MAV-133 At the start of the combat phase, the controller of target character moves it to his front row. Klaw | Ulysses Klaw MAV MAV-134 5 Character Masters of Evil [Range] 9 10 R MAV-134 Pay 3 endurance -> KO target stunned character. Use this power only once per turn and only if Klaw has caused breakthrough this turn. Marcus Daniels <> Blackout | Darkbringer MAV MAV-135 3 Character Masters of Evil 4 5 C MAV-135 Reservist, Concealed-Optional. (You may have this character come into play in the hidden area.) | Pay 1 resource point -> Masters of Evil characters with cost 4 or less you control have reinforcement this turn. Use this power only if Marcus Daniels is visible. Melissa Gold <> Screaming Mimi | Mimi Schwartz MAV MAV-136 2 Character Masters of Evil [Range] 3 2 C MAV-136 Pay 1 resource point -> Target opponent loses 1 endurance for each non-Army character you control. Use this power only once per turn. Melter | Bruno Horgan MAV MAV-137 2 Character Masters of Evil [Range] 4 1 C MAV-137 Activate -> KO target stunned character with cost 5 or greater. Mr. Hyde | Engine of Destruction MAV MAV-138 4 Character Masters of Evil 7 7 C MAV-138 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.) | Mr. Hyde gets +2 ATK+2 DEF while an opponent controls a character with a greater cost than that of any character you control. Nathan Garrett <> Black Knight | Corrupt Crusader MAV MAV-139 1 Character Masters of Evil [Range] 2 1 C MAV-139 Discard a card -> Target front row character loses reinforcement and cannot gain reinforcement this turn. Use this power only once per turn. Paul Ebersol <> Fixer | Problem Solver MAV MAV-140 1 Character Masters of Evil [Range] 2 1 R MAV-140 Characters you control cannot be stunned by non-ongoing plot twist effects your opponents control. Piledriver | Wrecking Crew MAV MAV-141 4 Character Masters of Evil 8 6 C MAV-141 Reservist | Discard Piledriver, pay 1 resource point -> Whenever target character becomes stunned this turn, KO it. Use this power only if Piledriver is in your hand. Radioactive Man | Chen Lu MAV MAV-142 1 Character Masters of Evil 2 1 C MAV-142 At the start of your recruit step, you may gain 1 resource point. If you do, you cannot recruit characters or equipment this turn. Spend this resource point only to pay the cost of a payment power. Scorpion | Fatal Sting MAV MAV-143 3 Character Masters of Evil 5 4 U MAV-143 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.) Pay 1 resource point -> Whenever Scorpion stuns a character this turn, KO that character. Shocker | Vibro-Shock Villain MAV MAV-144 2 Character Masters of Evil [Range] 3 2 R MAV-144 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.) Activate, pay up to 3 resource points -> Stun target character if its cost is equal to the number of resource points you paid. The Wrecker | Wrecking Crew MAV MAV-145 6 Character Masters of Evil 13 12 C MAV-145 Reservist | Other Wrecking Crew characters you control get +1 ATK+1 DEF. | Pay 1 resource point -> Wrecking Crew characters you control get +2 ATK and can attack hidden characters this turn. Use this power only once per turn. Thunderball | Wrecking Crew MAV MAV-146 5 Character Masters of Evil 10 9 C MAV-146 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.) | At the start of the combat phase, if you recruited no characters this turn, Thunderball gets +3 ATK+3 DEF and has invulnerability this turn. Tiger Shark | Todd Arliss MAV MAV-147 3 Character Masters of Evil 6 3 C MAV-147 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.) | Pay 1 resource point -> Tiger Shark gets +2 ATK+2 DEF this turn. Use this power only once per turn. Titania | Vengeful Vixen MAV MAV-148 5 Character Masters of Evil 10 8 C MAV-148 When you recruit Titania, if you control a Masters of Evil character, gain 1 resource point. Spend this resource point only to pay the cost of a payment power. Ultron <> Crimson Cowl | Dark Disguise MAV MAV-149 5 Character Masters of Evil [Flight] [Range] 9 8 U MAV-149 Leader: While an attacker is adjacent to Ultron, defenders lose reinforcement and cannot gain reinforcement. Ultron <> Ultron 5 | Ultimate Evil MAV MAV-150 8 Character Masters of Evil [Flight] [Range] 20 19 R MAV-150 When you recruit Ultron, gain 5 resource points. Spend these resource points only to pay the cost of payment powers. | If Ultron would become stunned, instead, you may discard a card. If you do, lose 8 endurance and exhaust Ultron. |. Whirlwind | David Cannon MAV MAV-151 4 Character Masters of Evil [Flight] [Range] 8 6 U MAV-151 Pay X resource points -> Exhaust target character if its cost is less than X. Yellowjacket | Rita DeMara MAV MAV-152 1 Character Masters of Evil [Flight] [Range] 1 2 C MAV-152 Reservist, Concealed-Optional. (You may have this character come into play in the hidden area.) Boost 1: When Yellowjacket comes into play, search your deck for a Masters of Evil character card with cost 2 or less, reveal it, put it into your hand, and shuffle your deck. Gain 1 resource point. Adhesive X MAV MAV-153 2 Plot Twist U MAV-153 As an additional cost to play Adhesive X, exhaust a Masters of Evil character you control. | Target exhausted character cannot ready this turn. Crime Spree MAV MAV-154 2 Plot Twist [Ongoing] C MAV-154 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 this power only once per turn. Evil Reborn MAV MAV-155 2 Plot Twist C MAV-155 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. Hard Sound Construct | Construct MAV MAV-156 4 Plot Twist R MAV-156 Play Hard Sound Construct only during the build phase. | Put target Masters of Evil character card with cost 2 or less from your KO'd pile into your front row if you do not control a character with the same name as that card. KO that character at the start of the recovery phase this turn. Hero's Demise MAV MAV-157 3 Plot Twist R MAV-157 Play Hero's Demise only if you control two or more non-stunned Masters of Evil characters with the same cost. | KO target stunned character. Mystic Summons MAV MAV-158 2 Plot Twist C MAV-158 Play Mystic Summons only if you control two or more characters with the same cost. | Search your deck for a Masters of Evil character card with cost 3 or greater, reveal it, put it into your hand, and shuffle your deck. Sonic Disruption MAV MAV-159 1 Plot Twist C MAV-159 Target defender you control gets +1 DEF this attack. If that defender has the Masters of Evil affiliation, target attacker cannot ready this turn. Stolen Power MAV MAV-160 3 Plot Twist C MAV-160 As an additional cost to play Stolen Power, exhaust a Masters of Evil character you control. | KO target stunned character. Put a +1 ATK+1 DEF counter on the character you exhausted. The Wrecking Crew MAV MAV-161 2 Plot Twist C MAV-161 Target Masters of Evil attacker you control gets +2 ATK this attack. Non-Army characters you control that share a cost or version with that attacker and that are adjacent to it get +2 ATK while attacking this turn. Under Siege MAV MAV-162 3 Plot Twist R MAV-162 Play Under Siege only during your attack step. | As an additional cost to play Under Siege, exhaust a Masters of Evil character you control. | Exchange the positions of target face-down resource you control and target resource an opponent controls. Unfair Advantage MAV MAV-163 3 Plot Twist C MAV-163 Play Unfair Advantage only during your recruit step and only if you control a Masters of Evil character. | If you have played no other plot twists this turn, gain 1 resource point. Spend this resource point only to pay the cost of a payment power. | You cannot play plot twists this turn. | If Unfair Advantage is in your resource row, turn it face down. Amenhotep | Dark Pharaoh MAV MAV-164 5 Character Kang Council [Flight] 9 9 U MAV-164 Reservist | Whenever Amenhotep becomes stunned, if he is visible, you may recover him. If you do, move him to your hidden area, and he cannot move to the visible area this turn. Baltag | Hand of the Conqueror MAV MAV-165 4 Character Kang Council [Range] 7 7 C MAV-165 Whenever Baltag reinforces a character named Kang, that character has invulnerability while reinforced this attack. | While Baltag is protecting a character named Kang, that character has invulnerability. Growing Man | Kinetic Stimuloid MAV MAV-166 3 Character Kang Council 4 3 U MAV-166 Exhaust a character named Kang you control -> Put a +1 ATK+1 DEF counter on Growing Man. Kang | Earth Mesozoic-24 MAV MAV-167 4 Character Kang Council [Range] 10 10 U MAV-167 Kang is not unique. | 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 | Immortus MAV MAV-168 8 Character Kang Council [Range] 20 19 R MAV-168 Kang is not unique. | Remove Kang and two other cards in your hand from the game -> Negate target non-ongoing plot twist effect. Use this power only if you control a character named Kang and only if Kang is in your hand. Kang | Kang Cobra MAV MAV-169 3 Character Kang Council [Range] 4 3 C MAV-169 Concealed. | Kang is not unique. | Characters your opponents control cannot become powered-up. Kang | Kang Kong MAV MAV-170 2 Character Kang Council [Range] 2 2 R MAV-170 Kang is not unique. | When Kang comes into play, you may reveal a Kang Council character card in your hand or resource row and remove Kang from the game. If you do, search your deck for a card, put it into your hand, and shuffle your deck. Kang | Kang Ransom MAV MAV-171 3 Character Kang Council [Range] 5 5 R MAV-171 Kang is not unique. | At the start of the combat phase, if you control 3 or fewer resources, move Kang to your hidden area, exhaust him, and replace target resource. At the start of the recovery phase, move Kang to your visible area. Kang | Lord Kang MAV MAV-172 6 Character Kang Council [Range] 12 12 R MAV-172 Kang is not unique. | Leader: Whenever an attacker adjacent to Kang becomes powered-up, that attacker cannot be stunned this attack. Kang | Lord of Limbo MAV MAV-173 7 Character Kang Council [Range] 15 15 C MAV-173 Kang is not unique. | At the start of the combat phase, the controller of target visible character moves it to his hidden area. Kang | Master of Time MAV MAV-174 4 Character Kang Council [Range] 6 6 C MAV-174 Concealed. | Kang is not unique. | At the start of the combat phase, discard a card. | At the start of the recovery phase, draw two cards. Kang | Rama Tut MAV MAV-175 1 Character Kang Council [Range] 1 1 U MAV-175 Concealed. | Kang is not unique. | Return Kang to his owner's hand -> Target Kang Council attacker or defender you control gets +1 ATK+1 DEF this attack. Kang | The Conqueror MAV MAV-176 5 Character Kang Council [Range] 10 9 R MAV-176 Loyalty | Kang is not unique. | At the start of the combat phase, if you control 6 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, move Kang to your visible area. Kang | Ultimate Kang MAV MAV-177 5 Character Kang Council [Range] 9 9 C MAV-177 Kang is not unique. | Activate, stun another character named Kang you control -> Remove all attackers from this attack. Use this power only if Kang is defending. Kang's Guards | Army MAV MAV-178 1 Character Kang Council [Range] 2 1 U MAV-178 Activate, KO Kang's Guards -> Target character named Kang you control has invulnerability while defending this turn. Macrobots | Army MAV MAV-179 2 Character Kang Council [Range] 2 3 C MAV-179 Exhaust another character you control -> Macrobots gets +1 ATK+1 DEF this turn. Tempus | Menace out of Time MAV MAV-180 6 Character Kang Council [Range] 13 11 C MAV-180 Concealed-Optional. (You may have this character come into play in the hidden area.) | Activate -> Move any number of Kang Council characters you control to your hidden area. | While you control only one visible character, that character gets +1 ATK+1 DEF. Game of the Galaxy MAV MAV-181 2 Plot Twist R MAV-181 As an additional cost to play Game of the Galaxy, exhaust a character named Kang you control. | Each player reveals the top four cards of his deck. If one player revealed more cards that share a name than any other player, that player may put one of his revealed cards into his hand. Each player puts his remaining revealed cards on the bottom of his deck. Kang Kross-roads MAV MAV-182 3 Location U MAV-182 While you control only one visible character, it gets +1 ATK+1 DEF. | Activate -> Move target stunned character named Kang you control to your hidden area. Null Time Zone MAV MAV-183 1 Plot Twist [Ongoing] R MAV-183 Play Null Time Zone only during the build phase. | Choose a non-ongoing plot twist card name. Your opponents cannot play cards with that name this turn. | Ongoing: Exhaust a Kang Council character you control -> Replace Null Time Zone. Psyche-Globe MAV MAV-184 3 Plot Twist U MAV-184 As an additional cost to play Psyche-Globe, exhaust a Kang Council character you control. | Search your deck for a character card named Kang, reveal it, put it into your hand, and shuffle your deck. Spheres of Solitude MAV MAV-185 2 Plot Twist [Ongoing] U MAV-185 Play Spheres of Solitude only if you control a Kang Council character. | Choose an affiliated character an opponent controls. | Ongoing: The chosen character loses all team affiliations during its controller's attack step. The Time Keepers MAV MAV-186 1 Plot Twist C MAV-186 Target defender you control gets +1 DEF this attack. If that character is named Kang, it gets an additional +1 DEF this attack. Faces of Evil | Team-Up MAV MAV-187 3 Plot Twist [Ongoing] C MAV-187 Play Faces of Evil only if you control a Masters of Evil character and a Thunderbolts character. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Masters of Evil or Thunderbolts affiliation have both affiliations. | Characters you control with cost 3 or less get +1 ATK while attacking. Justice for All | Team-Up MAV MAV-188 2 Plot Twist [Ongoing] C MAV-188 Play Justice for All only if you control an Avengers character and a Thunderbolts character. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Avengers or Thunderbolts affiliation have both affiliations. | Pay 1 endurance -> Move a leader character you control. Supreme Sanction | Team-Up MAV MAV-189 2 Plot Twist [Ongoing] C MAV-189 Play Supreme Sanction only if you control an Avengers character and a Squadron Supreme character. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Avengers or Squadron Supreme affiliation have both affiliations. | Revealed character cards in your resource row have reservist. A Day Unlike Any Other | Team-Up MAV MAV-190 2 Plot Twist [Ongoing] C MAV-190 If there are exactly two different affiliations among characters you control, chose those two affiliations. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile, that have either of the chosen affiliations have both affiliations. | Pay 3 endurance -> Turn a Day Unlike Any Other face-down. Avengers Disassembled MAV MAV-191 3 Plot Twist R MAV-191 Play Avengers Disassembled only during your attack step. | Each player who controls five or more non-stunned characters stuns two non-stunned characters he controls. Call to Arms MAV MAV-192 1 Plot Twist C MAV-192 Target attacker gets +2 ATK this attack. If that attacker has two or more team affiliations, it gets an additional +2 ATK this attack. Force Field Belt MAV MAV-193 0 Equipment C MAV-193 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.) | Equipped character gets +1 DEF. | Pay up to 2 resource points -> Put a +1 ATK+1 DEF counter on equipped character for each point you paid. Use this power only once per turn. Heroes in Reserve MAV MAV-194 1 Plot Twist C MAV-194 Reveal any number of face-down resources you control. Target attacker or defender you control gets +X ATK this attack, where X is the number of reservist cards you revealed. Insect Swarm MAV MAV-195 1 Plot Twist C MAV-195 Choose one: Target character you control can attack hidden characters this turn; or return target exhausted character you control to owner's hand; or target opponent loses 2 endurance. Might Makes Right MAV MAV-196 1 Plot Twist C MAV-196 As an additional cost to play Might Makes Right, discard a card. | 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. Prismatic Shield | Construct MAV MAV-197 1 Plot Twist C MAV-197 Target defender you control has reinforcement while defending this turn. If that defender has two or more team affiliations, choose a character adjacent to it. That character has reinforcement while defending this turn. Seek Cover MAV MAV-198 1 Plot Twist C MAV-198 Target non-leader character you control has Leader: Characters adjacent to this character get +1 DEF this turn. Shrink [MAV] MAV MAV-199 2 Plot Twist U MAV-199 Target attacker gets -2 ATK+2 DEF this attack. System Failure MAV MAV-200 2 Plot Twist R MAV-200 Remove target attacker from this attack if its ATK is greater than twice its printed ATK. United We Stand MAV MAV-201 1 Plot Twist C MAV-201 Target non-leader character you control has Leader: Characters adjacent to this character get +2 ATK this turn. War of Attrition MAV MAV-202 2 Plot Twist R MAV-202 Replace target face-up resource an opponent controls. That opponent may replace a face-up resource you control. Windstorm MAV MAV-203 2 Plot Twist C MAV-203 Target character with cost 2 or greater you control has flight this turn. That character gets +2 ATK while attacking this turn and an additional +2 ATK while attacking this turn if you control another character with the same cost as that character. Polaris | Lorna Dane MAV MAV-204 4 Character X-Men [Flight] [Range] 7 7 U MAV-204 At the start of your attack step, characters your opponents control lose flight and range this turn. Framistat MAV MAV-205 1 Equipment U MAV-205 You may exhaust a character you control instead of paying Framistat's recruit cost. | 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 the equipped character has the Fantastic Four affiliation, instead, choose both. Mammomax | Elephant Boy MAV MAV-206 3 Character Brotherhood 7 4 U MAV-206 Whenever you recruit a character with cost 5 or greater, exhaust Mammomax. Zorba | Deposed Leader of Latveria MAV MAV-207 3 Character Doom 5 4 R MAV-207 Other Doom characters you control get +1 ATK while you do not control Dr. Doom. Ahab | Houndkeeper MAV MAV-208 3 Character Sentinel [Range] 5 4 U MAV-208 Concealed. | Characters you control named Hounds of Ahab get +1 ATK. | Boost X: When Ahab comes into play, put an Army Sentinel character card with cost less than or equal to X from your KO'd pile into your front row. Spider-Man | Peter Parker MAV MAV-209 4 Character Spider-Friends 7 7 R MAV-209 Evasion | Pay 1 endurance -> Stunned Spider-Friends characters you control cannot be the target of effects your opponents control this turn.. | Characters with evasion you control get +1 DEF while attacking and +1 ATK while defending. White Tiger | Hector Ayala MAV MAV-210 5 Character Spider-Friends 9 10 U MAV-210 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | White Tiger has invulnerability while defending against exactly one attacker. Basilisk | Basil Elks MAV MAV-211 1 Character Sinister Syndicate [Flight] [Range] 4 1 U MAV-211 Basilisk comes into play exhausted. | Whenever Basilisk causes breakthrough while attacking a character, that character cannot ready this turn. Vermin | Sewer Rat MAV MAV-212 2 Character Sinister Syndicate 3 2 U MAV-212 When you recruit Vermin, you may search your deck for a character card named Vermin, reveal it, put it into your hand, and shuffle your deck. | Whenever Vermin becomes stunned, you may KO him. If you do, you may put a character card named Vermin from your hand into your front row exhausted. Lady Punisher | Lynn Michaels MAV MAV-213 4 Character Marvel Knights [Range] 7 5 U MAV-213 Reservist | At the start of the recovery phase, you may KO target stunned character. Bring Down the House MAV MAV-214 3 Plot Twist R MAV-214 Whenever a defender becomes stunned by one or more Marvel Knights attackers you control this turn, you may replace a face-down resource an opponent controls. Phat | Liv'n Large MAV MAV-215 3 Character X-Statix 4 4 U MAV-215 Exhaust two non-Army characters you control -> Put a +1 ATK+1 DEF counter on Phat. Mutant of the Year MAV MAV-216 2 Plot Twist [Ongoing] R MAV-216 KO any number of X-Statix characters you control. Gain 2 endurance for each character you KO'd this way. | Ongoing: While you control exactly one character, you cannot be the target of effects your opponents control. Hitman | Burt Kenyon MAV MAV-217 5 Character Crime Lords [Range] 9 8 U MAV-217 Activate -> Stun target character with cost 3 or less. Use this power only if Hitman is defending and has reinforcement. Hired Hit MAV MAV-218 2 Plot Twist R MAV-218 Stun a Crime Lords defender you control. Remove all defenders from this attack. Target non-defending character you control becomes the defender this attack. Mortician | Toussaint Morrow MAV MAV-219 2 Character Underworld 3 2 U MAV-219 Concealed-Optional. (You may have this character come into play in the hidden area.) Boost 1: When Mortician comes into play, put target Underworld character card with cost 2 or less from your KO'd pile into your front row if you do not control a character with the same name as that card. Spirits of Vengeance MAV MAV-220 2 Plot Twist [Ongoing] R MAV-220 Ongoing: Whenever an Underworld character you control attacks or becomes a defender, 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. Aquaman | Arthur Curry DJL DJL-001 3 Character JLA 5 4 C DJL-001 Willpower 2 | Aquaman gets +1 ATK / +2 DEF while each of your opponents has no cards in his KO'd pile. | Ally: Whenever a character you control becomes powered-up, you may remove target card in a KO'd pile from the game. Aquaman | King of the Seven Seas DJL DJL-002 7 Character JLA 15 16 U DJL-002 Willpower 4 | 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. Barry Allen <> The Flash | Scarlet Speedster DJL DJL-003 6 Character JLA 11 9 R DJL-003 Whenever Barry Allen becomes powered-up while attacking a character, if Barry Allen is unequipped, you may ready him. If you do, he cannot cause breakthrough this turn as normal. Batman | Avatar of Justice DJL DJL-004 6 Character JLA & Gotham Knights 12 12 C DJL-004 Ally: Whenever a character you control becomes powered-up, you may discard a character card. If you do, negate target non-ongoing plot twist effect. Connor Hawke <> Green Arrow | Son of the Archer DJL DJL-005 2 Character JLA [Range] 3 2 U DJL-005 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.) | Ally: Whenever a character you control becomes powered-up, that character gets an additional +1 ATK this attack. Dinah Laurel Lance <> Black Canary | 'Pretty Bird' DJL DJL-006 4 Character JLA & Gotham Knights [Range] 7 7 C DJL-006 Ally: Whenever an attacker you control becomes powered-up, you may exhaust target character. Elongated Man | Ralph Dibny DJL DJL-007 2 Character JLA [Range] 3 2 C DJL-007 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. Faith | 'The Fat Lady' DJL DJL-008 2 Character JLA [Flight] [Range] 2 3 U DJL-008 Willpower 2 | Cosmic: Faith gets +2 willpower. | Ally: Whenever a character you control becomes powered-up, you may gain 1 endurance. Firestorm | The Nuclear Man DJL DJL-009 5 Character JLA [Flight] [Range] 9 9 U DJL-009 Ally: Whenever a character you control becomes powered-up, you may pay 3 endurance. If you do, draw a card. Gypsy | Cynthia Reynolds DJL DJL-010 1 Character JLA 1 1 C DJL-010 Concealed. | Return Gypsy to her owner's hand -> Power-up target JLA attacker or defender you control. Hal Jordan | Hard-Traveling Hero DJL DJL-011 6 Character JLA & Green Lantern [Flight] [Range] 12 13 C DJL-011 Willpower 5 | 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. John Henry Irons <> Steel | Steel-Drivin' Man DJL DJL-012 5 Character JLA & Team Superman [Flight] [Range] 8 11 C DJL-012 Reservist | When John Henry Irons comes into 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. | KO an equipment you control -> Power-up target attacker or defender you control. John Stewart | Emerald Architect DJL DJL-013 4 Character JLA & Green Lantern [Flight] [Range] 7 7 C DJL-013 Willpower 4 | Ally: Whenever a character you control becomes powered-up, that character gets +2 willpower this attack. Katar Hol <> Hawkman | Thanagarian Enforcer DJL DJL-014 4 Character JLA [Flight] [Range] 7 7 C DJL-014 Katar Hol gets +1 ATK / +1 DEF while equipped. | Ally: Whenever a character you control becomes powered-up, target character you control gets +2 ATK this attack while attacking a character with a higher cost or defending against a character with a higher cost. Martian Manhunter | Manhunter from Mars DJL DJL-015 8 Character JLA & JLI [Flight] [Range] 19 19 R DJL-015 Concealed-Optional, Willpower 6. | Discard a card -> Power-up target attacker or defender you control. | Leader: At the start of the combat phase, draw two cards for each character with willpower 1 or greater adjacent to Martian Manhunter. Oliver Queen <> Green Arrow | Hard-Traveling Hero DJL DJL-016 5 Character JLA & Green Lantern [Range] 9 9 C DJL-016 Willpower 1 | 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. Plastic Man | Eel O'Brian DJL DJL-017 3 Character JLA [Range] 0 0 R DJL-017 Evasion | 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. Ray Palmer <> The Atom | World's Smallest Hero DJL DJL-018 1 Character JLA 2 1 R DJL-018 Concealed. | Return Ray Palmer to his owner's hand -> Negate target effect targeting a JLA character you control. Red Tornado | John Smith DJL DJL-019 2 Character JLA [Flight] [Range] 2 3 C DJL-019 If a team attacker you control would become stunned, instead, you may stun Red Tornado. | Whenever Red Tornado would be put into a KO'd pile from play, you may return him to his owner's hand. Shayera Thal <> Hawkwoman | Thanagarian Enforcer DJL DJL-020 3 Character JLA [Flight] [Range] 5 4 C DJL-020 Ally: Whenever a character you control becomes powered-up, you may discard a card. If you do, search your deck for a character card named Katar Hol or an equipment card, reveal it, put it into your hand, and shuffle your deck. Snapper Carr | Cool Daddy-O DJL DJL-021 1 Character JLA 1 1 U DJL-021 Equipped JLA defenders you control have reinforcement. | Activate -> Power-up target equipped attacker or defender you control. Superman | Avatar of Peace DJL DJL-022 7 Character JLA & Team Superman [Flight] [Range] 17 16 R DJL-022 Ally: Whenever a protected character you control becomes powered-up, it has invulnerability this attack. | Leader: Characters adjacent to Superman have. Wonder Woman | Princess Diana DJL DJL-023 7 Character JLA [Flight] 16 15 C DJL-023 Willpower 4 | Leader: Whenever a character adjacent to Wonder Woman attacks or defends, if this is the first time that character has attacked or defended this turn, power-up that character. Wonder Woman | Avatar of Truth DJL DJL-024 4 Character JLA [Flight] 8 7 R DJL-024 Willpower 3 | Cosmic: At the start of the combat phase, each opponent names a plot twist. Each opponent cannot play plot twists this phase with names different from the name he chose. Zatanna | Zatanna Zatara DJL DJL-025 5 Character JLA [Range] 9 9 R DJL-025 Willpower 5 | When Zatanna comes into play, you may put a cosmic counter on target character with cosmic you control. | Cosmic: Whenever Zatanna attacks or defends, power-up Zatanna. Zauriel | Guardian Angel DJL DJL-026 3 Character JLA [Flight] [Range] 3 5 C DJL-026 Willpower 3 | Activate, return Zauriel to its owner's hand -> Recover target stunned character you control. | Cosmic: Zauriel gets +2 ATK. Disband the League DJL DJL-027 2 Plot Twist [Ongoing] U DJL-027 Ongoing: Return a JLA character you control to its owner's hand -> Power-up target attacker or defender you control. Use this power only once per turn. Field of Honor DJL DJL-028 3 Location U DJL-028 Flip Field of Honor only during your recruit step and only if you control a JLA character. | During each opponent's first attack in which he controls an attacker each turn, that opponent cannot play plot twists or use payment powers. Hero's Welcome DJL DJL-029 3 Plot Twist R DJL-029 You may discard two cards. If you do, search your deck for a JLA character card and reveal it. If you reveal an ally character card, you may search your deck for another card with the same name and reveal it. Put all revealed cards into your hand and shuffle your deck. Monitor Womb Station DJL DJL-030 2 Location R DJL-030 Monitor Womb Station is not unique. | When you flip Monitor Womb Station, name a plot twist with cost 1 or less. | While you control a non-stunned JLA character, your opponents cannot play the named card. New Era DJL DJL-031 2 Plot Twist R DJL-031 As an additional cost to play New Era, reveal a JLA character card from your hand. | KO a location you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck. Reform the League DJL DJL-032 1 Plot Twist [Ongoing] C DJL-032 Ongoing: Discard a character card -> Power-up target JLA attacker or defender you control. Use this power only once per turn. Roll Call! DJL DJL-033 2 Plot Twist C DJL-033 Gain 1 endurance for each JLA character you control. | If you control two or more JLA characters, draw two cards, then discard two cards. Satellite HQ DJL DJL-034 2 Location C DJL-034 Activate -> Characters you control with cost 4 or greater can attack hidden characters this turn. | Activate -> Target JLA attacker gets +X DEF this attack, where X is its willpower. Secret Sanctuary DJL DJL-035 2 Location U DJL-035 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. Teleport Tube DJL DJL-036 2 Plot Twist R DJL-036 Play Teleport Tube only if you control a JLA attacker. | Remove all attackers you control from this attack and ready them. Wall of Will | Construct DJL DJL-037 2 Plot Twist C DJL-037 Exhaust target JLA defender you control. If you do, lose 3 endurance and that defender gets +X DEF this attack, where X is its willpower. The Watchtower DJL DJL-038 2 Location R DJL-038 Activate, discard a card -> Reveal the top four cards of your deck. Put a revealed JLA character card from among them into your hand and the remaining cards on the bottom of your deck. Batman | Hidden Crusader DJL DJL-039 4 Character JLI & Gotham Knights 7 6 C DJL-039 Concealed-Optional. (You may have this character come into play in the hidden area.) | While Batman is hidden, he gets +1 ATK / +1 DEF and has. | Leader: While any player controlling a defender controls more resources than you do, attackers adjacent to Batman get +2 ATK / +2 DEF. Bluejay | Jay Abrams DJL DJL-040 2 Character JLI [Flight] 4 1 C DJL-040 Concealed-Optional. (You may have this character come into play in the hidden area.) | While Bluejay is hidden, he gets -1 ATK. Booster Gold | Michael Jon Carter DJL DJL-041 2 Character JLI [Flight] [Range] 3 2 C DJL-041 Ally: Whenever a character you control becomes powered-up, that character gets an additional +1 DEF this attack. | Boost 1: When Booster Gold comes into play, if you recruited him from your hand, gain 2 resource points. Captain Atom | Nathaniel Adam DJL DJL-042 6 Character JLI [Flight] [Range] 12 13 C DJL-042 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.) | Boost 1: Captain Atom gets +3 ATK / +2 DEF this turn. | Leader: Attackers adjacent to Captain Atom get +1 ATK for each attacker you control. Captain Marvel | Billy Batson DJL DJL-043 7 Character JLI [Flight] 17 17 R DJL-043 Loyalty, Reservist | Reveal and KO Captain Marvel -> JLI attackers with cost 5 or greater you control get +4 ATK this attack. Use this power only if Captain Marvel is in your resource row. Catherine Cobert | Embassy Chief DJL DJL-044 1 Character JLI 1 1 U DJL-044 While attacking a character, JLI team attackers you control get +1 ATK for each location you control. Crimson Fox | Vivian and Constance D'Aramis DJL DJL-045 4 Character JLI 7 6 U DJL-045 When Crimson Fox comes into play, if you control another JLI character, put a twin counter on her. | While you control four or fewer resources, if Crimson Fox has a twin counter on her and would become stunned, instead, remove a twin counter from her and exhaust her. Dinah Laurel Lance <> Black Canary | Blonde Bombshell DJL DJL-046 5 Character JLI & Gotham Knights [Range] 12 10 C DJL-046 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.) | While you control five or more resources, Dinah Laurel Lance gets -4 ATK. Dr. Fate | Kent Nelson DJL DJL-047 8 Character JLI & Shadowpact [Flight] [Range] 17 17 R DJL-047 Loyalty, Reservist, Concealed-Optional, Willpower 8. | Cosmic: Remove a cosmic counter from Dr. Fate -> Target attacker or defender gets -8 ATK this attack. | Leader: Characters adjacent to Dr. Fate have invulnerability and evasion. Fire | Beatriz DaCosta DJL DJL-048 5 Character JLI [Flight] [Range] 9 9 C DJL-048 Ally: Whenever a JLI character you control becomes powered-up, target opponent loses 2 endurance. | Boost 2: When Fire comes into play, if you don't control Ice, search your deck for a character card named Ice, put it into your front row, and shuffle your deck. Guy Gardner | Egomaniac DJL DJL-049 7 Character JLI [Flight] [Range] 16 12 C DJL-049 Willpower 4 | Other characters you control get +1 willpower. | Each JLI defender and Green Lantern defender you control gets +X DEF, where X is that character's willpower. Ice | Tora Olafsdotter DJL DJL-050 4 Character JLI [Range] 7 7 C DJL-050 Ally: Whenever a defender you control becomes powered-up, you may exhaust a character you control. If you do, target character cannot ready this turn. Joseph Jones <> General Glory | Lady Liberty's Champion DJL DJL-051 3 Character JLI 5 4 C DJL-051 Whenever three or more JLI team attackers you control stun a defender, KO that defender. Kimiyo Hoshi <> Dr. Light | Starlight Sentinel DJL DJL-052 4 Character JLI [Flight] [Range] 6 8 C DJL-052 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.) | While an opponent controls six or more resources, team attackers you control get +3 ATK. L-Ron | Robot Companion DJL DJL-053 2 Character JLI 2 3 U DJL-053 While you control a location, L-Ron gets +1 ATK. | 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 this power only once per turn. Martian Manhunter | J'onn J'onzz DJL DJL-054 5 Character JLI & JLA [Flight] [Range] 9 9 U DJL-054 Concealed-Optional, Willpower 4. | Pay 2 endurance -> Move Martian Manhunter to your hidden or visible area. | Leader: Defenders adjacent to Martian Manhunter have reinforcement and get +2 ATK. Maxwell Lord | Financier DJL DJL-055 2 Character JLI 2 3 C DJL-055 When Maxwell Lord comes into play, you may discard a card. If you do, search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck. Metamorpho | Rex Mason DJL DJL-056 6 Character JLI [Flight] [Range] 12 12 C DJL-056 Whenever Metamorpho attacks or defends, you may choose one: Metamorpho gets -2 ATK / +2 DEF this attack; or Metamorpho gets +2 ATK / -2 DEF this attack. Oberon | Micro Manager DJL DJL-057 1 Character JLI 3 2 U DJL-057 Loyalty | Activate -> Power-up target attacker or defender you control. Power Girl | Karen Starr DJL DJL-058 6 Character JLI [Flight] 12 12 R DJL-058 Cosmic: While protecting a character, Power Girl gets +2 ATK / +2 DEF. Rocket Red #4 | Dmitri Pushkin DJL DJL-059 3 Character JLI [Flight] [Range] 4 3 C DJL-059 Activate -> Rocket Red #4 gets +1 DEF this turn for each resource you control. | Activate -> Rocket Red #4 gets +1 ATK this turn for each resource you control. | Boost 1: When Rocket Red #4 comes into play, ready him. Scott Free <> Mister Miracle | Man of a Thousand Escapes DJL DJL-060 3 Character JLI & New Gods [Flight] 4 5 U DJL-060 Evasion | Ally: Whenever a character with cost 3 or less you control becomes powered-up, that character has invulnerability this turn. Silver Sorceress | Laura Cynthia Neilsen DJL DJL-061 3 Character JLI [Range] 5 3 C DJL-061 Willpower 2 | 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, that character's controller moves it to his visible area. Sue Dibny | Charismatic Coordinator DJL DJL-062 1 Character JLI 1 1 C DJL-062 When Sue Dibny comes into play, you may search your deck for a JLA or JLI character card with cost 2, reveal it, put it into your hand, and shuffle your deck. Tasmanian Devil | Hugh Dawkins DJL DJL-063 5 Character JLI 7 7 C DJL-063 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.) | Tasmanian Devil gets +1 ATK for each resource your opponents control. Ted Kord <> Blue Beetle | Heir of the Scarab DJL DJL-064 1 Character JLI [Range] 2 1 C DJL-064 Activate, discard a card -> Search your deck for a card named Booster Gold or an equipment card, reveal it, put it into your hand, and shuffle your deck. BWA HA HA HA HA! DJL DJL-065 3 Plot Twist R DJL-065 If you control four or fewer resources and a JLI character, negate target non-ongoing plot twist effect that targets a character. The Castle DJL DJL-066 2 Location U DJL-066 Activate -> Target JLI defender with cost 4 or less has reinforcement this attack. JLI Embassy DJL DJL-067 2 Location C DJL-067 JLI Embassy is not unique. | 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. Justice League Task Force | Team-Up DJL DJL-068 2 Plot Twist [Ongoing] C DJL-068 Choose two team affiliations among characters you control. | Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. | JLI team attackers you control get +1 ATK. Kooey Kooey Kooey DJL DJL-069 2 Location R DJL-069 KO Kooey Kooey Kooey -> If you control four or fewer resources and a JLI character, search your deck for a card, put it into your hand, and shuffle your deck. Plasma Blast DJL DJL-070 2 Plot Twist C DJL-070 Target defender gets -1 ATK / -1 DEF this attack. | If you control four or fewer resources and a JLI character, that defender gets an additional -2 ATK / -2 DEF this attack. Running Interference DJL DJL-071 1 Plot Twist U DJL-071 As an additional cost to play Running Interference, exhaust a non-defending JLI character you control. | Exhaust target protected defender you control and remove all attackers from this attack. Safety in Numbers DJL DJL-072 2 Plot Twist U DJL-072 Play only if you control three or more JLI team attackers. | Ready target attacker you control. That attacker cannot be stunned this attack. Staged Attack DJL DJL-073 2 Plot Twist C DJL-073 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. UN General Assembly DJL DJL-074 2 Plot Twist R DJL-074 You may exhaust a JLI character you control. If you do, search your deck for a character card with two or more team affiliations, reveal it, put it into your hand, and shuffle your deck. UN Recognition DJL DJL-075 2 Plot Twist C DJL-075 Target JLI defender you control gets +3 ATK this attack. | Whenever an attacker becomes stunned this attack, gain 3 endurance. Abra Kadabra | Citizen Abra DJL DJL-076 5 Character Injustice Gang [Range] 10 8 U DJL-076 Willpower 3 | While an opponent has five or more cards in his hand, that opponent cannot discard cards to pay the cost of payment powers. | Leader: KO a character adjacent to Abra Kadabra -> Move Abra Kadabra to your hidden area or your visible area. Use this power only during the combat phase. Captain Boomerang | George Harkness DJL DJL-077 2 Character Injustice Gang [Range] 3 2 C DJL-077 Return Captain Boomerang to his owner's hand -> Return target character with cost 2 or less to its owner's hand. Use this power only during your attack step. Circe | Immortal Sorceress DJL DJL-078 4 Character Injustice Gang [Flight] [Range] 7 7 C DJL-078 Willpower 3 | KO a character you control -> Search your deck for an Army character card with cost 1, put it into your front row, and shuffle your deck. Use this power only once per turn. Creeping Doom | Army DJL DJL-079 1 Character Injustice Gang 1 1 C DJL-079 Exhaust two characters you control -> Recover target stunned Army character with cost 1 you control. David Clinton <> Chronos | The Time Thief DJL DJL-080 3 Character Injustice Gang 4 5 C DJL-080 At the start of the recovery phase, you may return target character with cost 1 or less to its owner's hand. | Whenever a character returns to an opponent's hand from play, each player draws a card. Dr. Light | Light Shaper DJL DJL-081 4 Character Injustice Gang & Emerald Enemies [Flight] [Range] 6 8 R DJL-081 Exhaust X Army characters you control -> Exhaust target character if its cost is less than X. Evan McCulloch <> Mirror Master | Smoke and Mirrors DJL DJL-082 4 Character Injustice Gang [Range] 8 6 C DJL-082 Concealed-Optional. (You may have this character come into play in the hidden area.) | Pay 1 endurance -> Return two target character cards from different KO'd piles to their owners' hands if they share the same cost. Use this power only once per turn. Floronic Man | Alien Hybrid DJL DJL-083 5 Character Injustice Gang 9 10 U DJL-083 When Floronic Man comes into 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. | Your opponents cannot flip locations. The General | Wade Eiling DJL DJL-084 6 Character Injustice Gang [Range] 13 10 R DJL-084 At the start of the combat phase, target character loses leader and all leader powers this turn. | 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. Illusionary Warriors | Army DJL DJL-085 1 Character Injustice Gang 1 1 C DJL-085 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. Infernal Minions | Army DJL DJL-086 1 Character Injustice Gang 1 1 C DJL-086 Concealed-Optional. (You may have this character come into play in the hidden area.) | Whenever Infernal Minions becomes stunned, you may KO it. If you do, put a +1 ATK / +1 DEF counter on target non-Army Injustice Gang character you control. Insectoid Troopers | Army DJL DJL-087 1 Character Injustice Gang [Flight] [Range] 1 1 C DJL-087 Insectoid Troopers gets +1 ATK / +1 DEF while team attacking. IQ | Ira Quimby DJL DJL-088 2 Character Injustice Gang [Range] 2 3 C DJL-088 Willpower 1 | Whenever an opponent draws a card, he loses 1 endurance. The Joker | Headline Stealer DJL DJL-089 4 Character Injustice Gang & Arkham Inmates 8 7 C DJL-089 Each opponent cannot play plot twists from his hand with cost less than the number of cards in his hand. Lex Luthor | Nefarious Philanthropist DJL DJL-090 3 Character Injustice Gang & Revenge Squad 4 5 U DJL-090 At the start of the build phase, each of your opponents draws two cards. If he does, that opponent cannot play more than one plot twist this turn. | Leader: Characters adjacent to Lex Luthor have the Injustice Gang affiliation. Lex Luthor | Evil Incorporated DJL DJL-091 6 Character Injustice Gang & Revenge Squad 12 13 C DJL-091 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. Libra | Alien Conqueror DJL DJL-092 7 Character Injustice Gang 15 14 R DJL-092 Leader: Characters your opponents control get -X ATK, where X is the number of characters adjacent to Libra. | KO three characters adjacent to Libra -> Ready Libra. Use this power only during the combat phase. Ocean Master | Son of Atlan DJL DJL-093 6 Character Injustice Gang [Range] 11 11 C DJL-093 Discard two cards -> Put a +1 ATK / +1 DEF counter on target Injustice Gang character you control. Poison Ivy | Deadly Rose DJL DJL-094 2 Character Injustice Gang & Arkham Inmates 3 3 R DJL-094 KO another character you control -> KO a resource you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck. Use this power only once per turn. Prometheus | Darker Knight DJL DJL-095 7 Character Injustice Gang [Range] 15 16 C DJL-095 Discard an Injustice Gang character card -> Target attacker or defender gets -2 DEF this attack. Use this power only once per attack. Sam Scudder <> Mirror Master | Reflective Rogue DJL DJL-096 3 Character Injustice Gang 3 6 U DJL-096 Whenever an opponent discards a card, you may draw a card and discard a card. Scarecrow | Psycho Psychologist DJL DJL-097 5 Character Injustice Gang 9 9 C DJL-097 Pay 3 endurance -> Target player loses X endurance, where X is the number of cards in his hand. Use this power only during the combat phase and only once per turn. | Boost 1: When Scarecrow comes into play, each opponent draws three cards. Put three +1 ATK / +1 DEF counters on Scarecrow. Shadow-Thief | Carl Sands DJL DJL-098 3 Character Injustice Gang 4 4 C DJL-098 Concealed. | When Shadow-Thief comes into play, search your deck for an Army character card with cost 1, put it into your front row, and shuffle your deck. The Shark | Karshon DJL DJL-099 3 Character Injustice Gang [Flight] [Range] 6 5 C DJL-099 Willpower 2 | While an opponent has five or fewer cards in his hand, The Shark gets -2 ATK / -1 DEF. Tattooed Man | Living Ink DJL DJL-100 5 Character Injustice Gang & Emerald Enemies [Range] 7 7 C DJL-100 Willpower 2 | Tattooed Man comes into play with two +1 ATK / +1 DEF counters on him. | Remove any number of +1 ATK / +1 DEF 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. Shuffle your deck. Use this power only once per turn. Zazzala <> Queen Bee | Royal Genetrix DJL DJL-101 2 Character Injustice Gang [Range] 2 3 C DJL-101 Concealed-Optional. | At the start of the recovery phase, you may put an Army character card with cost 1 from your hand into your front row. | Leader: Army team attackers with cost 1 adjacent to Zazzala cannot be stunned. All Too Easy DJL DJL-102 3 Plot Twist C DJL-102 Target Injustice Gang attacker you control gets +X ATK / -X DEF this attack, where X is the number of cards in target opponent's hand. Criminal Mastermind DJL DJL-103 1 Plot Twist [Ongoing] C DJL-103 As an additional cost to play Criminal Mastermind, exhaust an Injustice Gang character you control. | Ongoing: At the start of the build phase, each player draws a card. Gang-Up | Team-Up DJL DJL-104 2 Plot Twist [Ongoing] C DJL-104 Choose two team affiliations among characters you control. If you chose Injustice Gang and a different affiliation, each player draws a card. | Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. Hard-Light Storage Tank DJL DJL-105 2 Location R DJL-105 Hard-Light Storage Tank is not unique. | When you flip Hard-Light Storage Tank, search your deck for an Army Injustice Gang character card with cost 1, reveal it, put it into your hand, and shuffle your deck. | 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. Infestation DJL DJL-106 2 Plot Twist U DJL-106 Injustice Gang team attackers you control get +1 ATK / +1 DEF this attack for each other team attacker you control. Injustice Gang Satellite DJL DJL-107 4 Location R DJL-107 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. Philosopher's Stone DJL DJL-108 1 Equipment R DJL-108 Unique | Equipped character gets +2 ATK / +2 DEF. | Whenever equipped character causes breakthrough to a player, if it has the Injustice Gang affiliation, name a non-character card. Search that player's deck for all cards with the same name as that card and remove them from the game. Power Siphon DJL DJL-109 1 Plot Twist R DJL-109 Exhaust target Injustice Gang defender you control. If you do, it gets -X ATK / +X DEF this attack, where X is the number of cards in target opponent's hand. Royal Egg-Matrix DJL DJL-110 1 Location U DJL-110 Activate -> Return an Army Injustice Gang character card from your KO'd pile to your hand. Secret Files DJL DJL-111 2 Plot Twist C DJL-111 Play Secret Files only if you control an Injustice Gang character. | Each player searches his deck for an affiliated character card, reveals it, puts it into his hand, and shuffles his deck. World War III DJL DJL-112 3 Plot Twist R DJL-112 Play World War III only during your attack step. | KO any number of non-stunned Injustice Gang characters you control, then KO any number of characters with combined cost less than the number of characters you KO'd. Captain Boomerang | 'Digger' DJL DJL-113 2 Character Secret Society [Range] 2 2 U DJL-113 Captain Boomerang comes into play with a +1 ATK / +1 DEF counter on him. | Remove a +1 ATK / +1 DEF counter from Captain Boomerang -> Target player loses 2 endurance. Captain Cold | Leonard Snart DJL DJL-114 3 Character Secret Society [Range] 4 4 U DJL-114 Captain Cold comes into play with a +1 ATK / +1 DEF counter on him. | Remove a +1 ATK / +1 DEF counter from Captain Cold -> Exhaust target character. Use this power only during your attack step. Charaxes | Killer Moth DJL DJL-115 6 Character Secret Society & Arkham Inmates [Flight] 13 11 C DJL-115 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. Copperhead | Slithering Assassin DJL DJL-116 1 Character Secret Society 2 1 C DJL-116 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Boost 1: Copperhead comes into play with a +1 ATK / +1 DEF counter on him. Crystal Frost <> Killer Frost | Cold-Hearted Killer DJL DJL-117 5 Character Secret Society [Range] 8 11 U DJL-117 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 cannot ready this turn. Darkseid | Heart of Darkness DJL DJL-118 5 Character Secret Society & Darkseid's Elite [Range] 10 9 C DJL-118 Reservist | 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 this power only once per turn. Deadshot | Floyd Lawton DJL DJL-119 2 Character Secret Society [Range] 3 1 R DJL-119 Remove Deadshot from the game -> KO target character with cost 3 or less. Use this power only during the combat phase and only if you have ten or more cards in your KO'd pile. Dr. Sivana | Thaddeus Bodog Sivana DJL DJL-120 3 Character Secret Society & Fearsome Five [Range] 4 5 C DJL-120 Leader: At the start of the recovery phase, recover all stunned characters adjacent to Dr. Sivana. Floronic Man | Jason Woodrue DJL DJL-121 3 Character Secret Society 5 4 C DJL-121 KO Floronic Man -> Return target card from your KO'd pile to your hand. Funky Flashman | Salesman Supreme DJL DJL-122 1 Character Secret Society 1 1 U DJL-122 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 from among them into your hand and the remaining cards into your KO'd pile. Gorilla Grodd | Simian Mastermind DJL DJL-123 6 Character Secret Society [Range] 13 12 C DJL-123 Willpower 3 | 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 this power only once per turn and only during the combat phase. Hector Hammond | Mind Over Matter DJL DJL-124 4 Character Secret Society & Emerald Enemies [Range] 6 9 C DJL-124 Willpower 2 | Ally: Whenever a character you control becomes powered-up, you may have the controller of target character move that character to a different position. Henry King <> Brainwave | Sinister Psionic DJL DJL-125 4 Character Secret Society [Range] 8 6 C DJL-125 Willpower 2 | Leader: KO a character adjacent to Henry King -> Target player loses endurance equal to the cost of the character you KO'd. Use this power only once per turn and only during the combat phase. James Jesse <> Trickster | Giovanni Giuseppe DJL DJL-126 2 Character Secret Society [Flight] 2 3 C DJL-126 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Whenever a character you control becomes stunned, put the top card of target player's deck into his KO'd pile. Lex Luthor | Criminal Genius DJL DJL-127 4 Character Secret Society & Revenge Squad 7 7 R DJL-127 Leader: Characters adjacent to Lex Luthor have the Secret Society and Revenge Squad affiliations. | Exhaust a character adjacent to Lex Luthor -> Lex Luthor gets +1 ATK / +1 DEF this turn. Use this power only during the combat phase. Manhunter Clone | Clone of Paul Kirk DJL DJL-128 1 Character Secret Society & Manhunter [Range] 1 2 C DJL-128 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Manhunter Clone is not unique. | Whenever Manhunter Clone becomes stunned, put the top card of target player's deck into his KO'd pile. Mark Desmond <> Blockbuster | Mindless Brute DJL DJL-129 7 Character Secret Society 14 16 U DJL-129 While you have ten or more cards in your KO'd pile, Mark Desmond cannot be stunned while attacking and gets +4 ATK. The Mist | Jonathan Smythe DJL DJL-130 3 Character Secret Society [Range] 4 4 C DJL-130 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | 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. Poison Ivy | Kiss of Death DJL DJL-131 4 Character Secret Society & Arkham Inmates 7 7 C DJL-131 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. Psycho-Pirate | Roger Hayden DJL DJL-132 8 Character Secret Society [Range] 18 17 R DJL-132 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 this way. Quakemaster | Robert Coleman DJL DJL-133 3 Character Secret Society [Range] 5 4 U DJL-133 Activate -> Replace target non-Team-Up location. Use this power only if you control another Secret Society character. Remoni-Notra <> Star Sapphire | Zamoran Champion DJL DJL-134 6 Character Secret Society & Emerald Enemies [Flight] [Range] 12 13 U DJL-134 Willpower 3 | 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. Scarecrow | Fearmonger DJL DJL-135 5 Character Secret Society & Arkham Inmates 10 9 C DJL-135 Whenever Scarecrow stuns a character, put a +1 ATK / +1 DEF counter on Scarecrow. | At the start of the combat phase, you may remove a counter from target character. If you do, put a +1 ATK / +1 DEF counter on target character you control. Sinestro | Corrupted by the Ring DJL DJL-136 5 Character Secret Society & Emerald Enemies [Flight] [Range] 8 9 R DJL-136 Willpower 1 | Sinestro costs 2 less to recruit while an opponent controls six or more resources. | Sinestro gets +1 ATK and +1 willpower for each face-up resource your opponents control. Solomon Grundy | Buried on Sunday DJL DJL-137 7 Character Secret Society 15 15 R DJL-137 Solomon Grundy gets +3 ATK / +3 DEF while defending against a single character. | While you have no cards in your deck, Solomon Grundy cannot leave play, and if he would become stunned, instead, move him to your hidden area. Ultra-Humanite | Evolutionary Antecedent DJL DJL-138 7 Character Secret Society 16 14 C DJL-138 Willpower 4 | Whenever Ultra-Humanite stuns a character with cost less than or equal to his willpower, you may move that character to your front row. | Leader: Attackers adjacent to Ultra-Humanite get +1 ATK for each non-Army character you control. The Wizard | William Zard DJL DJL-139 2 Character Secret Society [Range] 2 3 C DJL-139 Willpower 1 | Leader: Exhaust a character adjacent to The Wizard -> Target player puts the top card of his deck into his KO'd pile. Use this power only during the combat phase. Attend or Die! DJL DJL-140 2 Plot Twist R DJL-140 You may recruit Secret Society character cards from your KO'd pile this turn. | If a character card would be put into your KO'd pile from play during the build phase this turn, instead, remove it from the game. Divided We Fall DJL DJL-141 3 Plot Twist R DJL-141 Play Divided We Fall only during your attack step. | 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. At the start of the recovery phase, that character's owner moves it to his front row. Funky's Big Rat Code | Team-Up DJL DJL-142 2 Plot Twist [Ongoing] C DJL-142 Choose two team affiliations among characters you control. If you chose Secret Society and a different team affiliation, target player puts the top three cards of his deck into his KO'd pile. | Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. Gorilla City DJL DJL-143 1 Location C DJL-143 Activate, put the top card of your deck into your KO'd pile -> Target Secret Society attacker you control gets +1 ATK this attack, and an additional +2 ATK this attack if you have ten or more cards in your KO'd pile. Mysterious Benefactor DJL DJL-144 1 Plot Twist U DJL-144 As an additional cost to play Mysterious Benefactor, exhaust a Secret Society character you control. | Search your deck for a leader card, reveal it, put it into your hand, and shuffle your deck. The Plunder Plan DJL DJL-145 3 Plot Twist C DJL-145 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. Quadromobile DJL DJL-146 1 Equipment U DJL-146 Unique | Quadromobile costs 1 less to recruit while you control a Secret Society character. | Equipped character gets +2 ATK and has. | KO Quadromobile -> Return target character or location card from a KO'd pile to its owner's hand. Sinister Citadel DJL DJL-147 2 Location U DJL-147 Sinister Citadel is not unique. | KO a character you control -> Put a +1 ATK / +1 DEF counter on target leader character you control. Use this power only once per turn. | Activate -> Remove a +1 ATK / +1 DEF counter from a character you control. If you do, put a +1 ATK / +1 DEF counter on target Secret Society character you control. Slaughter Swamp DJL DJL-148 2 Location C DJL-148 Activate, discard a card -> Return target character card from a KO'd pile to its owner's hand. | Whenever you recruit a Secret Society character with cost 3 or greater, ready Slaughter Swamp. Sorcerer's Treasure DJL DJL-149 2 Plot Twist R DJL-149 As an additional cost to play Sorcerer's Treasure, discard a Secret Society character card. | 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. Straight to the Grave DJL DJL-150 2 Plot Twist R DJL-150 Search your deck for a character card and put that card into your KO'd pile. If you control a Secret Society character, in addition, search your deck for a non-character card and put that card into your KO'd pile. Shuffle your deck. With Prejudice DJL DJL-151 3 Plot Twist C DJL-151 Reveal the top four cards of your deck. Target character you control gets +1 ATK this turn for each Secret Society character card you revealed. Put all revealed character cards into your KO'd pile and all other revealed cards on the bottom of your deck. Justice League Signal Device DJL DJL-152 0 Equipment C DJL-152 Transferable | 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. Magnificent Seven DJL DJL-153 2 Plot Twist C DJL-153 Power-up target JLA or JLI attacker or defender you control. | If you control four or fewer resources, draw a card. World's Greatest Heroes | Team-Up DJL DJL-154 2 Plot Twist [Ongoing] C DJL-154 Play only if you control a JLA character and a JLI character. Draw a card. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile with either the JLA or JLI team affiliation have both affiliations. | World's Greatest Heroes cannot be the target of effects your opponents control. Amazo | Ivo's Android DJL DJL-155 8 Character [Flight] [Range] 16 16 R DJL-155 Amazo gets +2 ATK / +2 DEF for each character your opponents control. Despero | Master of the Third Eye DJL DJL-156 4 Character [Range] 7 7 C DJL-156 Willpower 3 | When Despero comes into play, choose a character an opponent controls. Despero cannot be stunned by the chosen character this turn. | Boost 2: When Despero comes into play, he gets +5 ATK / +5 DEF this turn. Dr. Destiny | John Dee DJL DJL-157 6 Character 12 12 C DJL-157 Concealed, Willpower 5. | Activate -> Target player reveals his hand and loses 2 endurance for each character card he revealed. Use this power only during the combat phase. Felix Faust | Infernal Dealmaker DJL DJL-158 4 Character [Range] 8 6 U DJL-158 Willpower 3 | 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. Kanjar Ro | Kylaq Defense Minister DJL DJL-159 5 Character [Range] 9 9 C DJL-159 Leader: Characters adjacent to Kanjar Ro get +1 ATK and, if they are unaffiliated, they get +1 DEF. Mageddon | Weapon of Universal Destruction DJL DJL-160 10 Character [Flight] [Range] 27 27 R DJL-160 Whenever a character an opponent controls leaves play, that opponent loses the game. Neron | Soul Collector DJL DJL-161 6 Character 12 13 R DJL-161 Willpower 5 | Leader: At the start of the combat phase, put a +1 ATK / +1 DEF counter on each character adjacent to Neron. | Whenever a character adjacent to Neron becomes stunned during the combat phase, KO that stunned character. Professor Ivo | Anthony Ivo DJL DJL-162 2 Character 2 3 C DJL-162 Evasion | When Professor Ivo comes into play, you may discard a card. If you do, search your deck for an unaffiliated character card, reveal it, put it into your hand, and shuffle your deck. Queen of Fables | Wickedest Witch DJL DJL-163 3 Character 4 5 C DJL-163 Activate -> Replace target non-Team-Up ongoing plot twist. If you do, search your deck for an Army character card with cost 1, put it into your front row, and shuffle your deck. Rama Khan | Elemental Magician DJL DJL-164 7 Character [Range] 15 15 C DJL-164 Willpower 5 | Locations you control have: Activate -> Power-up target attacker or defender you control. Use this power only once per turn. Starro the Conqueror | Intergalactic Starfish DJL DJL-165 8 Character [Flight] 18 18 R DJL-165 When Starro the Conqueror comes into play, put any number of Army characters with cost 1 from your hand into your front row. | KO X Army characters you control -> Move target character to your front row if its cost is less than X. T. O. Morrow | Thomas Oscar Morrow DJL DJL-166 3 Character 2 6 U DJL-166 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. Tomorrow Woman | Trojan Telepath DJL DJL-167 2 Character [Flight] 4 3 R DJL-167 When Tomorrow Woman comes into play, you may move her to target opponent's front row. | Cosmic: At the start of the combat phase, discard a card. Air Strike DJL DJL-168 2 Plot Twist C DJL-168 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. Atlantean Trident DJL DJL-169 1 Equipment U DJL-169 Equipped character gets +3 ATK. | Whenever equipped character stuns a character, put a +1 ATK / +1 DEF counter on equipped character. Balance of Power DJL DJL-170 2 Plot Twist C DJL-170 Play Balance of Power only if an opponent has played a plot twist this attack. | Target attacker gets -3 ATK this attack. Bulletproof DJL DJL-171 1 Plot Twist C DJL-171 Target defender gets +1 DEF this attack and gets an additional +1 DEF this attack if you control four or fewer resources. Counterstrike DJL DJL-172 1 Plot Twist C DJL-172 Target defender you control gets +3 ATK this attack. Whenever that defender stuns an attacker this turn, you may put a +1 ATK / +1 DEF counter on that defender. Counterterrorism DJL DJL-173 1 Plot Twist U DJL-173 Remove a +1 ATK / +1 DEF counter from target character. If you do, you may put a +1 ATK / +1 DEF counter on target character you control. Crisis on Infinite Earths | Team-Up DJL DJL-174 2 Plot Twist [Ongoing] R DJL-174 Ongoing: Characters you control, as well as cards in your hand, KO'd pile, and deck lose all team affiliations, have the Crisis affiliation, and cannot have any team affiliation other than Crisis. | Character cards you own are not unique. | Whenever you recruit a character, KO all characters you control with both the same name and version as that card. Death Times Five DJL DJL-175 1 Plot Twist C DJL-175 If target attacker would cause breakthrough while attacking a character this turn, instead, that character's controller loses 5 endurance. Death Trap DJL DJL-176 2 Plot Twist C DJL-176 As an additional cost to play Death Trap, exhaust a character you control. | Return target stunned character to its owner's hand. Funeral For a Friend DJL DJL-177 2 Plot Twist U DJL-177 As an additional cost to play Funeral For a Friend, KO a character you control. | Support row characters you control have reinforcement while defending this turn. Glass Jaw DJL DJL-178 1 Plot Twist C DJL-178 Target character gets -3 DEF while defending this turn. | Whenever that character defends this turn, exhaust it. High-Tech Flare Gun DJL DJL-179 1 Equipment U DJL-179 Transferable | Equipped character gets +3 ATK and has. | Pay 1 endurance -> Equipped character can attack hidden characters this turn. H'ronmeer's Curse DJL DJL-180 4 Plot Twist [Ongoing] R DJL-180 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. Identity Crisis DJL DJL-181 9 Plot Twist R DJL-181 Play Identity Crisis only during the combat phase. | As an additional cost to play Identity Crisis, KO a character you control. | Return all characters to their owners' hands. Lair of the Mastermind DJL DJL-182 2 Location C DJL-182 Characters you control can team attack as though they had all team affiliations. | Activate -> Target unaffiliated defender you control has reinforcement this attack. Lead by Example DJL DJL-183 2 Plot Twist C DJL-183 Target attacker you control gets +1 ATK / +1 DEF this attack. If that character is a leader character, instead, it gets +1 ATK / +1 DEF this attack for each ready character adjacent to it. Membership Drive DJL DJL-184 2 Plot Twist C DJL-184 Whenever you recruit a character with cost 2 or greater this turn, it comes into play with a +1 ATK / +1 DEF counter on it. Midnight Cravings DJL DJL-185 2 Plot Twist C DJL-185 Target character gets -1 DEF and -3 willpower this turn. Not on My Watch DJL DJL-186 2 Plot Twist U DJL-186 Play Not on My Watch only if you control a character with two or more team affiliations. | 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. Nth Metal DJL DJL-187 0 Equipment C DJL-187 Whenever equipped character attacks or defends, you may power-up that character. Rallying Cry! DJL DJL-188 2 Plot Twist C DJL-188 Target character you control gets +2 ATK / +1 DEF while attacking this turn and has range this turn. Resistance is Useless DJL DJL-189 2 Plot Twist C DJL-189 Target attacker you control gets +1 ATK / +1 DEF this attack and an additional +1 ATK / +1 DEF this attack if it is unaffiliated. Secret Origins DJL DJL-190 3 Plot Twist R DJL-190 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, put it into your hand, and shuffle your deck. Shake it Off DJL DJL-191 2 Plot Twist C DJL-191 Target defender gets +1 DEF this attack. If that character is an ally character, instead, you may power-up that defender. S.T.A.R. Labs Orbital Platform DJL DJL-192 2 Location C DJL-192 S.T.A.R. Labs Orbital Platform is not unique. | Activate -> Target protected attacker or defender you control gets +1 DEF this attack. Token Resistance DJL DJL-193 2 Plot Twist [Ongoing] C DJL-193 Ongoing: Exhaust a character you control that is protecting a character -> Target character gets -1 ATK this turn. Trial by Fire DJL DJL-194 1 Plot Twist C DJL-194 Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if you control four or fewer resources. UN Building | Team-Up DJL DJL-195 2 Location C DJL-195 When you flip UN Building, choose three different team affiliations among characters you control. | If you chose three different team affiliations, characters you control, as well as cards in your hand, deck, and KO'd pile that have any of the chosen affiliations have all of those affiliations. Vicarious Living DJL DJL-196 3 Plot Twist U DJL-196 As an additional cost to play Vicarious Living, discard a character card. | Search your deck for a character card with cost equal to the cost of the card you discarded, reveal it, put it into your hand, and shuffle your deck. Wheel of Misfortune DJL DJL-197 2 Plot Twist U DJL-197 Negate target power-up effect. You may power-up an unaffiliated attacker or defender you control. Mogo | The Living Planet DJL DJL-198 8 Character Green Lantern [Flight] [Range] 18 21 R DJL-198 Reservist, Willpower 8 | While Mogo is visible and in your front row, support row characters you control cannot be attacked. Oliver Queen <> Green Arrow | Emerald Archer DJL DJL-199 4 Character Green Lantern [Range] 9 6 U DJL-199 Reservist, Willpower 1 | Pay 2 endurance -> KO target character with cost 1 or less. Use this power only once per turn. Recharge the Sun DJL DJL-200 4 Plot Twist R DJL-200 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. Controller Sanction DJL DJL-201 2 Plot Twist U DJL-201 As an additional cost to play Controller Sanction, KO a resource you control. | Target attacker you control cannot be stunned this attack. If that attacker has the Emerald Enemies affiliation, it gets +X ATK this attack, where X is the number of face-up resources you control. Fatality | Emerald Assassin DJL DJL-202 2 Character Emerald Enemies [Flight] [Range] 3 2 R DJL-202 Willpower 1 | KO a resource you control -> If you control four or fewer resources, negate target payment effect or non-ongoing plot twist effect. Use this power only once per turn. Chomin | Qwardian Spy DJL DJL-203 1 Character Anti-Matter [Range] 2 1 U DJL-203 Concealed-Optional. | Stun a character you control other than Chomin -> Target player loses endurance equal to the cost of the character you stunned. Use this power only once per turn. General Fabrikant | Qwardian General DJL DJL-204 4 Character Anti-Matter 7 7 U DJL-204 Concealed-Optional. | While General Fabrikant is visible, hidden attackers you control cannot be stunned. Matter Convergence DJL DJL-205 2 Plot Twist R DJL-205 Move target character you control with Concealed. | to your hidden area. If that character has the Anti-Matter affiliation, it gets +3 ATK while attacking this turn. Conscription DJL DJL-206 2 Plot Twist R DJL-206 As an additional cost to play Conscription, discard a Manhunter character card. | Search your deck for an Army character card with cost 1, put it into your front row, and shuffle your deck. Manhunter Conqueror | Grandmaster DJL DJL-207 6 Character Manhunter [Flight] [Range] 12 12 U DJL-207 When Manhunter Conqueror comes into play, ready all Army characters you control. | Exhaust an Army Manhunter character you control -> Target player loses 1 endurance. War Without End DJL DJL-208 2 Plot Twist R DJL-208 As an additional cost to play War Without End, exhaust a Manhunter character you control. | Recover each character you control with the same cost as that of the character you exhausted. Kelex | Faithful Servant DJL DJL-209 2 Character Team Superman 3 3 U DJL-209 When Kelex comes into play, you may discard two cards or a Team Superman character card. If you do, search your deck for a location card, reveal it, put it into your hand, and shuffle your deck. Look-Alike Squad DJL DJL-210 3 Plot Twist [Ongoing] R DJL-210 Ongoing: Character cards named Superman are not unique. | Whenever a character you control named Superman becomes stunned, you may KO it. If you do, you may put a character card named Superman with cost lower than the cost of the KO'd character from your hand into your front row. Bizarro Ray DJL DJL-211 1 Plot Twist [Ongoing] U DJL-211 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 this power only once per turn. Maxima | Empress of Almerac DJL DJL-212 4 Character Revenge Squad [Flight] [Range] 6 7 R DJL-212 Maxima has the team affiliations of each character you control. | Maxima gets +1 ATK for each ongoing plot twist you control. Mobius Chair DJL DJL-213 0 Equipment U DJL-213 Unique | Equipped character gets +1 DEF and has. | KO Mobius Chair -> Move target New Gods character you control with cost 3 or greater to your hidden area or your visible area. Valkyra | Valkyrie of New Genesis DJL DJL-214 5 Character New Gods [Range] 10 8 U DJL-214 Cosmic: Valkyra gets +2 DEF. | Leader: Attackers with cosmic adjacent to Valkyra get +3 DEF. Die for Darkseid! DJL DJL-215 2 Plot Twist U DJL-215 As an additional cost to play Die for Darkseid!, KO a character you control. | 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. Mantis | Power Parasite DJL DJL-216 4 Character Darkseid's Elite [Range] 6 7 R DJL-216 Mantis gets +1 ATK for each other character you control. | At the start of the combat phase, you may put an Army character card with cost 1 from your hand into your front row. Justice League of Arkham | Team-Up DJL DJL-217 4 Plot Twist [Ongoing] U DJL-217 Choose two team affiliations among characters you control. If you chose Arkham Inmates and another affiliation, each of your opponents discards a card. | Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have either of the chosen affiliations have both affiliations. [BANNED] The Creeper | Jack Ryder DJL DJL-218 3 Character Gotham Knights 5 3 R DJL-218 Evasion | Whenever The Creeper recovers, draw a card. | The Creeper has the team affiliations of each character you control. Poisoned! DJL DJL-219 1 Plot Twist U DJL-219 Target character gets -1 ATK this turn. You may put a plague counter on that character if you control a League of Assassins character. Bumblebee | Karen Beecher-Duncan DJL DJL-220 3 Character Teen Titans [Flight] [Range] 4 4 U DJL-220 Ally: Whenever a character you control becomes powered-up, you may exhaust Bumblebee. If you do, target player loses 3 endurance. Archangel | Angel MXM MXM-001 1 Character X-Men [Flight] 2 1 C MXM-001 Mutant - Physical. When Archangel comes into play, you may discard a card. If you do, search your deck for an X-Corp card, reveal it, put it into your hand, and shuffle your deck. Beast | Feline Geneticist MXM MXM-002 3 Character X-Men 5 5 U MXM-002 Mutant - Physical. Pay 0 endurance -> Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck. Use this power only once per turn and only during the recovery phase. . Bishop | XSE Commando MXM MXM-003 4 Character X-Men [Range] 7 7 C MXM-003 Mutant - Energy. Whenever Bishop becomes stunned, target opponent loses 3 endurance. Cannonball | Blast Field MXM MXM-004 2 Character X-Men [Flight] 3 2 C MXM-004 Mutant - Physical. Cannonball cannot be stunned while attacking. Changeling | Kevin Sidney MXM MXM-005 1 Character X-Men 1 2 R MXM-005 Mutant - Physical. Whenever Changeling becomes stunned, you may KO him and put a character card with cost 1 from your hand into your support row exhausted. . Colossus | Organic Steel MXM MXM-006 6 Character X-Men 13 12 U MXM-006 Mutant - Physical. Pay 0 endurance -> Put three +1 ATK / +1 DEF counters on Colossus. Use this power only once per turn and only during the recovery phase. . Cyclops | Blue Leader MXM MXM-007 5 Character X-Men [Range] 9 9 C MXM-007 Mutant - Energy. Leader: Whenever a character adjacent to Cyclops attacks, target opponent loses 2 endurance. Dazzler | Rock Star MXM MXM-008 2 Character X-Men [Range] 3 2 C MXM-008 Mutant - Energy. Whenever a character you control team attacks, target opponent loses 1 endurance. Emma Frost | Friend or Foe MXM MXM-009 5 Character X-Men [Range] 9 9 R MXM-009 Mutant - Mental. Recruit Emma Frost only if you control a Mental character. | Discard a Mental card -> Turn target face-up resource you control face down. Use this power only once per turn. Gambit | Ragin' Cajun MXM MXM-010 5 Character X-Men [Range] 10 8 U MXM-010 Mutant - Energy. Discard an Energy card -> Stun target character with cost 3 or less. Use this power only once per turn and only during your attack step. Havok | Critical Mass MXM MXM-011 4 Character X-Men [Range] 8 7 C MXM-011 Mutant - Energy. Stun Havok -> Stun target character with cost 5 or less. Use this power only during the recovery phase. Iceman | Deep Freeze MXM MXM-012 6 Character X-Men [Range] 13 13 C MXM-012 Mutant - Energy. As an additional cost to recruit Iceman, discard an Energy card. | Whenever a character attacks Iceman or defends against him, that character cannot ready this turn. Jean Grey | Red MXM MXM-013 6 Character X-Men [Flight] [Range] 12 12 R MXM-013 Mutant - Mental. Discard a Mental card -> Replace any number of face-up resources you control. Use this power only once per turn. Jubilee | Jubilation Lee MXM MXM-014 1 Character X-Men [Range] 1 2 U MXM-014 Mutant - Energy. Pay 0 endurance -> Target opponent loses 2 endurance. Use this power only once per turn and only during the recovery phase. Juggernaut | The Unstoppable MXM MXM-015 7 Character X-Men 17 15 U MXM-015 Whenever Juggernaut stuns a front row defender, you may stun target support row character in the same column as that defender. . Lockheed | Saurian Sidekick MXM MXM-016 1 Character X-Men [Flight] [Range] 2 1 C MXM-016 Discard an Energy card -> Lockheed gets +2 ATK this attack. Longshot | Hero of Mojoworld MXM MXM-017 2 Character X-Men [Range] 2 3 U MXM-017 Reservist | Pay 0 endurance -> 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 this power only once per turn and only during the recovery phase. Nightcrawler | Swashbuckler MXM MXM-018 3 Character X-Men 6 3 C MXM-018 Mutant - Energy. Discard a card -> The controller of target character moves it to a different position. Use this power only once per turn. . Professor X | Headmaster MXM MXM-019 4 Character X-Men [Range] 7 8 R MXM-019 Mutant - Mental. Pay 0 endurance -> Draw a card. Use this power only once per turn and only during the recovery phase. | Leader: Characters adjacent to Professor X have the X-Men affiliation. Psylocke | Armored Empath MXM MXM-020 4 Character X-Men [Range] 8 7 C MXM-020 Mutant - Mental. Discard a Mental card -> Negate target effect from a non-ongoing plot twist. Use this power only once per turn and only if a Mental character you control is attacking or defending. Rachel Summers <> Phoenix | Phoenix of the Future MXM MXM-021 8 Character X-Men [Flight] [Range] 19 21 R MXM-021 Mutant - Mental. Reservist | Your opponents cannot play plot twists while you control another Mental character. Rogue | Anna Marie MXM MXM-022 7 Character X-Men [Flight] 16 14 C MXM-022 Mutant - Energy. Whenever Rogue stuns an attacker, gain endurance equal to that character's cost. Sage | Xavier's Secret Weapon MXM MXM-023 3 Character X-Men 5 4 C MXM-023 Mutant - Mental. Plot twists cost your opponents 2 more to play. | Locations cost your opponents 2 more to flip. | . Shadowcat | Katya MXM MXM-024 2 Character X-Men 3 3 C MXM-024 Mutant - Energy. Discard a card -> Move Shadowcat to your hidden or visible area. Use this power only once per turn. | . Storm | Gold Leader MXM MXM-025 6 Character X-Men [Flight] [Range] 12 12 C MXM-025 Mutant - Energy. Leader: Characters adjacent to Storm have. | Whenever a character with flight attacks or defends against a character adjacent to Storm, power-up that adjacent character. Wolverine | The Best at What He Does MXM MXM-026 5 Character X-Men 11 7 C MXM-026 Mutant - Physical. Whenever Wolverine becomes stunned, recover him at the start of the recovery phase this turn. . Xorn | Shen Xorn MXM MXM-027 3 Character X-Men [Range] 4 5 C MXM-027 Mutant - Energy. Pay 0 endurance -> Recover target stunned character you control. Use this power only once per turn and only during the recovery phase. Angel of Mercy MXM MXM-028 2 Plot Twist U MXM-028 Play Angel of Mercy only during the recovery phase. | You may discard a card. If you do, recover any number of stunned X-Men characters you control with combined cost 3 or less. . Blackbird Blue MXM MXM-029 1 Equipment U MXM-029 Unique | X-Men characters you control get +2 ATK while attacking and have. . Harry's Hideaway MXM MXM-030 1 Location U MXM-030 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 this power only during the recovery phase. . Phoenix Rising MXM MXM-031 3 Plot Twist R MXM-031 As an additional cost to play Phoenix Rising, remove a character card in your KO'd pile from the game. | Recover target stunned X-Men character you control if its name is the same as that of the card you removed. . Rebirth MXM MXM-032 2 Plot Twist C MXM-032 As an additional cost to play Rebirth, exhaust an X-Men character you control. | Recover each stunned character adjacent to the character you exhausted with cost less than or equal to that character's cost. . SNIKT! MXM MXM-033 3 Plot Twist R MXM-033 As an additional cost to play SNIKT!, discard an X-Men character card. | Target attacker or defender you control gets +4 ATK this attack. | . Time Breach MXM MXM-034 2 Plot Twist R MXM-034 As an additional cost to play Time Breach, exhaust an X-Men character you control. | Search your deck for up to two X-Men character cards with combined cost 3 or less, reveal them, put them into your hand, and shuffle your deck. Discard a card. . Turnabout MXM MXM-035 2 Plot Twist C MXM-035 Target X-Men character you control gets +3 ATK / +3 DEF this turn while attacking a character with greater cost or defending against a character with greater cost. . Worthington Industries | X-Corp MXM MXM-036 2 Location R MXM-036 Activate -> Reveal the top three cards of your deck. You may put one revealed X-Men character card into your hand. Put the remaining cards on the bottom of your deck. If you put a card into your hand, discard a card. . X-Corp: Amsterdam | X-Corp MXM MXM-037 3 Location C MXM-037 Activate -> Target X-Men character you control gets +1 DEF this attack. | Activate -> KO X-Corp: Amsterdam. If you do, search your deck for a Team-Up card, reveal it, put it face down into your resource row, and shuffle your deck. Use this power only if you control an X-Men character. . X-Corp: Hong Kong | X-Corp MXM MXM-038 2 Location C MXM-038 Activate -> Target X-Men character you control and all other characters you control with the same cost get +1 ATK this turn. . X-Corp: Paris | X-Corp MXM MXM-039 1 Location C MXM-039 Activate -> Look at the top X cards of your deck, where X is the number of X-Corp locations you control. Put any number of those cards on the bottom of your deck and the rest on the top of your deck in any order. . X-Men United | Team-Up MXM MXM-040 2 Plot Twist [Ongoing] C MXM-040 Play X-Men United only if you control an X-Men character. | As an additional cost to play X-Men United, choose a team affiliation among characters you control. | Ongoing: Crossover X-Men and the chosen affiliation. | Replace X-Men United -> Target defender you control has reinforcement this attack. . X-Treme Maneuver MXM MXM-041 2 Plot Twist U MXM-041 Play X-Treme Maneuver only during your attack step. | As an additional cost to play X-Treme Maneuver, exhaust two X-Men characters you control. | Exhaust target character. That character cannot ready this turn, and its controller loses endurance equal to its cost. | . Angel Dust | Adrenaline Junkie MXM MXM-042 1 Character Morlocks 3 1 U MXM-042 Mutant - Physical. Angel Dust cannot have reinforcement. | Pay 1 resource point -> Move Angel Dust to your hidden area. . Annalee | Mother Hen MXM MXM-043 3 Character Morlocks 5 4 C MXM-043 Mutant - Mental. Concealed. | Move Annalee from your hidden area to your visible area -> Target attacker gets -3 DEF this attack while attacking a character with lesser cost. . Ape | Metamorph MXM MXM-044 7 Character Morlocks 16 14 R MXM-044 Mutant - Physical. Evasion | Discard an Energy card -> Target opponent with 0 or less endurance loses the game. . Artie | Arthur Maddicks MXM MXM-045 1 Character Morlocks 1 2 C MXM-045 Mutant - Mental. Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Whenever Artie becomes stunned, target character gets -1 ATK this turn. . Blow Hard | Windbag MXM MXM-046 6 Character Morlocks [Range] 12 12 U MXM-046 Mutant - Energy. Whenever Blow Hard attacks a character, that character's controller moves all characters he controls to his support row. Caliban | Mutant Bloodhound MXM MXM-047 3 Character Morlocks 4 5 C MXM-047 Mutant - Physical. Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Discard a Physical card -> Characters you control can attack hidden characters this turn. . Callisto | Morlock Queen MXM MXM-048 6 Character Morlocks 14 11 C MXM-048 Mutant - Physical. Evasion | Leader: Return a character adjacent to Callisto to its owner's hand -> Put a +1 ATK / +1 DEF counter on target character you control. Use this power only during the combat phase. . Cybelle | Meltdown MXM MXM-049 5 Character Morlocks 9 9 R MXM-049 Mutant - Energy. Concealed. | Activate, move Cybelle from your hidden area to your visible area -> Exhaust all characters with cost less than the cost of target attacker. . Electric Eve | Live Wire MXM MXM-050 1 Character Morlocks [Range] 2 1 C MXM-050 Mutant - Energy. Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Whenever Electric Eve recovers, target opponent loses 1 endurance. Erg | Electric Eye MXM MXM-051 4 Character Morlocks [Range] 7 6 C MXM-051 Mutant - Energy. Concealed. | Activate, move Erg from your hidden area to your visible area -> Target opponent exhausts a ready character he controls. Feral | Maria Callasantos MXM MXM-052 4 Character Morlocks 11 4 C MXM-052 Mutant - Physical. Feral cannot have reinforcement. | Pay 1 resource point -> Move Feral to your hidden area. Feral cannot be stunned while attacking this turn. . Healer | Life Giver MXM MXM-053 3 Character Morlocks 3 6 C MXM-053 Mutant - Energy. Evasion | Whenever another character you control recovers, gain 1 endurance. | Pay 1 resource point -> At the start of the recovery phase this turn, recover target character you control. Use this power only once per turn. . Hemingway | Gene Nation MXM MXM-054 7 Character Morlocks 20 12 C MXM-054 Mutant - Physical. Hemingway cannot have reinforcement. . Hump | Servant of Masque MXM MXM-055 4 Character Morlocks 10 7 U MXM-055 Mutant - Physical. Evasion | As an additional cost to recruit Hump, discard a Physical card. | While you control exactly one non-stunned character, Hump gets +2 ATK / +2 DEF. . Leech | Inhibitor MXM MXM-056 2 Character Morlocks 2 3 U MXM-056 Mutant - Energy. Evasion | Whenever Leech becomes stunned, you may discard a card. If you do, negate target character payment power. . Marrow | Gene Nation MXM MXM-057 5 Character Morlocks [Range] 9 8 C MXM-057 Mutant - Physical. Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Marrow gets +1 ATK / +1 DEF for each stunned character you control. Masque | Flesh Shaper MXM MXM-058 5 Character Morlocks 9 9 U MXM-058 Mutant - Physical. 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 ATK / +1 DEF counter on each other character adjacent to Masque. . Mikhail Rasputin | Morlock Messiah MXM MXM-059 8 Character Morlocks [Range] 20 20 R MXM-059 Mutant - Energy. Leader: Whenever a character adjacent to Mikhail Rasputin becomes stunned during the combat phase, target player exhausts a ready character he controls. Piper | Rat Charmer MXM MXM-060 6 Character Morlocks 12 12 C MXM-060 Mutant - Mental. Concealed. | Move Piper from your hidden area to your visible area -> Move target stunned character with cost 5 or less to your support row. Use this power only once per turn. . Plague | Deathwalker MXM MXM-061 2 Character Morlocks 5 1 C MXM-061 Mutant - Physical. Plague cannot have reinforcement. | Pay 1 resource point -> Move Plague to your hidden area. . Postman | Memory Thief MXM MXM-062 2 Character Morlocks 3 2 U MXM-062 Mutant - Mental. Evasion | Whenever Postman becomes stunned, you may KO him and replace target non-Team-Up ongoing plot twist. . Scaleface | Dragon Lady MXM MXM-063 6 Character Morlocks 16 9 C MXM-063 Mutant - Physical. Scaleface cannot have reinforcement. | Whenever Scaleface attacks, if you control two or more stunned characters, defenders lose reinforcement and cannot have reinforcement this attack. . Storm | Leader of the Morlocks MXM MXM-064 4 Character Morlocks 7 7 C MXM-064 Reservist, Evasion | Leader: Characters adjacent to Storm have the Morlocks affiliation. | During the combat phase, characters adjacent to Storm have invulnerability unless they are attacking or defending. . Sunder | Callisto's Enforcer MXM MXM-065 5 Character Morlocks 14 7 C MXM-065 Mutant - Physical. Sunder cannot have reinforcement. | Pay 1 resource point -> Sunder gets +5 DEF this turn. Use this power only once per turn. . Tar Baby | Adhesive Ally MXM MXM-066 2 Character Morlocks 3 3 C MXM-066 Mutant - Physical. Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Whenever Tar Baby becomes stunned, you may remove target card in a KO'd pile from the game. . The Beautiful Dreamer | Dreamweaver MXM MXM-067 3 Character Morlocks 4 5 C MXM-067 Mutant - Mental. Evasion | Whenever The Beautiful Dreamer becomes stunned, if target character would cause breakthrough while attacking a character this turn, instead, it causes 3 less breakthrough. . Thornn | Lucia Callasantos MXM MXM-068 3 Character Morlocks 7 2 R MXM-068 Mutant - Physical. Thornn cannot have reinforcement. | Discard a Physical card -> Whenever Thornn stuns a defender with cost 5 or greater this turn, KO that character. . Tommy | Runaway MXM MXM-069 1 Character Morlocks 2 1 C MXM-069 Mutant - Physical. Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.) | Tommy costs 1 less to recruit while you control a stunned character. . Backs Against the Wall MXM MXM-070 2 Plot Twist R MXM-070 Play Backs Against the Wall only if you control a Morlocks defender. | If two or more characters you control have become stunned this attack, remove all attackers from this attack. . Bloodhound MXM MXM-071 2 Plot Twist U MXM-071 As an additional cost to play Bloodhound, discard a Morlocks character card. | Search your deck for a character card with evasion, reveal it, put it into your hand, and shuffle your deck. . Bum's Rush MXM MXM-072 1 Plot Twist C MXM-072 Target attacker you control gets +1 ATK / +1 DEF this attack and an additional +1 ATK / +1 DEF this attack for each stunned Morlocks character you control. . Good Samaritan MXM MXM-073 3 Plot Twist R MXM-073 As an additional cost to play Good Samaritan, KO a Morlocks character you control. | Recover target stunned character you control. While that character is defending this turn, if a character would cause breakthrough, instead, that character causes 3 less breakthrough. . Morlock Justice MXM MXM-074 2 Plot Twist U MXM-074 Play Morlock Justice only if you control a Morlocks character. | Target character loses reinforcement and cannot have reinforcement this turn. That character's controller loses 1 endurance for each stunned character you control. . Neutralized MXM MXM-075 2 Plot Twist [Ongoing] C MXM-075 As an additional cost to play Neutralized, exhaust a Morlocks character you control. | Choose a stunned character. | Ongoing: The chosen character cannot be recovered. | The chosen character cannot be KO'd during the recovery phase. . Retribution MXM MXM-076 1 Plot Twist C MXM-076 Target Morlocks character you control gets +2 ATK this attack and an additional +1 ATK this attack for each stunned character you control. . Sewer System MXM MXM-077 4 Location U MXM-077 Activate -> Target character you control can attack hidden characters and protected characters this turn. | Activate -> Move target Morlocks character with Concealed. | you control to your hidden area. . Shrapnel Blast MXM MXM-078 2 Plot Twist U MXM-078 Target Morlocks attacker or defender you control gets +4 ATK / +4 DEF this attack if you control three or more stunned characters. . Subterranean Sanctuary MXM MXM-079 3 Location R MXM-079 Whenever a character with cost 3 or greater attacks you directly, gain endurance equal to the number of stunned Morlocks characters you control. . The Alley MXM MXM-080 2 Location U MXM-080 Whenever a Morlocks character you control recovers, target opponent loses 1 endurance. | Activate -> Stunned characters you control cannot be KO'd by effects your opponents control during the combat phase this turn. | . The Forsaken | Team-Up MXM MXM-081 2 Plot Twist [Ongoing] C MXM-081 Play The Forsaken only if you control a Morlocks character. | As an additional cost to play The Forsaken, choose a team affiliation among characters you control. | Ongoing: Crossover Morlocks and the chosen affiliation. | Replace The Forsaken -> Target attacker or defender you control gets +1 DEF this attack. . The Hill MXM MXM-082 4 Location C MXM-082 While you control exactly one non-stunned character, it gets +1 ATK / +1 DEF. | Activate -> If you control three or more non-stunned Morlocks characters, draw a card. Use this power only during the recovery phase. . Amelia Voght | Acolyte MXM MXM-083 2 Character Brotherhood 2 3 R MXM-083 Mutant - Physical. Reservist | You may reveal two face-down reservist resources you control not named Amelia Voght rather than pay Amelia Voght's recruit cost. . Anne-Marie Cortez | Acolyte MXM MXM-084 4 Character Brotherhood 8 7 C MXM-084 Mutant - Mental. Reservist | At the start of the combat phase, you may reveal a resource. If you revealed a character card, your opponents cannot play plot twists with cost equal to that card's cost this phase. . Avalanche | Freedom Force MXM MXM-085 3 Character Brotherhood [Range] 4 5 R MXM-085 Mutant - Energy. Discard a Physical card -> Replace target face-up non-Team-Up resource. Use this power only once per turn. Blob | Freedom Force MXM MXM-086 6 Character Brotherhood 12 13 C MXM-086 Mutant - Physical. Whenever an attacker you control causes 3 or more breakthrough while attacking a character, characters you control cannot be stunned while attacking this turn. . Chrome | Acolyte MXM MXM-087 2 Character Brotherhood 3 2 C MXM-087 Mutant - Energy. Reservist | 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 face-down resources you control. . Colossus | Acolyte MXM MXM-088 7 Character Brotherhood 15 15 U MXM-088 Mutant - Physical. Reservist | Colossus gets +3 ATK / +3 DEF while you control six or more face-down resources. . Crimson Commando | Freedom Force MXM MXM-089 2 Character Brotherhood [Range] 4 1 C MXM-089 Mutant - Physical. Whenever Crimson Commando causes 3 or more breakthrough while attacking a character, you may put a +1 ATK / +1 DEF counter on each character you control. Destiny | Freedom Force MXM MXM-090 2 Character Brotherhood 3 1 C MXM-090 Mutant - Mental. Discard a Mental card -> Target attacker or defender gets -3 DEF this attack. Use this power only once per turn. | Boost 1: When Destiny comes into play, draw two cards. . Exodus | Acolyte MXM MXM-091 7 Character Brotherhood [Flight] [Range] 16 16 C MXM-091 Mutant - Mental. Reservist | Leader: Whenever a character adjacent to Exodus attacks or defends, you may replace a resource with the same name as that adjacent character. If you do, that character has invulnerability this attack. Fabian Cortez | Acolyte MXM MXM-092 7 Character Brotherhood [Range] 16 15 U MXM-092 Mutant - Energy. Reservist | Leader: Whenever a character adjacent to Fabian Cortez causes breakthrough while attacking a character, that character's controller loses endurance equal to that character's cost. Harry Delgado | Acolyte MXM MXM-093 6 Character Brotherhood 13 12 C MXM-093 Mutant - Physical. Reservist | Replace a reservist resource you control -> Target non-defending character loses reinforcement and cannot have reinforcement this turn. Use this power only once per turn. . Joanna Cargill | Acolyte MXM MXM-094 3 Character Brotherhood 6 6 C MXM-094 Mutant - Physical. 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.) | Joanna Cargill gets -1 ATK / -1 DEF for each face-up resource you control. . Julia Carpenter | Freedom Force MXM MXM-095 4 Character Brotherhood 8 7 C MXM-095 Evasion | Whenever Julia Carpenter causes 3 or more breakthrough while attacking a character, target character cannot ready this turn. . Kleinstock Brothers | Acolyte MXM MXM-096 1 Character Brotherhood 2 1 U MXM-096 Mutant - Physical. Reservist | Reveal a face-down resource named Kleinstock Brothers -> Kleinstock Brothers gets +2 ATK this attack. Use this power only once per turn. . Magneto | Ruler of Avalon MXM MXM-097 8 Character Brotherhood [Flight] [Range] 20 20 R MXM-097 Mutant - Energy. Reservist | Leader: Whenever a character adjacent to Magneto stuns a character, target opponent loses 1 endurance for each face-down resource you control. Mystique | Freedom Force MXM MXM-098 6 Character Brotherhood 11 13 U MXM-098 Mutant - Physical. Leader: Characters adjacent to Mystique get +3 ATK. . Polaris | Acolyte MXM MXM-099 5 Character Brotherhood [Flight] [Range] 9 9 C MXM-099 Mutant - Energy. Reservist | Replace a reservist resource you control -> Characters you control have flight this turn, and characters your opponents control lose flight this turn. Use this power only once per turn. Pyro | Freedom Force MXM MXM-100 1 Character Brotherhood [Range] 2 1 C MXM-100 Mutant - Energy. Whenever Pyro causes 3 or more breakthrough while attacking a character, target opponent loses 3 endurance. Rem-Ram | Acolyte MXM MXM-101 1 Character Brotherhood 1 2 C MXM-101 Mutant - Mental. Reservist | 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 remaining cards on the bottom of your deck. . Sabretooth | Savage Killer MXM MXM-102 5 Character Brotherhood 11 8 R MXM-102 Mutant - Physical. Reservist | Whenever a character causes breakthrough, Sabretooth cannot be stunned while attacking this turn. | Pay 2 endurance -> Target character you control can attack hidden characters this turn. . Scanner | Acolyte MXM MXM-103 5 Character Brotherhood 10 9 C MXM-103 Mutant - Mental. Reservist, Concealed-Optional. | 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 this power only once per turn. . Senyaka | Acolyte MXM MXM-104 3 Character Brotherhood [Range] 5 4 C MXM-104 Mutant - Energy. Reservist | Whenever you recruit a non-Army character from your resource row, target opponent loses 2 endurance. | Boost 1: Senyaka gets +1 ATK for each face-down resource you control. Silver Sabre | Freedom Force MXM MXM-105 3 Character Brotherhood 5 3 C MXM-105 Mutant - Physical. Whenever Silver Sabre causes 3 or more breakthrough while attacking a character, you may recover and ready Silver Sabre. If you do, he cannot cause breakthrough this turn. . Spiral | Freedom Force MXM MXM-106 6 Character Brotherhood 12 13 R MXM-106 Whenever Spiral causes 3 or more breakthrough while attacking a character, you may stun target character with cost 5 or less adjacent to that defender. . Spoor | Acolyte MXM MXM-107 4 Character Brotherhood 7 7 C MXM-107 Mutant - Physical. Reservist | Replace a reservist resource you control -> Target attacker you control gets +3 ATK / -3 DEF this attack. Use this power only once per turn. . Stonewall | Freedom Force MXM MXM-108 5 Character Brotherhood 9 10 U MXM-108 Mutant - Physical. Whenever Stonewall causes 3 or more breakthrough while attacking a character, characters you control get +3 ATK this turn. . Toad | Hopalong MXM MXM-109 1 Character Brotherhood 1 2 C MXM-109 Mutant - Physical. Evasion | Discard a Physical card -> Toad gets +2 ATK and has flight this turn. If Toad would become stunned this turn, instead, you may return him to your hand. . Unuscione | Acolyte MXM MXM-110 4 Character Brotherhood 6 8 U MXM-110 Mutant - Mental. Reservist | Activate, discard an Energy card -> Exhaust target character with cost 3 or less. Draw a card. . Acolyte Body Armor MXM MXM-111 0 Equipment U MXM-111 Equipped character gets +1 DEF and gets an additional +1 DEF while exhausted. | Discard Acolyte Body Armor >> Target Acolyte attacker you control gets +5 DEF this attack. Use this power only if Acolyte Body Armor is in your hand. . Boot to the Head MXM MXM-112 3 Plot Twist R MXM-112 As an additional cost to play Boot to the Head, replace a reservist Brotherhood resource you control. | Target attacker or defender gets -3 DEF this attack. . Freedom Force MXM MXM-113 1 Plot Twist [Ongoing] C MXM-113 Power-up target Brotherhood attacker or defender you control. | Ongoing: Freedom Force characters you control get +1 ATK. . Go Down Fighting MXM MXM-114 1 Plot Twist C MXM-114 Target character you control gets +1 ATK this attack. | 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. [BANNED] Hellhound MXM MXM-115 3 Plot Twist U MXM-115 Brotherhood characters you control get +4 ATK while attacking characters with lesser cost this turn. . Kill the Flatscans MXM MXM-116 3 Plot Twist U MXM-116 Whenever target Brotherhood attacker you control causes 3 or more breakthrough while attacking a character this attack, KO that character. . Lying in Wait MXM MXM-117 2 Plot Twist C MXM-117 Brotherhood characters you control get +3 ATK while defending this turn. . Planet X | Team-Up MXM MXM-118 2 Plot Twist [Ongoing] C MXM-118 Play Planet X only if you control a Brotherhood character. | As an additional cost to play Planet X, choose a team affiliation among characters you control. | Ongoing: Crossover Brotherhood and the chosen affiliation. | Replace Planet X -> Target attacker you control gets +2 ATK this attack. . Ruins of Avalon MXM MXM-119 3 Location R MXM-119 Activate, replace a reservist resource you control -> Target Brotherhood attacker you control gets +3 ATK this attack. . Shake, Rattle, and Roll MXM MXM-120 2 Plot Twist R MXM-120 Play Shake, Rattle, and Roll only if you control a Brotherhood character. | As an additional cost to play Shake, Rattle, and Roll, replace a face-up resource you control. | Replace target location. . Sovereign Superior MXM MXM-121 2 Plot Twist U MXM-121 As an additional cost to play Sovereign Superior, discard a Brotherhood character card. | Search your deck for a reservist card, reveal it, put it into your hand, and shuffle your deck. . The Acolytes MXM MXM-122 3 Plot Twist R MXM-122 Play The Acolytes only if an opponent controls an attacker or defender. | Target Brotherhood attacker or defender you control gets +1 ATK this attack for each face-down resource you control. . Wundagore Citadel MXM MXM-123 2 Location C MXM-123 Activate -> If target Brotherhood character you control would cause breakthrough this turn, instead, it causes 3 additional breakthrough. . Beef | Hellion MXM MXM-124 4 Character Hellfire Club 7 7 C MXM-124 Mutant - Physical. Reservist | At the start of the combat phase, reveal the top card of your deck. If it is a Physical card, put a +1 ATK / +1 DEF counter on Beef. | Boost 2: Beef comes into play with five +1 ATK / +1 DEF counters on him. . Bevatron | Hellion MXM MXM-125 3 Character Hellfire Club [Range] 4 4 C MXM-125 Mutant - Energy. Reservist | When Bevatron comes into play, discard any number of Energy cards. Put a +1 ATK / +1 DEF counter on Bevatron for each card you discarded. | Remove a +1 ATK / +1 DEF counter from Bevatron -> Target opponent loses 2 endurance. Catseye | Hellion MXM MXM-126 1 Character Hellfire Club 2 1 U MXM-126 Mutant - Physical. Reservist | Whenever Catseye becomes stunned, you may KO her and have target Hellfire Club character you control get +2 ATK this turn. . Courtney Ross | Once and Future Queen MXM MXM-127 1 Character Hellfire Club 1 2 U MXM-127 Concealed. | Characters get -1 ATK while attacking you directly. | . Dark Phoenix | Alien Life Force MXM MXM-128 8 Character Hellfire Club [Flight] [Range] 21 21 R MXM-128 Loyalty | When Dark Phoenix comes into play, return all other characters you control to their owners' hands. | Whenever Dark Phoenix stuns a character, that character's controller loses endurance equal to its cost, and you gain that much endurance. Donald Pierce | White Bishop MXM MXM-129 6 Character Hellfire Club 12 12 C MXM-129 Concealed-Optional. (You may have this character come into play in the hidden area.) | Donald Pierce gets +2 ATK / +2 DEF while he is the only visible character you control. . Emma Frost | White Queen MXM MXM-130 7 Character Hellfire Club [Range] 16 15 C MXM-130 Mutant - Mental. Reservist, Concealed-Optional. | Leader: Pay 1 endurance -> Move a character adjacent to Emma Frost to your hidden or visible area. Use this power only during the combat phase. Empath | Hellion MXM MXM-131 4 Character Hellfire Club 8 7 C MXM-131 Mutant - Mental. 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.) | Whenever Empath becomes stunned, you may KO him and turn a face-up resource you control face down. . Firestar | Hellion MXM MXM-132 5 Character Hellfire Club [Flight] [Range] 10 8 C MXM-132 Mutant - Energy. 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.) | Whenever Firestar becomes stunned, you may KO her and have target opponent lose 5 endurance. Friedrich Von Roehm | Black Rook MXM MXM-133 2 Character Hellfire Club 2 3 C MXM-133 Mutant - Physical. Concealed-Optional. (You may have this character come into play in the hidden area.) | Friedrich Von Roehm gets +3 ATK while he is visible and you have the initiative. . Harry Leland | Black Bishop MXM MXM-134 3 Character Hellfire Club 4 5 R MXM-134 Mutant - Physical. Concealed-Optional. | Discard a Mental card -> Target defender you control gets -2 ATK / +2 DEF and has reinforcement this attack. Use this power only if Harry Leland is visible. . Hellfire Club Initiate | Army MXM MXM-135 1 Character Hellfire Club 1 1 C MXM-135 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 comes into play exhausted. . Hellfire Club Mercenary | Army MXM MXM-136 1 Character Hellfire Club [Range] 2 1 C MXM-136 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 comes into play exhausted. James Proudstar <> Thunderbird | Hellion MXM MXM-137 6 Character Hellfire Club 14 13 R MXM-137 Mutant - Physical. Reservist | Whenever James Proudstar becomes stunned, return each stunned character to its owner's hand. . Jetstream | Hellion MXM MXM-138 5 Character Hellfire Club [Flight] [Range] 9 9 C MXM-138 Mutant - Energy. Reservist | Characters you control have. | Whenever Jetstream becomes stunned, you may KO him and exhaust target character with cost 6 or less. Madelyne Pryor | Black Rook MXM MXM-139 4 Character Hellfire Club [Range] 7 6 C MXM-139 Mutant - Mental. Concealed-Optional. | 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 this power only once per turn. Magneto | Black Lord MXM MXM-140 6 Character Hellfire Club [Flight] [Range] 12 12 R MXM-140 Mutant - Energy. Concealed-Optional. | Stun a character you control -> Stun target character if its cost is less than the cost of the character you stunned. Use this power only once per turn and only if Magneto is your only visible character. Mastermind | Dark Dreamer MXM MXM-141 3 Character Hellfire Club 5 4 C MXM-141 Mutant - Mental. Concealed-Optional. | 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. . Roberto Da Costa | Heir to the Throne MXM MXM-142 4 Character Hellfire Club [Range] 8 6 C MXM-142 Mutant - Energy. Concealed-Optional. | Leader: Characters adjacent to Roberto Da Costa have the Hellfire Club affiliation. | Whenever a Mutant adjacent to Roberto Da Costa attacks or defends, power-up that Mutant. Roulette | Hellion MXM MXM-143 2 Character Hellfire Club 3 3 R MXM-143 Mutant - Energy. Reservist | 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. . Sage | Tessa MXM MXM-144 2 Character Hellfire Club 3 2 C MXM-144 Mutant - Mental. Concealed-Optional. (You may have this character come into play in the hidden area.) | Discard a Mental card -> Draw two cards, then discard a card. Use this power only once per turn. . Sebastian Shaw | Black King MXM MXM-145 7 Character Hellfire Club 16 16 R MXM-145 Mutant - Physical. Concealed-Optional. | Leader: KO two hidden Hellfire Club characters adjacent to Sebastian Shaw -> Ready Sebastian Shaw. Use this power only once per turn and only during the combat phase. . Selene | Black Queen MXM MXM-146 6 Character Hellfire Club 12 9 C MXM-146 Mutant - Energy. Concealed. | Whenever Selene stuns a defender, gain endurance equal to that character's cost. . Shinobi Shaw | White King MXM MXM-147 5 Character Hellfire Club 10 9 C MXM-147 Mutant - Physical. Concealed-Optional. | Whenever Shinobi Shaw attacks or defends, if he is the only visible character you control, put a +1 ATK / +1 DEF counter on him. | . Tarot | Hellion MXM MXM-148 3 Character Hellfire Club 5 4 C MXM-148 Mutant - Mental. Reservist | 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. . Trevor Fitzroy | White Rook MXM MXM-149 5 Character Hellfire Club 9 9 R MXM-149 Mutant - Energy. Concealed-Optional. | At the start of your attack step, you may discard a Mental card. If you do, the controller of target unprotected character moves that character to his hidden area. . Viper | White Warrior Princess MXM MXM-150 2 Character Hellfire Club 2 2 C MXM-150 Concealed-Optional. (You may have this character come into play in the hidden area.) | Visible characters you control get +1 ATK. . Absolute Power MXM MXM-151 4 Plot Twist U MXM-151 Play Absolute Power only if you control exactly one visible character. | 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. | . Army of One MXM MXM-152 4 Plot Twist C MXM-152 If you control exactly one visible character, target Hellfire Club attacker or defender you control gets +2 ATK / +2 DEF this attack. . Cardinal Law MXM MXM-153 1 Plot Twist C MXM-153 Target Hellfire Club attacker or defender you control gets +1 ATK this attack for each hidden character you control. . Deadly Game MXM MXM-154 3 Plot Twist R MXM-154 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. . Eminent Domain MXM MXM-155 3 Plot Twist R MXM-155 As an additional cost to play Eminent Domain, discard a Hellfire Club character card with concealed. | 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. . Evil Alliance | Team-Up MXM MXM-156 2 Plot Twist [Ongoing] C MXM-156 Play Evil Alliance only if you control a Hellfire Club character. | As an additional cost to play Evil Alliance, choose a team affiliation among characters you control. | Ongoing: Crossover Hellfire Club and the chosen affiliation. | Replace Evil Alliance -> Move target character with Concealed. | you control to your hidden or visible area. . Inner Circle MXM MXM-157 3 Location R MXM-157 Hidden Hellfire Club characters you control get +1 ATK / +1 DEF while you control three or more hidden characters. . Join the Club! MXM MXM-158 2 Plot Twist U MXM-158 As an additional cost to play Join the Club!, discard a Hellfire Club character card. | Search your deck for a character card with concealed, reveal it, put it into your hand, and shuffle your deck. . Massachusetts Academy MXM MXM-159 4 Location U MXM-159 Activate, KO a Hellfire Club character you control -> Draw a card. You may put a +1 ATK / +1 DEF counter on a character you control. | . Power and Wealth MXM MXM-160 3 Plot Twist R MXM-160 As an additional cost to play Power and Wealth, exhaust two Hellfire Club characters you control. | Search your deck for a location or plot twist card, reveal that card, put it into your hand, and shuffle your deck. . Power Play MXM MXM-161 7 Plot Twist R MXM-161 Play Power Play only if you control three or more hidden Hellfire Club characters. | At the start of the next phase, gain control of the initiative. | You cannot play plot twists this game. . Raising Hell MXM MXM-162 2 Plot Twist C MXM-162 You may KO a Hellfire Club character you control. If you do, KO target stunned character with cost 4 or less. . Shaw Industries MXM MXM-163 4 Location U MXM-163 While you control exactly one visible character, that character gets +1 ATK / +1 DEF. While you control two or more hidden Hellfire Club characters, that character gets an additional +1 ATK / +1 DEF. . The Hellfire Club MXM MXM-164 3 Location C MXM-164 Hidden attackers you control get +1 ATK. | Activate -> Move target Hellfire Club character with Concealed. | you control to your hidden or visible area. . Above and Below | Team-Up MXM MXM-165 2 Plot Twist [Ongoing] U MXM-165 Play Above and Below only if you control an X-Men character and a Morlocks character. | Draw a card. | Ongoing: Crossover X-Men and Morlocks. . Blow the Man Down MXM MXM-166 3 Plot Twist R MXM-166 Play Blow the Man Down only during your attack step and only if you control an Energy character. | Exhaust all unprotected visible characters target opponent controls. | . Chill Out! MXM MXM-167 2 Plot Twist [Ongoing] R MXM-167 Play Chill Out! only if you control an Energy character. | Whenever target visible character attacks this turn, it cannot ready during the recovery phase this turn. | Ongoing: Your opponents cannot use a character's payment power if it has already been used this turn. . Drain Essence MXM MXM-168 2 Plot Twist C MXM-168 As an additional cost to play Drain Essence, exhaust an Energy character you control. | KO target stunned character. Gain endurance equal to the cost of the character you exhausted. . Feel the Burn MXM MXM-169 2 Plot Twist C MXM-169 Target attacker you control gets +2 ATK this attack. If that attacker is an Energy character, each of your opponents loses 3 endurance. | . Magnetic Force MXM MXM-170 3 Plot Twist U MXM-170 You may exhaust an Energy character you control. If you do, exhaust target character if its cost is less than the cost of the character you exhausted. | . The Evil Eye MXM MXM-171 2 Plot Twist C MXM-171 As an additional cost to play The Evil Eye, exhaust an Energy character you control. | Target opponent loses 5 endurance. . Phase Shift MXM MXM-172 1 Plot Twist C MXM-172 Target character has flight and range and gets +1 ATK this turn. | Phase Shift has the Energy trait in your hand, deck, and KO'd pile. . Memory Probe MXM MXM-173 2 Plot Twist C MXM-173 As an additional cost to play Memory Probe, exhaust a Mental character you control. | Look at the top X cards of your deck, where X is the cost of the character you exhausted. Put one of those cards into your hand and the rest on the bottom of your deck. . Mental Domination MXM MXM-174 2 Plot Twist U MXM-174 Play Mental Domination only if you control a Mental defender. | Choose one: Target attacker gets -3 DEF this attack; or negate target effect from a non-ongoing plot twist. . Mind Control MXM MXM-175 3 Plot Twist C MXM-175 Play Mind Control only if you control a Mental character. Target character cannot cause breakthrough while attacking a character this turn. . Psi-Link MXM MXM-176 2 Plot Twist [Ongoing] R MXM-176 Play Psi-Link only if you control a Mental character. | As an additional cost to play Psi-Link, choose a Mutant trait. | Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Mental or the chosen trait are Mutants and have both traits. . Psionic Storm MXM MXM-177 2 Plot Twist C MXM-177 Target attacker you control gets +2 ATK this attack. If that attacker is a Mental character, it has invulnerability this attack. | | . Psychic Armor MXM MXM-178 1 Plot Twist C MXM-178 Target character has flight and range this turn and gets +2 DEF while attacking this turn. | Psychic Armor has the Mental trait in your hand, deck, and KO'd pile. . Psychic Struggle MXM MXM-179 3 Plot Twist R MXM-179 Play Psychic Struggle only if you control a Mental character. | Negate target plot twist or location effect targeting a character you control. . Immovable MXM MXM-180 2 Plot Twist C MXM-180 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. . Kidney Punch MXM MXM-181 2 Plot Twist C MXM-181 Target attacker you control gets +2 ATK this attack. If that attacker is a Physical character, it gets an additional +2 DEF this attack. . Kill or be Killed MXM MXM-182 2 Plot Twist C MXM-182 Target Physical attacker or defender you control gets +3 ATK this turn. . Mob Mentality MXM MXM-183 3 Plot Twist [Ongoing] R MXM-183 Target character you control gets +3 ATK while attacking this turn. | Ongoing: Each Physical character you control cannot be stunned by effects your opponents control unless it is attacking or defending. . Momentary Distraction MXM MXM-184 3 Plot Twist R MXM-184 As an additional cost to play Momentary Distraction, exhaust a Physical defender you control. | Target defender cannot be stunned this attack while its cost is greater than the combined cost of all attackers. . Pack Tactics MXM MXM-185 1 Plot Twist C MXM-185 Target character has flight and range this turn and gets +2 ATK while defending this turn. | Pack Tactics has the Physical trait in your hand, deck, and KO'd pile. . Special Delivery MXM MXM-186 2 Plot Twist U MXM-186 Target Physical attacker you control cannot be stunned this attack. . Krakoa | Island Monster MXM MXM-187 7 Character 17 16 C MXM-187 Mutant - Mental. When Krakoa comes into play, you may KO a resource you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck. . Multiple Man <> Jamie Madrox | Army MXM MXM-188 1 Character 1 1 U MXM-188 Mutant - Physical. Multiple Man has the team affiliations of each other character you control. | Whenever Multiple Man becomes stunned, you may remove him from the game. If you do, you may put up to two character cards named Multiple Man from your hand into your front row. | . Wolverine | Patch MXM MXM-189 4 Character 8 8 R MXM-189 Mutant - Physical. Discard an unaffiliated character card -> Wolverine gets +3 ATK this turn. Use this power only once per turn. . X-23 | Laura Kinney MXM MXM-190 3 Character 8 4 R MXM-190 Mutant - Physical. As an additional cost to recruit X-23, discard two cards. | While you control another X-Men character, X-23 has the X-Men affiliation. . Alter Density MXM MXM-191 1 Plot Twist C MXM-191 If you control four or more face-down resources, target attacker or defender you control gets +2 DEF this attack. . Brave New World | Team-Up MXM MXM-192 3 Plot Twist [Ongoing] C MXM-192 As an additional cost to play Brave New World, choose two different team affiliations and a Mutant trait among characters you control. | Ongoing: Crossover the chosen team affiliations. | Characters you control, as well as cards in your hand, deck, and KO'd pile with either of the chosen affiliations are Mutants and have the chosen trait. . District X MXM MXM-193 1 Location U MXM-193 At the start of the combat phase, choose a Mutant trait. Characters you control, as well as cards in your hand, deck, and KO'd pile are Mutants and have the chosen trait this turn. . Enemy of My Enemy MXM MXM-194 3 Plot Twist R MXM-194 As an additional cost to play Enemy of My Enemy, discard a character card. | Search your deck for an affiliated character card that does not share a printed affiliation with the card you discarded. Reveal that card, put it into your hand, and shuffle your deck. . Homo Superior MXM MXM-195 1 Plot Twist C MXM-195 Target Mutant attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if a non-Mutant character is defending. . Image Inducer MXM MXM-196 0 Equipment C MXM-196 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.) | Equipped character has the team affiliations of each | character you control. | Equipped character gets +1 ATK and an additional +1 ATK if it has two or more team affiliations. . Leadership Challenge MXM MXM-197 1 Plot Twist C MXM-197 Target leader attacker you control gets +2 ATK / +2 DEF this attack and an additional +1 ATK / +1 DEF this attack if a leader is defending. . Mindtap Mechanism MXM MXM-198 1 Equipment U MXM-198 Concealed-Optional. | Equipped character gets +3 ATK. | At the start of the recovery phase, put a +1 ATK / +1 DEF counter on equipped character. . Mutant Massacre MXM MXM-199 2 Plot Twist [Ongoing] U MXM-199 As an additional cost to play Mutant Massacre, exhaust a Mutant you control. | Remove target stunned character from the game. | Ongoing: Your opponents cannot recruit non-Army character cards with the same name and version as the character you removed. . Mutopia | Team-Up MXM MXM-200 2 Plot Twist [Ongoing] C MXM-200 As an additional cost to play Mutopia, choose two or more different team affiliations among characters you control that share the same Mutant trait. | Draw a card. | Ongoing: Crossover all chosen affiliations. . Super Hero Showdown MXM MXM-201 2 Plot Twist C MXM-201 Target attacker or defender you control with two or more team affiliations gets +2 DEF this attack. . Teamwork MXM MXM-202 1 Plot Twist [Ongoing] U MXM-202 You may discard a card. If you do, search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck. | Ongoing: Team-Up resources you control cannot be the target of plot twist effects your opponents control. . Franklin Richards | Trapped in Time MXM MXM-203 4 Character Fantastic Four [Range] 7 7 R MXM-203 Mutant - Energy. Cosmic: Franklin Richards gets +1 ATK / +1 DEF for each equipped character you control. Kristoff Von Doom | Pretender to the Throne MXM MXM-204 5 Character Doom [Range] 10 9 R MXM-204 You are considered to control Dr. Doom. | Your opponents cannot play non-Team-Up plot twists with the same name as a face-up resource. Sentinel Mark VI | Army MXM MXM-205 4 Character Sentinel [Flight] [Range] 7 6 U MXM-205 Sentinel Mark VI gets +2 ATK / +2 DEF while attacking a Mutant or defending against a Mutant. Toxin | Patrick Mulligan MXM MXM-206 3 Character Spider-Friends 4 5 U MXM-206 Evasion | Whenever Toxin becomes stunned during the combat phase, target opponent loses 2 endurance for each stunned character he controls. | . Man-Bull | William Taurens MXM MXM-207 3 Character Sinister Syndicate 5 4 R MXM-207 Exhaust a character you control -> Man-Bull gets +1 ATK this turn. | Exhausted characters you control cannot be stunned by or targeted by effects from non-ongoing plot twists your opponents control. | . Black Panther | King of Wakanda MXM MXM-208 3 Character Marvel Knights 4 4 U MXM-208 Concealed-Optional. | When Black Panther comes into play, search your deck for an equipment card with cost 1 or less, equip it to Black Panther, and shuffle your deck. . Henrietta Hunter | X-Celebrity MXM MXM-209 5 Character X-Statix 9 10 U MXM-209 Mutant - Physical. Leader: KO a non-Army character adjacent to Henrietta Hunter -> Draw a card. Use this power only during the combat phase. . Doctor Sun | Creator of Project: Mind MXM MXM-210 2 Character Crime Lords [Range] 3 3 R MXM-210 Pay 2 endurance, KO Doctor Sun -> | Remove all attackers from this attack. Use this power only if you control a defender with reinforcement. Witch Woman | Linda Littletrees MXM MXM-211 4 Character Underworld [Range] 7 8 U MXM-211 Remove two character cards in your KO'd pile from the game -> Target opponent cannot play more than one plot twist during the combat phase this turn. Doctor Druid | Anthony Druid MXM MXM-212 4 Character Avengers [Range] 7 8 U MXM-212 Reservist | Leader: Characters adjacent to Doctor Druid get +2 DEF while you control four or more face-down resources. Sub-Mariner | Namor MXM MXM-213 5 Character Avengers [Flight] 9 9 U MXM-213 Reservist | Leader: Characters adjacent to Sub-Mariner get +1 ATK. | Whenever a character adjacent to Sub-Mariner stuns a character during the combat phase, you may replace a resource you control. Lady Lark | Skylark MXM MXM-214 3 Character Squadron Supreme [Flight] [Range] 4 5 R MXM-214 Reservist | 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. Mysterium | Joseph Lightner MXM MXM-215 9 Character Squadron Supreme [Flight] [Range] 24 24 R MXM-215 Reservist | If Mysterium would cause breakthrough while attacking a character, instead, that character's controller loses the game. Genis-Vell <> Photon | Transformed MXM MXM-216 6 Character Thunderbolts [Flight] [Range] 14 12 U MXM-216 Reservist | Discard Genis-Vell -> Target character you control with cost 3 or less gets +2 DEF this attack. Use this power only if Genis-Vell is in your hand. Mech Bay MXM MXM-217 3 Location R MXM-217 Whenever a ready Thunderbolts defender you control stuns an attacker, that attacker cannot ready this turn. | Activate -> Target character you control gets +2 ATK this attack. Target opponent may draw a card. . Absorbing Man | Carl Creel MXM MXM-218 4 Character Masters of Evil 7 7 R MXM-218 Whenever Absorbing Man stuns a character, put a +1 ATK / +1 DEF counter on Absorbing Man. | Remove a +1 ATK / +1 DEF counter from Absorbing Man -> Gain 1 resource point. Spend this resource point only to pay the cost of a payment power. Use this power only once per turn and only during your recruit step. . Gargantua | Edward Cobert MXM MXM-219 1 Character Masters of Evil 2 1 R MXM-219 Pay 1 resource point -> Put a +1 ATK / +1 DEF counter on Gargantua. Use this power only once per turn. . Kang | Scarlet Centurion MXM MXM-220 4 Character Kang Council [Range] 7 7 U MXM-220 Concealed. | Kang is not unique. | Activate, move Kang from your hidden area to your visible area -> Negate target effect from a non-ongoing plot twist. Beast | Quick Thinker MXS MXS-001 1 Character X-Men 1 1 C MXS-001 While attacking, Beast gets +1 ATK/+1 DEF. Colossus | Steadfast Protector MXS MXS-002 5 Character X-Men 10 10 U MXS-002 While you have 25 or less endurance Colossus has reinforcement. Cyclops | Optic Blast MXS MXS-003 3 Character X-Men [Range] 5 4 C MXS-003 Whenever Cyclops attacks, each opponent loses 2 endurance. Iceman | Ice Armor MXS MXS-004 4 Character X-Men 7 6 C MXS-004 While defending, Iceman gets -3 ATK/+3 DEF. Jean Grey | Telekinetic Fighter MXS MXS-005 2 Character X-Men 3 2 C MXS-005 When Jean Grey comes into 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. Nightcrawler | Teleporting Teammate MXS MXS-006 4 Character X-Men 9 6 U MXS-006 Activate -> Target X-Men defender you control has reinforcement this attack. Professor X | Friend of the Mutants MXS MXS-007 7 Character X-Men [Range] 15 14 R MXS-007 X-Men characters in your front row get +2 ATK. | X-Men characters in your support row get +2 DEF. Rogue | Energy Drain MXS MXS-008 3 Character X-Men [Flight] 4 4 C MXS-008 Whenever Rogue stuns a character, gain 2 endurance. Storm | Wind Control MXS MXS-009 6 Character X-Men [Flight] [Range] 12 12 C MXS-009 Characters you control have. Wolverine | Adamantium Claws MXS MXS-010 5 Character X-Men 10 9 C MXS-010 Pay 2 endurance -> Wolverine gets +3 ATK/-3 DEF this attack. | Use this power only once per turn. Cerebra MXS MXS-011 2 Location U MXS-011 Activate -> Reveal the top card of your deck. | If it is an X-Men character card with a cost of 4 or greater, put it into your hand. | Otherwise put it on the bottom of your deck. Duck and Cover MXS MXS-012 2 Plot Twist C MXS-012 Target X-Men defender you control gets +2 DEF this attack. Eye of the Storm MXS MXS-013 3 Plot Twist U MXS-013 Play Eye of the Storm only if you control an X-Men character. | If you control no stunned characters gain 4 endurance. Trickshot MXS MXS-014 2 Plot Twist C MXS-014 Target X-Men attacker or defender you control gets +2 ATK this attack if it is in your front row or +3 attack if it is in your support row. Xavier Institute for Higher Learning MXS MXS-015 3 Location U MXS-015 Activate -> Target X-Men attacker or defender you control gets +1 ATK/+1 DEF this attack. Avalanche | Seismic Shockwave MXS MXS-016 3 Character Brotherhood 5 4 C MXS-016 Whenever Avalanche stuns a defender, exhaust target character an opponent controls. Destiny | Future Sight MXS MXS-017 2 Character Brotherhood 2 2 C MXS-017 Whenever Destiny stuns a defender, draw a card. Magneto | Enemy of Man MXS MXS-018 7 Character Brotherhood [Flight] [Range] 16 14 R MXS-018 Whenever a character you control causes breakthrough, KO target stunned character opponent controls. Mastermind | Illusion Control MXS MXS-019 1 Character Brotherhood 2 1 C MXS-019 Mystique | Villainous Shapeshifter MXS MXS-020 4 Character Brotherhood 8 7 U MXS-020 Whenever Mystique stuns an exhausted defender, KO that defender. Pyro | Flame Thrower MXS MXS-021 5 Character Brotherhood [Range] 9 9 U MXS-021 Activate -> Target opponent loses 4 endurance. Quicksilver | Magneto's Son MXS MXS-022 6 Character Brotherhood 12 12 C MXS-022 At the start of your attack step, exhaust target support row character an opponent controls. Sabretooth | Killer Instinct MXS MXS-023 5 Character Brotherhood 9 9 C MXS-023 Sabretooth gets +2 ATK for each stunned character your opponents control. Scarlet Witch | Magneto's Daughter MXS MXS-024 3 Character Brotherhood [Range] 5 3 C MXS-024 When Scarlet Witch comes into play, target opponent loses 3 endurance. Toad | Leaping Lackey MXS MXS-025 4 Character Brotherhood 7 7 C MXS-025 Pay 2 endurance -> Toad has flight this turn. | While attacking this turn, Toad gets +2 ATK. | Use this power only once per turn. Brotherhood Hideout MXS MXS-026 2 Location U MXS-026 Activate -> Reveal the top card of your deck. If it is a Brotherhood character card with a cost of 4 or less, put it into your hand. Otherwise, put it on the bottom of your deck. Flattened! MXS MXS-027 2 Plot Twist C MXS-027 Target Brotherhood attacker you control gets +3 ATK this attack. Hammer Bay MXS MXS-028 1 Location U MXS-028 Brotherhood characters you control get +1 ATK. Playing with Fire MXS MXS-029 2 Plot Twist U MXS-029 As an additional cost to play Playing with Fire, exhaust a Brotherhood character you control. | Target opponent loses 4 endurance. Close the Gap MXS MXS-030 3 Plot Twist C MXS-030 Target character you control has range this turn. | While attacking this turn, that character gets +2 ATK. Tooth and Claw MXS MXS-031 1 Plot Twist C MXS-031 Target attacker or defender you control gets +2 ATK/ -2 DEF this attack. Unexpected Assault MXS MXS-032 3 Plot Twist C MXS-032 Target character you control has flight this turn. | While attacking this turn, that character gets +2 attack. Alan Scott <> Sentinel | Golden Age Guardian DCR DCR-001 7 Character JSA [Flight] [Range] 16 15 R DCR-001 Willpower 6 | 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 ATK / +3 DEF while in combat with a character with greater cost this turn. If you do, you cannot play plot twists turn. Atom Smasher | Al Rothstein DCR DCR-002 1 Character JSA 1 1 U DCR-002 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.) | Activate -> Put a +1 ATK / +1 DEF counter on Atom Smasher. Batman | Earth 2 DCR DCR-003 4 Character JSA & Gotham Knights 8 7 C DCR-003 Exhaust an Earth 2 character you control, discard a card -> Target player replaces a non-Team-Up location or non-Team-Up ongoing plot twist he controls. Use this power only once per turn. Black Adam | Ruthless Hero DCR DCR-004 7 Character JSA [Flight] [Range] 14 16 C DCR-004 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.) | Exhausted JSA characters you control get +2 ATK. Captain Marvel | Earth's Mightiest Mortal DCR DCR-005 6 Character JSA 1 1 R DCR-005 Reservist | Captain Marvel does not come into play with a cosmic counter. | Discard a JSA character card, say "Shazam!" -> Put a cosmic counter on Captain Marvel. | Cosmic: Captain Marvel gets +13 ATK / +13 DEF and has. Carter Hall <> Hawkman | Eternal Champion DCR DCR-006 5 Character JSA [Flight] [Range] 8 7 C DCR-006 Carter Hall gets +1 ATK / +1 DEF for each exhausted, non-stunned, non-Army character you control. Charles McNider <> Dr. Mid-Nite | Golden Age Academic DCR DCR-007 4 Character JSA 7 7 U DCR-007 Reservist, Concealed | Activate -> Move target character you control to your hidden or visible area. Chay-Ara <> Hawkgirl | Eternal Companion DCR DCR-008 1 Character JSA [Flight] 2 1 C DCR-008 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, put it into your hand, and shuffle your deck. Dr. Fate | Lord of Order DCR DCR-009 8 Character JSA [Flight] [Range] 20 20 R DCR-009 Concealed-Optional, Willpower 4 | When Dr. Fate comes into play, you may search your deck and KO'd pile for up to three Fate Artifact cards, reveal them, put them into your hand, and shuffle your deck. Hourman III <> Hourman | Time Machine DCR DCR-010 5 Character JSA [Flight] [Range] 7 7 U DCR-010 Free -> Hourman III gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn. Huntress | Earth 2 DCR DCR-011 3 Character JSA & Gotham Knights [Range] 5 4 C DCR-011 Characters you control and character cards you own in all zones gain the version Earth 2. Jakeem Williams | JJ Thunder DCR DCR-012 1 Character JSA 1 1 U DCR-012 Reservist | Activate -> If Jakeem Williams is in play, search your deck for a JSA character card with cost 4 or greater, reveal it, put it into your hand, and shuffle your deck. Put Jakeem Williams on the top of your deck. Jay Garrick <> The Flash | Golden Age Speedster DCR DCR-013 6 Character JSA 12 12 R DCR-013 Cosmic: Whenever Jay Garrick becomes stunned, recover and ready him, and he gets -4 ATK / -4 DEF this turn. Katar Hol <> Hawkman | Eternal Hero DCR DCR-014 4 Character JSA & JLA [Flight] [Range] 8 6 C DCR-014 Discard a card that shares an identity with an attacker or defender you control -> Power-up target attacker or defender you control. | Ally: Whenever a character you control becomes powered-up, it gets an additional +1 DEF this attack. Kate Spencer <> Manhunter | Fearless Renegade DCR DCR-015 2 Character JSA & Manhunter 3 2 U DCR-015 Characters you control get +1 ATK while attacking a character with greater cost. | Free -> Target hidden character an opponent controls can be attacked by characters you control with lesser cost this turn. Use this power only once per turn. Kendra Saunders <> Hawkgirl | Eternal Heroine DCR DCR-016 3 Character JSA & JLA [Flight] 5 4 C DCR-016 Discard a card that shares an identity with an attacker or defender you control -> Power-up target attacker or defender you control. | Ally: Whenever a character you control becomes powered-up, it gets an additional +1 ATK this attack. Michael Holt <> Mr. Terrific | Renaissance Man DCR DCR-017 3 Character JSA [Range] 4 4 C DCR-017 Concealed-Optional (You may have this character come into play in the hidden area.) | Exhausted JSA characters you control get +2 ATK / +2 DEF while in combat with a character with greater cost. Power Girl | Earth 2 DCR DCR-018 6 Character JSA [Flight] 13 12 C DCR-018 Power Girl gets +4 ATK / +4 DEF while in combat with a character with greater cost. | Boost 2: When Power Girl comes into play, Earth 2 characters you control get +4 ATK / +4 DEF while in combat with a character with greater cost this turn. Prince Khufu <> Hawkman | Eternal Warrior DCR DCR-019 2 Character JSA [Flight] 3 2 C DCR-019 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, put it into your hand, and shuffle your deck. Rex Tyler <> Hourman | Inventor of Miraclo DCR DCR-020 3 Character JSA 3 3 R DCR-020 Free -> Rex Tyler gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn. Richard Tyler <> Hourman | Man of the Hour DCR DCR-021 4 Character JSA 5 5 U DCR-021 Free -> Richard Tyler gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn. Sand | Sanderson Hawkins DCR DCR-022 4 Character JSA 7 7 C DCR-022 Vengeance: Whenever Sand becomes stunned and you control no other ready characters, recover Sand at the start of the recovery phase this turn. Stargirl | Courtney Whitmore DCR DCR-023 2 Character JSA [Flight] [Range] 3 1 C DCR-023 Stargirl gets +3 DEF while exhausted. Superman | Earth 2 DCR DCR-024 6 Character JSA [Flight] [Range] 13 12 C DCR-024 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 ATK / +1 DEF this attack. | Boost 1: When Superman comes into play, put two +1 ATK / +1 DEF counters on each Earth 2 character you control. Ted Grant <> Wildcat | Golden Age Pugilist DCR DCR-025 3 Character JSA 4 4 C DCR-025 Ted Grant gets +3 ATK while exhausted. Terry Sloane <> Mr. Terrific | Golden Age Gold Medalist DCR DCR-026 1 Character JSA 1 1 C DCR-026 Concealed-Optional (You may have this character come into play in the hidden area.) | Exhausted characters you control get +1 ATK / +1 DEF while in combat with a character with greater cost. The Phantom Stranger | Wandering Hero DCR DCR-027 7 Character JSA [Flight] [Range] 14 17 U DCR-027 Willpower 5 | Discard The Phantom Stranger -> Power-up target JSA attacker or defender. Use this power only if The Phantom Stranger is in your hand. | Exhaust two characters you control -> Return The Phantom Stranger from your KO'd pile to your hand. Use this power only during the build phase and only if The Phantom Stranger is in your KO'd pile. Thunderbolt | Yz DCR DCR-028 5 Character JSA [Flight] [Range] 9 8 R DCR-028 Reservist | Activate, discard two JSA character cards or a card named Jakeem Williams -> Search your deck for a card, put it into your hand, and shuffle your deck. Use this power only once per turn. Wesley Dodds <> The Sandman | Golden Age Gunman DCR DCR-029 2 Character JSA 2 3 U DCR-029 Reservist | At the start of the combat phase, if you have the initiative, target player exhausts a ready character he controls. That character cannot ready this turn. Wonder Woman | Earth 2 DCR DCR-030 5 Character JSA 10 9 C DCR-030 Willpower 3 | Earth 2 defenders you control have reinforcement. A Moment of Crisis DCR DCR-031 2 Plot Twist C DCR-031 Choose an identity. Characters you control gain the chosen identity this turn. | If you control a JSA character and A Moment of Crisis is in your resource row, draw a card. Advance Warning DCR DCR-032 3 Plot Twist R DCR-032 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. Allied Against the Dark | Team-Up DCR DCR-033 2 Plot Twist [Ongoing] C DCR-033 As an additional cost to play Allied Against the Dark, choose up to two team affiliations among characters you control. | Ongoing: Crossover the chosen affiliations. | Exhausted JSA defenders you control get +1 ATK. Brothers in Arms DCR DCR-034 3 Plot Twist U DCR-034 As an additional cost to play Brothers in Arms, exhaust a non-attacking, non-defending JSA character you control. | Target attacker or defender you control gets +X ATK this attack, where X is the ATK of the character you exhausted. Double Play DCR DCR-035 2 Plot Twist U DCR-035 Ready target JSA team attacker you control that shares an identity with another attacker you control. The character you readied cannot be stunned while team attacking this turn and cannot cause breakthrough this turn. Heroic Rescue DCR DCR-036 1 Plot Twist [Ongoing] C DCR-036 Target JSA character you control and all non-Army characters you control that share an identity with it have reinforcement this turn. | Ongoing: Pay 1 resource point -> Target character gets +2 DEF this turn. Use this power only once per turn. JSA Headquarters DCR DCR-037 2 Location R DCR-037 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 remaining cards on the bottom of your deck. Discard a card for each card you put into your hand. Justice United | Team-Up DCR DCR-038 2 Plot Twist [Ongoing] C DCR-038 As an additional cost to play Justice United, choose two different team affiliations among characters you control. | If you chose JLA and JSA, return a character card from your KO'd pile to your hand. | Ongoing: Crossover the chosen affiliations. Living Legacy DCR DCR-039 2 Plot Twist U DCR-039 As an additional cost to play Living Legacy, exhaust a JSA character you control. | Search your deck for a card that shares an identity with a character you control, reveal it, put it into your hand, and shuffle your deck. Taking Up the Mantle DCR DCR-040 1 Plot Twist [Ongoing] C DCR-040 As an additional cost to play Taking Up the Mantle, remove a JSA character card in your KO'd pile from the game and choose a character you control. | Put a +1 ATK / +1 DEF counter on the chosen character. | Ongoing: The chosen character gains the identities of the card you removed. The Rock of Eternity DCR DCR-041 4 Location R DCR-041 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. T-Spheres DCR DCR-042 1 Equipment C DCR-042 Concealed-Optional | T-Spheres costs 1 less to recruit while you control a JSA character. | Equipped character gets +3 ATK / +3 DEF while in combat with a character with greater cost. Black Alice | Lori Zechlin DCR DCR-043 5 Character Shadowpact [Flight] [Range] 9 9 U DCR-043 Pay half your endurance, rounded up -> Black Alice gets +3 ATK / +3 DEF this attack. Use this power only once per turn and only while Black Alice is in combat. Blackbriar Thorn | Druid of Cymru DCR DCR-044 2 Character Shadowpact 2 2 U DCR-044 Willpower 1 | Whenever you play a Magic plot twist, put a +1 ATK / +1 DEF counter on Blackbriar Thorn. Blue Devil | Dan Cassidy DCR DCR-045 2 Character Shadowpact [Range] 4 2 C DCR-045 When Blue Devil comes into play, lose 4 endurance. | When Blue Devil leaves play, gain 6 endurance. (You gain the endurance even if he is stunned.). Blue Devil | Big Blue DCR DCR-046 5 Character Shadowpact [Range] 10 10 C DCR-046 When Blue Devil comes into play, lose 4 endurance. | When Blue Devil leaves play, gain 8 endurance. (You gain the endurance even if he is stunned.). Captain Marvel | Champion of Magic DCR DCR-047 8 Character Shadowpact [Flight] 22 18 R DCR-047 Loyalty | Pay 25 endurance -> You win the game. Detective Chimp | Bobo T. Chimpanzee DCR DCR-048 1 Character Shadowpact 1 1 C DCR-048 Loyalty-Reveal, Concealed | Pay 1 endurance -> Choose a team affiliation. Affiliated characters you control and affiliated character cards you own in all zones gain the chosen affiliation this turn. Use this power only once per turn. [BANNED] Detective Chimp | Shoeless Gumshoe DCR DCR-049 3 Character Shadowpact 5 4 R DCR-049 Remove Detective Chimp from the game -> Search your deck for a Shadowpact character card, reveal it, put it into your hand, and shuffle your deck. Use this power only if Detective Chimp is in your hand and only if you have 25 or less endurance. Dr. Fate | Hector Hall DCR DCR-050 6 Character Shadowpact [Flight] [Range] 12 12 C DCR-050 Concealed-Optional, Willpower 4 | Other characters you control get +1 ATK for each equipment equipped to Dr. Fate. | Equipment you control and equipment cards you own in all zones have concealed-optional. Dr. Occult | Richard Occult DCR DCR-051 4 Character Shadowpact 7 7 C DCR-051 While you have 25 or less endurance, Dr. Occult gets +2 ATK / +2 DEF and an additional +1 ATK / +1 DEF if you have 10 or less endurance. | Boost 2: When Dr. Occult comes into play, if you don't control Rose Psychic, search your deck for a card named Rose Psychic, put it into your front row, and shuffle your deck. Ibis | Prince Amentep DCR DCR-052 3 Character Shadowpact 4 5 C DCR-052 While any opponent has more endurance than you, Ibis gets +2 ATK and has. June Moon <> Enchantress | Good Witch DCR DCR-053 4 Character Shadowpact [Flight] [Range] 7 7 R DCR-053 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. June Moon <> Enchantress | Bad Witch DCR DCR-054 6 Character Shadowpact [Flight] [Range] 12 12 R DCR-054 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 this power only during your attack step. Madame Xanadu | Cartomancer DCR DCR-055 1 Character Shadowpact 1 1 U DCR-055 Activate -> If Madame Xanadu is in play, search your deck for a Magic plot twist card, reveal it, put it into your hand, and shuffle your deck. Put Madame Xanadu on the top of your deck. Manitou Dawn | Spirit Shaman DCR DCR-056 2 Character Shadowpact 2 3 C DCR-056 Willpower 1 | Whenever you play a Magic plot twist, gain 2 endurance. Nightmaster | Jim Rook DCR DCR-057 1 Character Shadowpact 2 1 C DCR-057 While you control a Shadowpact character, you may pay 3 endurance rather than pay Nightmaster's recruit cost. | Whenever you play a Magic plot twist, Nightmaster gets +2 ATK this turn, and you lose 2 endurance. Nightmaster | Demon Slayer DCR DCR-058 5 Character Shadowpact 9 9 R DCR-058 While you control a Shadowpact character and five or more resources, you may pay 20 endurance rather than pay Nightmaster's recruit cost. | Pay 1 resource point -> Gain 5 endurance. Use this power only once per turn. Nightshade | Eve Eden DCR DCR-059 1 Character Shadowpact [Range] 1 1 C DCR-059 Concealed-Optional (You may have this character come into play in the hidden area.) | Pay 3 endurance -> Nightshade gets +1 ATK this attack. Nightshade | Shadow Siren DCR DCR-060 4 Character Shadowpact [Range] 8 6 C DCR-060 Concealed-Optional | 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. Ragman | Patchmonger DCR DCR-061 2 Character Shadowpact & Gotham Knights 3 3 U DCR-061 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 ATK / +1 DEF counter on Ragman. Ragman | Redeemer of Souls DCR DCR-062 5 Character Shadowpact & Gotham Knights 10 8 C DCR-062 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 ATK / +1 DEF counter on Ragman for each card you removed. Rose Psychic | Ghost Detective DCR DCR-063 3 Character Shadowpact 5 3 C DCR-063 Concealed-Optional | At the start of the combat phase, lose 3 endurance. | At the start of the recovery phase, gain 6 endurance. | Boost 3: When Rose Psychic comes into play, if you don't control Dr. Occult, search your deck for a card named Dr. Occult, put it into your front row, and shuffle your deck. Shazam | The Sorcerer DCR DCR-064 7 Character Shadowpact [Range] 15 16 R DCR-064 Loyalty-Reveal, Willpower 6 | 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 cannot play plot twists this turn. The Phantom Stranger | Fallen Angel DCR DCR-065 7 Character Shadowpact [Flight] [Range] 17 14 C DCR-065 Willpower 5 | Remove The Phantom Stranger from the game -> Target Shadowpact attacker or defender gets +1 ATK / +1 DEF this attack and an additional +1 ATK / +1 DEF this attack if you have 10 or less endurance. Use this power only if The Phantom Stranger is in your hand. Witchfire | Rebecca Carstairs DCR DCR-066 4 Character Shadowpact [Flight] [Range] 8 6 C DCR-066 Willpower 3 | Whenever Witchfire stuns a character and you have 25 or less endurance, gain endurance equal to that character's cost. Zatanna | Magical Manipulator DCR DCR-067 3 Character Shadowpact [Range] 4 5 C DCR-067 Willpower 2 | Whenever you play a Magic plot twist, you may pay 3 endurance. If you do, draw a card. Zatanna | Showstopper DCR DCR-068 6 Character Shadowpact [Range] 12 13 C DCR-068 Willpower 5 | Pay 3 endurance -> If you control another Shadowpact character, draw a card. Abjuration | Magic DCR DCR-069 1 Plot Twist [Ongoing] U DCR-069 As an additional cost to play Abjuration, pay 5 endurance. | Target Shadowpact defender gets +3 DEF this attack. | Ongoing: At the start of the build phase, gain 5 endurance if you have 10 or less endurance. Chimp Detective Agency DCR DCR-070 2 Location R DCR-070 Activate, pay 3 endurance -> Reveal the top three cards of your deck. Put a revealed Shadowpact character card into your hand and the remaining cards on the bottom of your deck. Collecting Souls | Magic DCR DCR-071 1 Plot Twist [Ongoing] C DCR-071 Target Shadowpact character gets +1 ATK / +1 DEF this turn, and you lose 1 endurance. | Ongoing: Pay 1 resource point -> Remove a character card in a KO'd pile from the game. If you do, put a +1 ATK / +1 DEF counter on a character you control. Use this power only once per turn. Conjuration | Magic DCR DCR-072 3 Plot Twist R DCR-072 Play Conjuration only during your recruit step. | 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. Divination | Magic DCR DCR-073 2 Plot Twist C DCR-073 As an additional cost to play Divination, discard a Shadowpact character card and pay 3 endurance. | Look at the top three cards of your deck. Put one into your hand and the rest on the bottom of your deck. Magical Conduit | Magic DCR DCR-074 3 Plot Twist U DCR-074 As an additional cost to play Magical Conduit, pay X endurance. | Target Shadowpact attacker or defender you control gets +X ATK this attack and cannot cause breakthrough this attack. Mystical Binding | Magic DCR DCR-075 3 Plot Twist C DCR-075 Play Mystical Binding only during your attack step and only if you control a Shadowpact character. | As an additional cost to play Mystical Binding, pay 3 endurance. | Target character gets -3 DEF this turn and cannot attack this turn. Spectral Slaughter | Magic DCR DCR-076 4 Plot Twist R DCR-076 Play Spectral Slaughter only during your attack step. | As an additional cost to play Spectral Slaughter, discard a Shadowpact character card. | Stun all characters with cost 2 or less. Lose 1 endurance for each character stunned this way. Stepping Between Worlds | Magic DCR DCR-077 3 Plot Twist C DCR-077 Play Stepping Between Worlds only during the combat phase and only if you control a Shadowpact character. | The controller of target unprotected, unequipped character moves it to his hidden area. Lose endurance equal to that character's cost. The Conclave | Magic DCR DCR-078 2 Plot Twist R DCR-078 Play The Conclave only if you control a Shadowpact character. | As an additional cost to play The Conclave, pay 4 endurance. | Negate target effect from a non-ongoing plot twist. The Oblivion Bar DCR DCR-079 1 Location U DCR-079 Activate, pay 3 endurance -> Put a power counter on The Oblivion Bar. | Activate, remove a power counter from The Oblivion Bar -> If you control a Shadowpact character, gain 5 endurance. True Name | Magic DCR DCR-080 1 Plot Twist [Ongoing] C DCR-080 Play True Name only during the build phase and only if you control a Shadowpact character. | Lose 5 endurance. | Ongoing: At the start of the combat phase, you may replace True Name. If you do, gain 5 endurance. Adrian Chase <> Vigilante | Street Justice DCR DCR-081 4 Character Checkmate [Range] 8 6 R DCR-081 Concealed | Backup: Activate -> Whenever target character you control becomes stunned by an attacker this turn, stun that attacker. Use this power only during the build phase. Ahmed Samsarra | White King DCR DCR-082 3 Character Checkmate [Range] 6 6 U DCR-082 Loyalty-Reveal, Concealed-Optional | When Ahmed Samsarra is put into a KO'd pile from play, you lose the game. | Activate -> KO a resource you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck. Amanda Waller | Queen DCR DCR-083 4 Character Checkmate [Range] 8 7 C DCR-083 Concealed | Boost X: When Amanda Waller comes into play, gain 2 resource points for each resource point you paid for X. Spend these resource points only to recruit Checkmate character cards. Annihilation Protocol <> OMAC Robot | Army DCR DCR-084 5 Character Checkmate [Flight] [Range] 10 8 C DCR-084 Exhaust a non-Army character you control -> KO target stunned character. | Boost 2: When Annihilation Protocol comes into play, you may distribute five +1 ATK / +1 DEF counters as you choose among up to five characters you control with the identity OMAC Robot. Arthur Kendrick | Knight DCR DCR-085 3 Character Checkmate [Range] 4 5 C DCR-085 Concealed-Optional (You may have this character come into play in the hidden area.) | Backup: Activate -> Target character you control cannot be stunned while attacking this turn. Use this power only during the build phase. Aspiring Pawn | Army DCR DCR-086 1 Character Checkmate 1 1 C DCR-086 Concealed | Whenever Aspiring Pawn causes breakthrough while attacking a player directly, put a +1 ATK / +1 DEF counter on Aspiring Pawn, and it loses the version Army and gains the version Knight. Black Thorn | Elizabeth Thorne DCR DCR-087 2 Character Checkmate [Range] 3 2 U DCR-087 Loyalty-Reveal, Concealed | Backup: Activate -> Ready a location you control. Use this power only during the build phase and only once per turn. Christopher Smith <> Peacemaker | Obsessed Outlaw DCR DCR-088 3 Character Checkmate [Range] 5 3 U DCR-088 Concealed-Optional | Backup: Activate -> Whenever target character you control stuns a defender this turn, you may stun a character with cost 3 or less. Use this power only during the build phase. Connie Webb | Knight DCR DCR-089 1 Character Checkmate [Range] 1 1 U DCR-089 Activate -> If Connie Webb is in play, search your deck for a Checkmate character card with cost 4 or less, reveal it, put it into your hand, and shuffle your deck. Put Connie Webb on the top of your deck. Elimination Protocol <> OMAC Robot | Army DCR DCR-090 4 Character Checkmate [Flight] [Range] 7 7 C DCR-090 KO a character you control -> Recover target stunned character you control with the identity OMAC Robot. Use this power only once per turn. | Boost 2: When Elimination Protocol comes into play, search your deck for a card with cost 4 or less and the identity OMAC Robot, put it into your front row, and shuffle your deck. Graziella Reza | Knight DCR DCR-091 3 Character Checkmate [Range] 4 5 C DCR-091 Exhaust a location you control -> Graziella Reza gets +1 ATK this turn. Harry Stein | King in Check DCR DCR-092 4 Character Checkmate [Range] 8 8 U DCR-092 When Harry Stein is put into a KO'd pile from play, you lose the game. | Knight characters you control get +1 ATK / +1 DEF. Huntress | Reluctant Queen DCR DCR-093 6 Character Checkmate & Gotham Knights [Range] 13 12 C DCR-093 Discard Huntress, exhaust a location you control -> Negate target plot twist effect targeting a Checkmate or Gotham Knights character you control. Use this power only if Huntress is in your hand. Jacob Lee | Knight DCR DCR-094 1 Character Checkmate [Range] 2 1 U DCR-094 Concealed | You may discard a location card rather than pay Jacob Lee's recruit cost. Maxwell Lord | Black King DCR DCR-095 5 Character Checkmate 10 10 R DCR-095 Loyalty-Reveal | When Maxwell Lord is put into a KO'd pile from play, you lose the game. | Discard a location card -> Target character loses all team affiliations this turn and cannot use payment powers this turn. Use this power only during the combat phase and only once per turn. Neutralization Protocol <> OMAC Robot | Army DCR DCR-096 3 Character Checkmate [Flight] [Range] 4 4 C DCR-096 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 this power only once per turn and only during your recruit step. Retrieval Protocol <> OMAC Robot | Army DCR DCR-097 2 Character Checkmate [Flight] [Range] 2 2 C DCR-097 Discard a character or location card -> Characters you control with the identity OMAC Robot get +1 ATK / +1 DEF this turn. Use this power only once per turn. Roy Harper <> Arsenal | Knight DCR DCR-098 5 Character Checkmate & Teen Titans [Range] 9 9 C DCR-098 Exhaust two locations you control -> Roy Harper gets +1 ATK this turn. | Activate, KO a resource you control -> Stun target attacker with ATK less than Roy Harper's ATK. Sarge Steel | Knight DCR DCR-099 2 Character Checkmate [Range] 3 3 U DCR-099 If a character protected by Sarge Steel would become stunned, instead, you may stun Sarge Steel. | Boost 1: When Sarge Steel comes into play, you may KO target character with cost 1. Sasha Bordeaux | Knight DCR DCR-100 2 Character Checkmate [Range] 3 2 C DCR-100 Sasha Bordeaux gets +1 ATK / +1 DEF while equipped. | Knight team attackers you control get +1 ATK. Sasha Bordeaux | Autonomous Prototype DCR DCR-101 7 Character Checkmate [Range] 14 14 C DCR-101 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 ATK / +2 DEF this turn. If you do, you cannot play plot twists this turn. Surveillance Pawn | Army DCR DCR-102 1 Character Checkmate 2 1 C DCR-102 Concealed | Backup: Activate -> Non-Army characters you control get +1 ATK this turn. Use this power only during the build phase. Valentina Vostok <> Negative Woman | Bishop DCR DCR-103 4 Character Checkmate [Range] 8 6 C DCR-103 Concealed | Backup: Activate -> Characters your opponents control get -3 DEF this turn while Valentina Vostok remains exhausted. Use this power only during the build phase. Brother Eye DCR DCR-104 3 Location U DCR-104 Activate -> Target Checkmate attacker you control gets +X ATK this attack, where X is the number of locations you control. | Activate -> Return target Army Checkmate character card from your KO'd pile to your hand. Brother I Satellite DCR DCR-105 2 Location U DCR-105 Brother I Satellite is not unique. | 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, put it into your hand, and shuffle your deck. Check and Mate! DCR DCR-106 5 Plot Twist R DCR-106 Play Check and Mate! only during the draw phase. | As an additional cost to play Check and Mate!, discard a Checkmate character card. | If you have not played another card named Check and Mate! this game, characters cost 1 more to recruit this turn. Checkmate Armory DCR DCR-107 2 Location C DCR-107 Equipped characters you control get +1 ATK. | Activate, pay 1 resource point -> Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck. Use this power only if you control a Checkmate character. Checkmate Safe House | Team-Up DCR DCR-108 2 Location C DCR-108 Checkmate Safe House is not unique. | As an additional cost to flip Checkmate Safe House, choose up to two team affiliations among characters you control. | Crossover the chosen affiliations. | Activate -> Checkmate characters you control get +1 DEF while defending in your support row this turn. Knight Armor DCR DCR-109 1 Equipment U DCR-109 Knight Armor costs 1 less to recruit while you control a Checkmate character. | Equipped character gets +2 DEF and an additional +2 DEF while attacking. Knightmare Scenario DCR DCR-110 4 Plot Twist U DCR-110 Target attacker or defender you control gets +1 ATK / +1 DEF this attack. If it has the Checkmate affiliation, you may exhaust a location you control. If you do, that character gets an additional +1 ATK / +1 DEF this attack. Knights' Gambit DCR DCR-111 2 Plot Twist R DCR-111 Play Knights' Gambit only during the combat phase and only if you control a Checkmate character. | 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. Laser Watch DCR DCR-112 0 Equipment C DCR-112 Concealed-Optional | Equipped character gets +2 ATK and has. | When Laser Watch comes into play equipping a Checkmate character, you may exhaust a location you control. If you do, draw a card. Pawn of the Black King DCR DCR-113 4 Plot Twist R DCR-113 As an additional cost to play Pawn of the Black King, discard a Checkmate character card and exhaust a location you control. | Target character loses all team affiliations and cannot have team affiliations other than Checkmate this turn. Rook Control DCR DCR-114 4 Location U DCR-114 Rook Control is not unique. | 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. Secret Checkmate HQ DCR DCR-115 1 Location C DCR-115 Flip Secret Checkmate HQ only if you control a defender. | Checkmate characters you control get +2 ATK. | At the start of the combat phase, replace Secret Checkmate HQ. Target Acquired DCR DCR-116 3 Plot Twist C DCR-116 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. Threat Neutralized DCR DCR-117 1 Plot Twist [Ongoing] U DCR-117 Target Checkmate character you control gets +1 ATK / +1 DEF this turn. | Ongoing: If a card would be put into a KO'd pile from play, instead, remove it from the game. Traitor to the Cause DCR DCR-118 3 Plot Twist C DCR-118 As an additional cost to play Traitor to the Cause, stun a front row character you control. | Recover target stunned Checkmate character you control. Alexander Luthor | Duplicitous Doppelganger DCR DCR-119 1 Character Villains United 1 1 U DCR-119 Activate -> If Alexander Luthor is in play, search your deck for a character card with vengeance, reveal it, put it into your hand, and shuffle your deck. Put Alexander Luthor on the top of your deck. Alexander Luthor | Insidious Impostor DCR DCR-120 4 Character Villains United 6 7 R DCR-120 When Alexander Luthor comes into play, draw a card. | Discard a Villains United character card -> Alexander Luthor gets +2 ATK this attack. Alexander Luthor | Diabolical Double DCR DCR-121 6 Character Villains United 11 14 C DCR-121 When Alexander Luthor comes into play, draw two cards. | Boost 1: When Alexander Luthor comes into play, you may put up to two Villains United character cards each with cost 3 or less from your hand into your front row. Bizarro | ME AM BIZARRO #1 DCR DCR-122 4 Character Villains United & Revenge Squad [Flight] [Range] 11 7 C DCR-122 Vengeance: Whenever Bizarro becomes stunned, target opponent gains 4 endurance. Black Adam | Teth-Adam DCR DCR-123 5 Character Villains United [Flight] [Range] 10 8 C DCR-123 Vengeance: Whenever Black Adam becomes stunned, target character gets -3 ATK / -3 DEF this turn. Black Adam | Lord of Kahndaq DCR DCR-124 8 Character Villains United [Flight] [Range] 17 17 R DCR-124 Discard a Villains United character card -> Characters you control get +1 ATK / +1 DEF this turn. Cheetah | Feral Feline DCR DCR-125 1 Character Villains United & Secret Society 2 1 C DCR-125 Vengeance: Whenever Cheetah becomes stunned, characters you control get +1 ATK this turn. Count Vertigo | Werner Vertigo DCR DCR-126 1 Character Villains United 2 1 C DCR-126 Return Count Vertigo to his owner's hand -> Exhaust target character. Use this power only during your attack step. Deathstroke the Terminator | Lethal Weapon DCR DCR-127 4 Character Villains United & Deathstroke [Range] 7 6 C DCR-127 Vengeance: Whenever Deathstroke the Terminator becomes stunned, target opponent loses 4 endurance. Deathstroke the Terminator | Ultimate Assassin DCR DCR-128 7 Character Villains United & Deathstroke [Range] 17 14 R DCR-128 Loyalty | 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 cannot play plot twists this turn. Dr. Polaris | Force of Nature DCR DCR-129 3 Character Villains United [Flight] [Range] 4 4 C DCR-129 Vengeance: Whenever Dr. Polaris becomes stunned, target opponent exhausts a ready character he controls. Dr. Light | Furious Flashpoint DCR DCR-130 3 Character Villains United [Flight] [Range] 3 4 U DCR-130 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. Psycho | Mental Giant DCR DCR-131 2 Character Villains United 4 1 C DCR-131 Vengeance: Whenever Dr. Psycho becomes stunned, you may stun target character with cost 1 or less. Dr. Psycho | Twisted Telepath DCR DCR-132 6 Character Villains United 12 12 C DCR-132 At the start of the combat phase, each player loses endurance equal to half the combined cost of all characters he controls, rounded up. Fatality | Flawless Victory DCR DCR-133 4 Character Villains United [Flight] [Range] 7 7 R DCR-133 Whenever a character with cost 3 or less becomes stunned, KO it. Hunter Zolomon <> Professor Zoom | Sinister Speedster DCR DCR-134 6 Character Villains United 13 11 R DCR-134 Vengeance: Whenever Hunter Zolomon becomes stunned, ready target character you control. That character cannot cause breakthrough this turn. Ishmael Gregor <> Sabbac | Malevolent Marvel DCR DCR-135 2 Character Villains United 2 2 C DCR-135 Vengeance: Whenever Ishmael Gregor becomes stunned, target opponent loses 3 endurance. Mr. Freeze | Brutal Blizzard DCR DCR-136 5 Character Villains United [Range] 9 10 C DCR-136 Vengeance: Whenever Mr. Freeze becomes stunned, target character with cost 5 or less cannot ready this turn. Sinestro | Villain Reborn DCR DCR-137 4 Character Villains United & Emerald Enemies [Flight] [Range] 8 6 C DCR-137 Willpower 3 | Vengeance: Whenever Sinestro becomes stunned, your opponents cannot play plot twists this turn. Talia | Beloved Betrayer DCR DCR-138 2 Character Villains United & League of Assassins 3 3 U DCR-138 Vengeance: Whenever Talia becomes stunned, target stunned character cannot be KO'd during the recovery phase this turn. Talia | Daughter of Madness DCR DCR-139 5 Character Villains United & League of Assassins 9 9 R DCR-139 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. The Calculator | Noah Kuttler DCR DCR-140 1 Character Villains United 1 1 C DCR-140 Vengeance: Whenever The Calculator becomes stunned, you may return him to his owner's hand. | Discard The Calculator -> Search your deck for a card named Coercion, reveal it, put it into your hand, and shuffle your deck. Use this power only if The Calculator is in your hand. The Calculator | Evil Oracle DCR DCR-141 3 Character Villains United 5 3 C DCR-141 Concealed | Return a character you control to its owner's hand -> Target Villains United character you control gets +2 ATK / +2 DEF this turn. Use this power only once per turn. The Calculator | Crime Broker DCR DCR-142 7 Character Villains United 14 16 C DCR-142 Concealed | Discard a Villains United character card -> Target player loses 2 endurance. Weather Wizard | Mark Mardon DCR DCR-143 2 Character Villains United [Flight] [Range] 2 3 C DCR-143 Vengeance: Whenever Weather Wizard becomes stunned, characters you control get +1 ATK / +1 DEF this turn and have flight this turn. Zazzala <> Queen Bee | Mistress of the Hive DCR DCR-144 3 Character Villains United & Injustice Gang 5 4 C DCR-144 Concealed-Optional | Whenever a character leaves play during the combat phase, target opponent loses 2 endurance. (This power triggers if Zazzala is stunned when she leaves play.) 3 . . . 2 . . . 1 . . . DCR DCR-145 2 Plot Twist R DCR-145 Play 3 . . . 2 . . . 1 . . . only during the combat phase and only if you control a Villains United character. | If 3 . . . 2 . . . 1 . . . is in your resource row, KO 3 . . . 2 . . . 1 . . . and KO target location. Otherwise, replace that location. Arms Deal DCR DCR-146 6 Plot Twist R DCR-146 Play Arms Deal only during your recruit step. | 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. Baddest of the Bad DCR DCR-147 3 Plot Twist U DCR-147 As an additional cost to play Baddest of the Bad, return a Villains United character you control to its owner's hand. | Search your deck for an affiliated character card, reveal it, put it into your hand, and shuffle your deck. Coercion | Team-Up DCR DCR-148 2 Plot Twist [Ongoing] C DCR-148 Play Coercion only if you control a Villains United character. | As an additional cost to play Coercion, reveal a character card from your hand and choose one or more of its team affiliations. | Ongoing: Crossover Villains United and the chosen affiliations. Grand Gesture DCR DCR-149 3 Plot Twist C DCR-149 As an additional cost to play Grand Gesture, return a Villains United character you control to its owner's hand. | Target defender gets -3 ATK / -3 DEF this attack. Join Us or Die DCR DCR-150 2 Plot Twist U DCR-150 Stun target non-stunned character you control. If that character has the Villains United affiliation, you may recover it. No Hope DCR DCR-151 1 Plot Twist [Ongoing] R DCR-151 Play No Hope only if you control a Villains United character. | Target character loses reinforcement and cannot have reinforcement this turn. | Ongoing: Pay 1 resource point -> Target player loses 3 endurance. Use this power only once per turn. No Mercy DCR DCR-152 2 Plot Twist C DCR-152 As an additional cost to play No Mercy, return a Villains United character you control to its owner's hand. | KO target stunned character with cost 4 or less. Return Fire! DCR DCR-153 1 Plot Twist C DCR-153 As an additional cost to play Return Fire!, exhaust a non-defending character you control or a Villains United defender you control. | The controller of target attacker loses endurance equal to that attacker's cost. Systematic Torture DCR DCR-154 2 Plot Twist C DCR-154 As an additional cost to play Systematic Torture, exhaust a Villains United character you control. | KO target stunned character. If you do, that character's controller loses 3 endurance. The Science Spire DCR DCR-155 3 Location R DCR-155 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. Catman | Thomas Blake DCR DCR-156 3 Character Secret Six 5 4 C DCR-156 Concealed-Optional (You may have this character come into play in the hidden area.) | Other stunned characters you control cannot be KO'd by effects your opponents control. Cheshire | Jade DCR DCR-157 5 Character Secret Six & Villains United 8 11 C DCR-157 Whenever a Secret Six character you control attacks, gain 1 endurance. | Whenever a Villains United character you control attacks, target opponent loses 1 endurance. Deadshot | Dead Aim DCR DCR-158 2 Character Secret Six & Secret Society [Range] 3 1 C DCR-158 Concealed-Optional | 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 character named Deadshot. Use this power only during the build phase and only if Deadshot is in your KO'd pile. Fiddler | Isaac Bowin DCR DCR-159 1 Character Secret Six 1 1 C DCR-159 You may discard a character card rather than pay Fiddler's recruit cost. | KO Fiddler -> Return target character card from your KO'd pile to your hand. [BANNED] Lex Luthor <> Mockingbird | Evil Exile DCR DCR-160 7 Character Secret Six 16 15 U DCR-160 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 this power only during the recovery phase and only if Lex Luthor is in your hand. Parademon | Apokoliptian Ally DCR DCR-161 3 Character Secret Six [Flight] [Range] 4 4 C DCR-161 Reveal Parademon -> Whenever a Secret Six character you control with cost 4 or greater becomes stunned this turn, you may put a card named Parademon from your hand into your front row if you don't control a character named Parademon. Use this power only if Parademon is in your hand. Ragdoll | Resilient Rogue DCR DCR-162 4 Character Secret Six 7 6 C DCR-162 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. Scandal | Savage Spawn DCR DCR-163 6 Character Secret Six 13 11 C DCR-163 Remove Scandal from the game -> If you control a Secret Six character, search your deck for an ongoing plot twist card, reveal it, put it into your hand, and shuffle your deck. Use this power only if Scandal is in your hand. Dodge the Bullet DCR DCR-164 3 Plot Twist R DCR-164 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 when you removed it, return it to play stunned. Help Wanted | Team-Up DCR DCR-165 3 Plot Twist [Ongoing] U DCR-165 As an additional cost to play Help Wanted, discard a Secret Six character card. | Reveal the top six cards of your deck. Choose a team affiliation of a revealed character card, put that card into your hand, and put the remaining cards on the bottom of your deck. | Ongoing: Crossover Secret Six and the chosen affiliation. House of Secrets DCR DCR-166 1 Location U DCR-166 Discard a card or pay 1 resource point -> Gain 2 endurance and an additional 2 endurance if you control a Secret Six character. Use this power only once per turn. It's Not Over Yet DCR DCR-167 3 Plot Twist U DCR-167 Play It's Not Over Yet only during the recovery phase. | As an additional cost to play It's Not Over Yet, discard a card. | 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. Secret Six Victorious DCR DCR-168 5 Plot Twist [Ongoing] R DCR-168 Ongoing: At the start of your recruit step, if you control exactly six characters with the printed Secret Six affiliation, you win the game. Harbinger | Multiverse Messenger DCR DCR-169 7 Character Crisis [Flight] [Range] 17 17 R DCR-169 Boost 1: When Harbinger comes into play, if you control another Crisis character, search your deck for a card named Harbinger, put it into your front row, and shuffle your deck. Pariah | Herald of Doom DCR DCR-170 5 Character Crisis [Flight] [Range] 9 9 R DCR-170 When Pariah comes into play, you may search your deck for a card with cost 8 or greater, reveal it, put it into your hand, and shuffle your deck. Superboy | Earth Prime DCR DCR-171 5 Character Crisis & Team Superman [Flight] [Range] 10 8 R DCR-171 Cosmic: Whenever Superboy becomes stunned, gain 3 endurance and target opponent loses 3 endurance. The Monitor | Guardian of the Multiverse DCR DCR-172 9 Character Crisis [Flight] [Range] 24 22 R DCR-172 Characters and resources you control cannot be KO'd by effects your opponents control. | Whenever a character you control becomes stunned, recover it. Bart Allen <> The Flash | Impulsive Speedster DCR DCR-173 5 Character Speed Force & Teen Titans 9 9 R DCR-173 Bart Allen does not exhaust to attack. | Whenever Bart Allen stuns a defender or causes breakthrough, Bart Allen cannot attack this turn. | Bart Allen cannot attack the same character more than once per turn. Amulet of Nabu | Fate Artifact DCR DCR-174 0 Equipment C DCR-174 Unique, Concealed-Optional | Equipped character can be equipped with any number of Fate Artifacts. | Equipped character gets +1 ATK / +1 DEF for each Fate Artifact you control and has flight and range. Cloak of Nabu | Fate Artifact DCR DCR-175 0 Equipment C DCR-175 Unique, Concealed-Optional | Equipped character can be equipped with any number of Fate Artifacts. | Equipped character gets +1 DEF and cannot be the target of effects your opponents control. Helm of Nabu | Fate Artifact DCR DCR-176 0 Equipment C DCR-176 Unique, Concealed-Optional | Equipped character can be equipped with any number of Fate Artifacts, gets +1 ATK, and gains the identity Dr. Fate. | When Helm of Nabu comes into play, draw a card for each Fate Artifact you control, then discard a card for each card you drew this way. Dr. Fate's Tower DCR DCR-177 2 Location U DCR-177 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, put it into your hand, and shuffle your deck. | Backup: Activate -> Transfer all equipment on a character you control to another character you control. Use this power only during the build phase. Fate Has Spoken | Magic DCR DCR-178 4 Plot Twist R DCR-178 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. | You cannot play plot twists this turn. Eclipso | Jean Loring DCR DCR-179 8 Character [Flight] [Range] 19 19 R DCR-179 Vengeance: Whenever Eclipso becomes stunned, recover target stunned character an opponent controls and move it to your hidden area. Jaime Reyes <> Blue Beetle | High-Tech Hero DCR DCR-180 1 Character [Range] 2 1 U DCR-180 Exhaust a character you control and remove Jaime Reyes from the game -> Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck. Use this power only if Jaime Reyes is in your hand. Mordru | Dark Lord DCR DCR-181 5 Character [Flight] [Range] 9 9 C DCR-181 When Mordru comes into play, choose a team affiliation and an identity. Mordru gains the chosen affiliation and identity. The Spectre | Soulless DCR DCR-182 8 Character [Flight] [Range] 17 17 R DCR-182 Concealed | Vengeance: Whenever The Spectre becomes stunned, stun all characters. Absolute Dominance DCR DCR-183 2 Plot Twist [Ongoing] R DCR-183 Ongoing: Whenever a character with cost 2 or less becomes stunned, remove it from the game. Blinding Rage DCR DCR-184 3 Plot Twist R DCR-184 Target attacker you control gets +4 ATK / -4 DEF this attack. Burning Gaze DCR DCR-185 1 Plot Twist C DCR-185 Target character you control gets +1 ATK / +2 DEF while attacking this turn and has range this turn. Death from Above DCR DCR-186 1 Plot Twist [Ongoing] C DCR-186 Target character you control gets +1 ATK this turn and has flight this turn. | Ongoing: Pay 1 resource point -> Target character you control gets +2 ATK this turn and has flight this turn. Use this power only once per turn. Defend Yourself! DCR DCR-187 1 Plot Twist C DCR-187 Target defender gets +3 ATK this attack and an additional +3 ATK this attack if it is exhausted. Deflection DCR DCR-188 1 Plot Twist C DCR-188 Exhaust any number of characters you control. Target defender gets +X DEF this attack, where X is the number of characters you exhausted. End of All That Is DCR DCR-189 9 Plot Twist R DCR-189 Play End of All That Is only during the combat phase. | Each player chooses a character he controls. Stun the chosen characters and then KO all other characters. Epic Battle DCR DCR-190 3 Plot Twist C DCR-190 Characters with cost 3 or greater get +2 ATK this turn. Forbidden Loyalties | Team-Up DCR DCR-191 2 Plot Twist [Ongoing] C DCR-191 As an additional cost to play Forbidden Loyalties, choose two different team affiliations among characters you control. | You may discard a card. If you do, put a +1 ATK / +1 DEF counter on target character you control. | Ongoing: Crossover the chosen affiliations. I Still Hate Magic! DCR DCR-192 2 Plot Twist C DCR-192 Target character loses flight this turn and gets -3 DEF while defending this turn. Magical Lobotomy | Magic DCR DCR-193 1 Plot Twist [Ongoing] U DCR-193 Target character gets -1 DEF this turn. Whenever that character becomes powered-up this turn, it gets an additional -1 ATK / -1 DEF this turn. | Ongoing: At the start of the combat phase, you may pay 4 endurance. If you do, turn Magical Lobotomy face down. Multiverse Power Battery DCR DCR-194 1 Plot Twist [Ongoing] U DCR-194 The controller of target character moves it to a different position. That player KO's an equipment equipped to that character. | 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. Rann DCR DCR-195 3 Location C DCR-195 You cannot flip Rann if you control Thanagar. | Affiliated characters you control gain the Rann affiliation. | Activate -> Target attacker or defender you control gets +1 ATK this attack. Relentless Pursuit DCR DCR-196 2 Plot Twist C DCR-196 The controller of target character moves it to his visible area. | Characters you control get +1 ATK while attacking that character this turn. Removed from Continuity DCR DCR-197 2 Plot Twist R DCR-197 As an additional cost to play Removed from Continuity, exhaust a DC character you control. | 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, and that player shuffles his deck. Revitalize DCR DCR-198 3 Plot Twist C DCR-198 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. Thanagar DCR DCR-199 3 Location C DCR-199 You cannot flip Thanagar if you control Rann. | Affiliated characters you control gain the Thanagar affiliation. | Activate -> Target attacker or defender you control gets +1 DEF this attack. Thanagarian Invasion DCR DCR-200 1 Plot Twist [Ongoing] C DCR-200 Characters you control with cost 2 or greater get +1 ATK while attacking this turn and have flight this turn. | Ongoing: Pay 1 resource point -> Target character you control gets +3 ATK this turn. Use this power only once per turn. Transmutation | Magic DCR DCR-201 3 Plot Twist R DCR-201 As an additional cost to play Transmutation, pay 3 endurance. | Replace target non-Team-Up location or non-Team-Up ongoing plot twist. Tricked-Out Sports Car DCR DCR-202 1 Equipment C DCR-202 You may exhaust a location you control rather than pay Tricked-Out Sports Car's recruit cost. | Equipped character gets +2 ATK / +1 DEF and has flight and range. Watch the Birdie! DCR DCR-203 2 Plot Twist C DCR-203 The controller of target character moves it to his visible area. That character gets -3 ATK while defending this turn. Barbara Gordon <> Oracle | Data Broker DCR DCR-204 2 Character Gotham Knights & JLA 1 3 R DCR-204 Concealed | Ally: Whenever a character you control becomes powered-up, you may exhaust Barbara Gordon. If you do, draw a card. Leslie Thompkins's Clinic DCR DCR-205 3 Location U DCR-205 At the start of the recovery phase, gain 1 endurance and an additional 1 endurance if you control a non-stunned Gotham Knights character. | Activate -> Target stunned character you control cannot be KO'd during the recovery phase this turn. Mourn for the Lost DCR DCR-206 2 Plot Twist U DCR-206 As an additional cost to play Mourn for the Lost, discard a character card. | Negate target non-triggered effect from a plot twist with cost 1 or less. If you control a Gotham Knights character, draw a card. Return of Donna Troy DCR DCR-207 2 Plot Twist U DCR-207 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. Amadeus Arkham | Architect of Insanity DCR DCR-208 1 Character Arkham Inmates 2 1 U DCR-208 Discard Amadeus Arkham -> Whenever target attacker you control stuns an exhausted defender this turn, search your deck for a location card, reveal it, put it into your hand, and shuffle your deck. Use this power only if Amadeus Arkham is in your hand. The Joker | Permanent Vacation DCR DCR-209 7 Character Arkham Inmates & Injustice Gang 16 14 R DCR-209 Free -> Each opponent draws cards equal to the number of cards in his hand. Use this power only once per turn. The Penguin | Arms Merchant DCR DCR-210 3 Character Arkham Inmates 5 5 U DCR-210 When The Penguin comes into play, each player draws a card and then discards two cards or a location card. Seiobo's Garden DCR DCR-211 2 Location R DCR-211 Activate -> Put a +1 ATK / +1 DEF counter on target stunned League of Assassins character you control. Lois Lane | Earth 2 DCR DCR-212 1 Character Team Superman 1 1 U DCR-212 You may discard two cards rather than pay Lois Lane's recruit cost. | When Lois Lane comes into play, you may search your deck for an Earth 2 character card or a card named Superman, reveal it, put it into your hand, and shuffle your deck. Lex Luthor | Champion of the Common Man DCR DCR-213 3 Character Revenge Squad 5 5 U DCR-213 Discard a plot twist card -> Target character gets -2 DEF this turn and loses invulnerability this turn. Kilowog | Drill Sergeant DCR DCR-214 4 Character Green Lantern [Flight] [Range] 8 7 U DCR-214 Willpower 2. Brainiac | Earth 2 DCR DCR-215 2 Character Anti-Matter 2 3 U DCR-215 Concealed-Optional | Discard an Anti-Matter or Earth 2 character card -> Target character gets -1 ATK / -1 DEF this turn. | Boost 1: When Brainiac comes into play, put two +1 ATK / +1 DEF counters on Brainiac. Obsidian | Todd James Rice DCR DCR-216 4 Character Emerald Enemies [Flight] 8 6 U DCR-216 Willpower 2 | KO a resource you control -> Target character you control gets +1 ATK this turn for each face-up resource you control. Use this power only once per turn. Adam Strange | Champion of Rann DCR DCR-217 2 Character JLA & Rann 3 2 R DCR-217 Reservist | Reveal Adam Strange -> KO target character with cost 1. If you do, KO Adam Strange. You may put a card from your hand face down into your resource row. Use this power only while Adam Strange is in your resource row and only during the recovery phase. Animal Man | Buddy Baker DCR DCR-218 4 Character JLI [Flight] 6 6 U DCR-218 Whenever Animal Man attacks or defends, put a +1 ATK / +1 DEF counter on him. Mr. Mxyzptlk | Troublesome Trickster DCR DCR-219 1 Character Secret Society [Flight] [Range] 1 1 R DCR-219 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. Ultra-Humanite | Metahuman Manipulator DCR DCR-220 8 Character Secret Society 19 18 R DCR-220 Vengeance: Whenever Ultra-Humanite becomes stunned, you may KO him. If you do, move target character to your front row. Air-Walker | Gabriel Lan MHG MHG-001 3 Character Heralds of Galactus [Flight] [Range] 3 6 R MHG-001 Loyalty-Reveal | Cosmic: Activate -> Target opponent exhausts a ready character he controls. Use this power only during the combat phase. Air-Walker | Harbinger of Despair MHG MHG-002 5 Character Heralds of Galactus [Flight] [Range] 8 11 U MHG-002 Cosmic: At the start of your attack step, target opponent exhausts a ready character he controls. Destroyer | Soulless Juggernaut MHG MHG-003 2 Character Heralds of Galactus [Flight] [Range] 1 1 C MHG-003 Cosmic: Destroyer gets +3 ATK / +3 DEF. Destroyer | Harbinger of Devastation MHG MHG-004 6 Character Heralds of Galactus [Flight] [Range] 12 12 C MHG-004 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. | Cosmic-Surge: Destroyer gets +3 ATK / +3 DEF. (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.) Firelord | Pyreus Kril MHG MHG-005 3 Character Heralds of Galactus [Flight] [Range] 4 5 C MHG-005 Discard a card with cost 4 or greater -> Firelord gets +4 ATK this attack. Use this power only once per turn. Firelord | Harbinger of Havoc MHG MHG-006 6 Character Heralds of Galactus [Flight] [Range] 11 13 C MHG-006 Cosmic: Discard a character card -> Firelord gets +X ATK this attack, where X is the cost of the card you discarded. Use this power only once per turn. Frankie Raye <> Nova | Optimistic Youth MHG MHG-007 1 Character Heralds of Galactus [Flight] [Range] 1 1 C MHG-007 You may discard a card rather than pay Frankie Raye's recruit cost. | When Frankie Raye comes into play, you may discard a card with cost 4 or greater. If you do, draw two cards. [BANNED] Frankie Raye <> Nova | Soul Searcher MHG MHG-008 3 Character Heralds of Galactus [Flight] [Range] 4 5 C MHG-008 Cosmic: At the start of the combat phase, draw a card. Frankie Raye <> Nova | Harbinger of Death MHG MHG-009 5 Character Heralds of Galactus [Flight] [Range] 9 8 C MHG-009 Loyalty-Reveal | 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. Galactus | The Maker MHG MHG-010 7 Character Heralds of Galactus [Flight] [Range] 16 16 U MHG-010 Cosmic: Activate -> Galactus has invulnerability this turn. Target opponent loses half his endurance, rounded up. Use this power only during your attack step. Galactus | Devourer of Worlds MHG MHG-011 9 Character Heralds of Galactus [Flight] [Range] 25 25 R MHG-011 When Galactus comes into play, you may gain endurance equal to target opponent's endurance total. If you do, that player's endurance total becomes 0. Galan | Famished MHG MHG-012 1 Character Heralds of Galactus 1 2 C MHG-012 Activate -> Gain 2 endurance. Human Torch | The Invisible Man MHG MHG-013 4 Character Heralds of Galactus & Fantastic Four [Flight] [Range] 7 7 C MHG-013 Heralds of Galactus defenders you control have reinforcement. | Cosmic: If a character you control would cause breakthrough, instead, you gain that much endurance. Morg | Slayer MHG MHG-014 2 Character Heralds of Galactus [Flight] [Range] 3 2 C MHG-014 Discard a card -> Target player returns a character he controls with cost 1 or less to its owner's hand. Use this power only once per turn. Morg | Corrupt Destroyer MHG MHG-015 4 Character Heralds of Galactus [Flight] [Range] 9 5 C MHG-015 Cosmic-Surge: 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 MHG-016 7 Character Heralds of Galactus [Flight] [Range] 17 15 C MHG-016 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. [ERRATA 08-29-2006] Plasma | Replacement Herald MHG MHG-017 3 Character Heralds of Galactus [Flight] [Range] 5 3 C MHG-017 Remove a cosmic counter from a character you control -> Gain 2 endurance. | Cosmic: Plasma gets +2 DEF. Red Shift | Rift Walker MHG MHG-018 5 Character Heralds of Galactus [Flight] [Range] 10 9 R MHG-018 Concealed | 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. [ERRATA 08-29-2006] Silver Surfer | Skyrider of the Spaceways MHG MHG-019 2 Character Heralds of Galactus [Flight] [Range] 3 2 U MHG-019 Cosmic: Activate -> Search your deck for a card with cost 4 or greater, reveal it, shuffle your deck, and put that card on the top of your deck. Silver Surfer | Righteous Protector MHG MHG-020 5 Character Heralds of Galactus [Flight] [Range] 9 9 C MHG-020 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. [ERRATA 08-29-2006] Silver Surfer | Harbinger of Oblivion MHG MHG-021 7 Character Heralds of Galactus [Flight] [Range] 16 16 R MHG-021 Loyalty-Reveal | 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 this power only during the build phase. Stardust | Merciless Warrior MHG MHG-022 4 Character Heralds of Galactus [Flight] [Range] 8 6 C MHG-022 Discard a Heralds of Galactus character card with cost 4 or greater -> Power-up target attacker or defender you control. Terrax | The Tamer MHG MHG-023 4 Character Heralds of Galactus [Flight] [Range] 6 8 R