<<

Vs. System Official Card Reference October 4, 2006

¡Olé!, Construct (DGL-205C) Plot Twist, 1 Target character you control gets +3 ATK this attack if it has the same cost as another character you control.

3 . . . 2 . . . 1 . . . (DCR-145R) Plot Twist, 2 Play 3 . . . 2 . . . 1 . . . only during the combat phase and only if you control a character.

If 3 . . . 2 . . . 1 . . . is in your resource row, KO 3 . . . 2 . . . 1 . . . and KO target location. Otherwise, replace that location.

A Child Named Valeria (MOR-066R) Plot Twist, 3 Choose one or both: If you control Mr. Fantastic and , characters with cost 3 or less you control cannot be stunned this turn; or if you control Dr. Doom, stun target exhausted character with cost 2 or less.

A Day Unlike Any Other, Team-Up (MAV-190C) Plot Twist, 2 If there are exactly two different team affiliations among characters you control, choose those affiliations.

Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile, with either of the chosen affiliations have both of them.

Pay 3 endurance >>> Turn A Day Unlike Any Other down.

A Death in the Family (DOR-142R) Plot Twist, 1 As an additional cost to play A Death in the Family, pay 5 endurance.

KO target stunned character. Lose endurance equal to its cost.

A Moment of Crisis (DCR-031C) Plot Twist, 2 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.

A Second Chance (MAV-110U) Plot Twist, 2 If you have played no other plot twists this turn, recover target stunned character with cost 3 or less you control.

You cannot play plot twists this turn.

Abin Sur, of Ungara (DGL-001U) Character, 4, Green Lantern, 7/7, Flight, Range Willpower 3

When 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.

Abjuration, Magic (DCR-069U) Plot Twist, 1 As an additional cost to play Abjuration, pay 5 endurance.

Target defender gets +3 DEF this attack.

Ongoing: At the start of the build phase, gain 5 endurance if you have 10 or less endurance.

Above and Below, Team-Up (MXM-165U) Plot Twist, 2 Play Above and Below only if you control an X-Men character and a character.

Draw a card.

Ongoing: X-Men and Morlocks.

Abra Kadabra, Citizen Abra (DJL-076U) Character, 5, Injustice Gang, 10/8, Range Willpower 3

Each opponent cannot discard cards to pay the costs of payment powers while he has five or more cards in his hand.

: KO a character adjacent to >>> Move Abra Kadabra to your hidden or visible area. Use this power only during the combat phase.

Absolute Dominance (DCR-183R) Plot Twist, 2 Ongoing: Whenever a character with cost 2 or less becomes stunned, remove it from the game.

Absolute Power (MXM-151U) Plot Twist, 4 Play Absolute Power only if you control exactly one visible character.

Exhaust any number of hidden characters you control. Recover target stunned character you control if its cost is less than or equal to the combined cost of the characters you exhausted.

Absorba (MHG-028R) Plot Twist, 4 As an additional cost to play Absorba Shield, discard a card.

Target Heralds of attacker or defender you control gets +2 DEF this attack and an additional +2 DEF this attack unless an opponent reveals a card from his hand with cost greater than the cost of the card you discarded.

Absorbing Man, Carl Creel (MXM-218R) Character, 4, , 7/7 Whenever 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.

Ace Reporter (MSM-057R) Plot Twist, 1 As an additional cost to play Ace Reporter, exhaust a Spider-Friends character you control.

Look at the four cards of target opponent's deck. Put any number of those cards on the bottom of that player's deck and the rest on the top of that player's deck in any order.

Acolyte Body Armor (MXM-111U) Equipment, 0 Equipped character gets +1 DEF and gets an additional +1 DEF while exhausted.

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.

Acrobatic Dodge (MOR-173C) Plot Twist, 1 Target defender you control gets -3 ATK / +3 DEF this attack.

Act of Defiance, Team-Up (MHG-193C) Plot Twist, 2 As an additional cost to play Act of Defiance, choose two different team affiliations among characters in play.

Ongoing: Crossover the chosen affiliations.

attackers you control with cost 3 or less get +1 ATK while attacking a character with greater cost.

Adam Strange, Champion of Rann (DCR-217R) Character, 2, JLA/Rann, 3/2 Reservist

Reveal >>> If Adam Strange is in your resource row, KO target character with cost 1. If you do, KO Adam Strange and you may put a card from your hand face down into your resource row. Use this power only once per turn, only if Adam Strange is in your resource row, and only during the recovery phase.

Adam , Protector of the Soul Gem (MHG-171U) Character, 7, Watch, 16/16, Flight, Range Recruit Adam Warlock only if you control a cosmic character.

Characters with cost 4 or less have invulnerability.

Cosmic: At the start of the combat phase, stun all characters with cost 3 or less.

Adhesive X (MAV-153U) Plot Twist, 2 As an additional cost to play Adhesive X, exhaust a Masters of Evil character you control.

Target exhausted character cannot ready this turn.

Admiral Galen Kor, Lunatic Legion (MHG-045C) Character, 4, , 6/8, Range Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

At the start of the combat phase, Admiral Galen Kor gets +1 ATK this turn for each other character you recruited this turn.

Adrian <> , Street Justice (DCR-081R) Character, 4, , 8/6, Range 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.

Advance Recon (MMK-211C) Plot Twist, 1 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, instead, gain twice that much endurance.

Advance Warning (DCR-032R) Plot Twist, 3 Target JSA defender you control gets +2 DEF this attack. If that character is exhausted, it gets an additional +2 DEF this attack, and each opponent gains 3 endurance.

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

Aerial Supremacy (MSM-108U) Plot Twist, 1 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.

Ahab, Houndkeeper (MAV-208U) Character, 3, , 5/4, Range 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.

Ahmed Samsarra, White King (DCR-082U) Character, 3, Checkmate, 6/6, Range 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.

Ahura, Heir to Attilan (MHG-089C) Character, 1, , 1/2 Concealed

Whenever a character you control with a cosmic counter becomes stunned, you may put a cosmic counter on another cosmic character you control.

AIDA (MAV-069R) Plot Twist, 2 Play AIDA only during your recruit step.

Squadron 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.

Air Strike (DJL-168C) Plot Twist, 2 Target character you control gets +2 ATK while attacking this turn and has flight this turn. You may replace a face-down resource you control. If you replaced a -character card, that character gets an additional +2 ATK while attacking this turn.

Airborne Assault (DOR-143U) Plot Twist, 2 Characters you control get +1 ATK while attacking this turn and have flight this turn.

Airskimmer (MAV-070C) Equipment, 1 characters you control get +1 ATK / +1 DEF and have flight.

Discard Airskimmer >>> Target Squadron Supreme character you control gets +2 ATK while attacking this turn and has flight this turn. Use this power only if Airskimmer is in your hand.

Air-Walker, Gabriel Lan (MHG-001R) Character, 3, Heralds of Galactus, 3/6, Flight, Range Loyalty—Reveal

Cosmic: Activate >>> Target opponent exhausts a ready character he controls. Use this power only during the combat phase.

Air-Walker, of Despair (MHG-002U) Character, 5, Heralds of Galactus, 8/11, Flight, Range Cosmic: At the start of your attack step, target opponent exhausts a ready character he controls.

Alan Scott, Keeper of the Starheart (DGL-002C) Character, 7, Green Lantern, 13/17, Flight, Range Willpower 9

Alan Scott <> Sentinel, Golden Age Guardian (DCR-001R) Character, 7, JSA, 16/15, Flight, Range 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 this turn.

Alaris, The Outgoing One (MHG-090C) Character, 5, Inhumans, 9/10 A character protected by Alaris cannot be attacked.

Pay 2 endurance >>> Exchange the positions of Alaris and an Inhumans character you control.

Albert Gaines <> , Atomic Powerhouse (MAV-043C) Character, 5, Squadron Supreme, 10/8, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Albert Gaines gets +3 ATK / +3 DEF while you have no cards in hand.

Alexander Luthor, Diabolical Double (DCR-121C) Character, 6, Villains United, 11/14 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.

Alexander Luthor, Duplicitous (DCR-119U) Character, 1, Villains United, 1/1 Activate >>> If Alexander Luthor is in play, search your deck for a character card with vengeance, reveal it, put it into your hand, and shuffle your deck. Put Alexander Luthor on the top of your deck.

Alexander Luthor, Insidious Impostor (DCR-120R) Character, 4, Villains United, 6/7 When Alexander Luthor comes into play, draw a card.

Discard a Villains United character card >>> Alexander Luthor gets +2 ATK this attack.

Alfred Pennyworth, Faithful Friend (DOR-001R) Character, 1, Knights, 1/1 comes into play exhausted.

Activate, return Alfred Pennyworth to his owner's hand >>> Search your deck for a plot twist or equipment card, reveal it, put it into your hand, and shuffle your deck. Use this power only if you control another Gotham Knights character.

Alicia Masters, Blind Sculptress (MOR-040R) Character, 1, , 0/1 Alicia Masters comes into play exhausted.

Whenever Alicia Masters defends, put her on the bottom of your deck.

Activate >>> Cards named Thing and cost you 1 less to recruit this turn.

Alien Insurrection (MHG-194C) Plot Twist, 1 Target defender gets +2 ATK this attack and an additional +4 ATK this attack if it has the Skrull affiliation and two or more other affiliations.

Alistair Smythe, Ultimate Spider Slayer (MSM-069R) Character, 3, Sinister Syndicate, 3/5 When Alistair Smythe comes into play, choose a character name and an opponent.

The chosen opponent cannot flip locations or play plot twists the same turn he recruited a character with the chosen name.

All Too Easy (DJL-102C) Plot Twist, 3 Target Injustice Gang attacker you control gets +1 ATK / -1 DEF this attack for each card in target opponent's hand.

Alley-Oop! (MSM-027C) Plot Twist, 1 Target support row defender gets +1 ATK / +2 DEF this attack.

Allied Against the Dark, Team-Up (DCR-033C) Plot Twist, 2 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 you control get +1 ATK.

Alpha Centurion, Marcus Aelius (DSM-001C) Character, 4, Team , 7/6, Flight Cosmic: Alpha Centurion gets +2 ATK / +2 DEF while you control no ready characters.

Boost 1: When Alpha Centurion comes into play, exhaust any number of characters you control. Defenders you control get +3 ATK while exhausted this turn.

Alpha Primitives, Army (MHG-091C) Character, 1, Inhumans/, 2/1 Concealed

Discard Alpha Primitives >>> Return a face-down resource you control to its owner's hand. If you do, you may put a card from your hand face down into your resource row. Use this power only if Alpha Primitives is in your hand.

Alter Density (MXM-191C) Plot Twist, 1 If you control four or more face-down resources, target attacker or defender you control gets +2 DEF this attack.

Amadeus Arkham, Architect of Insanity (DCR-208U) Character, 1, Arkham Inmates, 2/1 Discard Amadeus Arkham >>> Whenever target attacker you control stuns an exhausted defender this turn, search your deck for a location card, reveal it, put it into your hand, and shuffle your deck. Use this power only if Amadeus Arkham is in your hand.

Amanda Waller, Queen (DCR-083C) Character, 4, Checkmate, 8/7, Range Concealed

Boost X: When 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.

Amazing Grace, Manipulator (DSM-097R) Character, 4, 's Elite, 6/6 Activate, discard a Darkseid's Elite character card >>> Target player chooses a character with cost 3 or less he controls. Move that character to your front row. That character gains the Darkseid's Elite affiliation. Use this power only during the recovery phase. (You control that character.)

Amazo, Ivo's Android (DJL-155R) Character, 8, 16/16, Flight, Range gets +2 ATK / +2 DEF for each character your opponents control.

Amelia Voght, Acolyte (MXM-083R) Character, 2, Brotherhood, 2/3 — Physical Reservist

You may reveal two face-down reservist resources you control not named Amelia Voght rather than pay Amelia Voght's recruit cost.

Amenhotep, Dark Pharaoh (MAV-164U) Character, 5, Kang Council, 9/9, Flight Reservist

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 a visible area this turn.

Amphibian, Kingsley Rice (MAV-044R) Character, 4, Squadron Supreme, 8/7 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.

Amulet of Nabu, Fate Artifact (DCR-174C) Equipment, 0 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.

Anarchist, Man of the People (MMK-046R) Character, 7, X-Statix, 16/16, Range When Anarchist comes into play, you may KO all other characters you control.

Anarchist, Tike Alicar (MMK-047U) Character, 5, X-Statix, 10/8, Range Whenever a character becomes stunned by an attacker or defender while Anarchist is team attacking, KO that stunned character.

Angel , Adrenaline Junkie (MXM-042U) Character, 1, Morlocks, 3/1 Mutant — Physical Dust cannot have reinforcement.

Pay 1 resource point >>> Move Angel Dust to your hidden area.

Angel of Mercy (MXM-028U) Plot Twist, 2 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.

Animal Man, Buddy Baker (DCR-218U) Character, 4, JLI, 6/6, Flight Whenever attacks or defends, put a +1 ATK / +1 DEF counter on him.

Annalee, Mother Hen (MXM-043C) Character, 3, Morlocks, 5/4 Mutant — Mental Concealed

Move Annalee from your hidden area to your visible area >>> Target attacker gets -3 DEF while attacking a character with lesser cost this attack.

Anne-Marie Cortez, Acolyte (MXM-084C) Character, 4, Brotherhood, 8/7 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.

Annihilation Protocol <> OMAC Robot, Army (DCR-084C) Character, 5, Checkmate, 10/8, Flight, Range Exhaust a non-Army character you control >>> KO target stunned character.

Boost 2: When 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.

Annihilus, of Life (MOR-156R) Character, 7, Negative Zone, 16/16, Flight, Range At the start of the combat phase, if Negative Zone is not in play, lose 15 endurance.

At the start of your attack step, you may stun target front row character.

Answer the Call (MAV-071C) Plot Twist, 2 If you have no cards in hand, search your deck for a Squadron Supreme character card, reveal it, put it into your hand, and shuffle your deck.

Ant Man, Scott Lang (MOR-041C) Character, 1, Fantastic Four, 2/1 Activate >>> Target front row character loses and cannot have reinforcement this turn.

Antarctic Research Base (MOR-067R) Location, 1 Whenever you recruit an equipment, if you control a Fantastic Four character, draw a card.

Anti-Green Lantern, Army (DGL-074C) Character, 1, Anti-Matter, 4/4, Flight, Range Concealed (This character comes into play in the hidden area.)

Willpower 1

At the start of the recovery phase, KO Anti-Green Lantern.

Anti-Life Equation (DSM-118R) Plot Twist, 3 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.

Anti-Matter Cannon (DGL-099R) Location, 2 Exhaust an Anti-Matter character you control >>> Replace target location. Use this power only once per turn.

Anti-Matter Universe (DGL-100R) Location, 4 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.

Anti-, Architect of Destruction (DGL-075R) Character, 9, Anti-Matter, 22/24, Flight, Range KO a character or resource you control >>> Each opponent KO's a character or resource he controls. Use this power only during the combat phase.

Anton Hellgate, Thanatologist (MMK-136C) Character, 4, Underworld, 8/6, Flight, Range Boost 1: When Anton Hellgate comes into play, discard any number of cards. Anton Hellgate gets +1 ATK / +1 DEF this turn for each card you discarded.

Ape, Metamorph (MXM-044R) Character, 7, Morlocks, 16/14 Mutant — Physical Evasion

Discard an Energy card >>> Target opponent with 0 or less endurance loses the game.

Ape X, Xina (MAV-045C) Character, 1, Squadron Supreme, 1/1 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.

Apocalypse, En Sabah Nur (MOR-161R) Character, 8, 19/19, Flight, Range At the start of the combat phase, KO up to two target resources.

Apokolips (DSM-119R) Location, 2 Activate >>> Choose a player. Target Darkseid's Elite attacker you control gets +1 ATK this attack for each face-down resource the chosen player controls.

Apokoliptian Hospitality (DGL-157U) Plot Twist, 2 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.

Appa Ali Apsa, Mad God (DGL-037R) Character, 8, Emerald Enemies, 19/18, Flight, Range Willpower 8

Characters your opponents control lose and cannot have reinforcement.

Aquaman, Arthur Curry (DJL-001C) Character, 3, JLA, 5/4 Willpower 2

gets +1 ATK / +2 DEF while each opponent 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-002U) Character, 7, JLA, 15/16 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.

Arcade, Master of Murderworld (MOR-162U) Character, 3, 4/4 Whenever stuns a character, KO that character.

Whenever Arcade becomes stunned, KO him.

Arcanna, Arcanna Jones (MAV-046C) Character, 7, Squadron Supreme, 15/17, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

If Arcanna would cause breakthrough while attacking a character, instead, that character's controller stuns another non-stunned character he controls.

Archangel, Angel (MXM-001C) Character, 1, X-Men, 2/1, Flight 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.

Archangel, Warren Worthington III (MOR-001C) Character, 2, X-Men, 2/3, Flight Whenever Archangel attacks a support row character, Archangel gets +3 ATK this attack.

Archangel, Angel of Death (MSM-103U) Character, 5, X-Men, 10/7, Flight, Range X-Men attackers with flight you control cannot be stunned while attacking a defender with neither flight nor range.

Arisia, Green Lantern of Graxos IV (DGL-003U) Character, 1, Green Lantern, 1/1, Flight, Range 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.

Arkham Asylum (DOR-086U) Location, 2 Activate >>> Return target stunned Arkham Inmates character you control to its owner's hand.

Activate >>> Target Arkham Inmates attacker gets +2 ATK while attacking an exhausted defender this turn.

Armageddon (MHG-196R) Plot Twist, 6 Target attacker you control gets +6 ATK this attack.

Armagetto (DSM-120U) Location, 3 Activate, KO a Darkseid's Elite character you control >>> Target attacker you control gets +X ATK / +X DEF this attack, where X is the cost of the character you KO'd.

Armed Escort (MMK-119C) Equipment, 1 Armed Escort costs 1 less to recruit while you control a Crime Lords character.

Equipped character has "Activate >>> If you control a defender, remove all defenders from this attack, and equipped character becomes a defender."

Armies of Doom (MHG-155U) Plot Twist, 3 Play Armies of Doom only during the build phase.

If you have played no other plot twists this turn, you may put an Army Doom character card with cost 3 or less from your KO'd pile into your front row. At the start of the recovery phase this turn, KO that character.

Armies of (DGL-180R) Plot Twist, 2 You may return an Army character card from your KO'd pile to your hand.

Ongoing: Army characters you control gain the team affiliations of each other Army character you control.

Armored Spider Suit (MSM-058U) Equipment, 2 Armored Spider Suit costs 1 less to recruit for each Spider-Friends character you recruited this turn.

Equipped character gets +2 ATK / +2 DEF and has reinforcement.

Arms Deal (DCR-146R) Plot Twist, 6 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.

Army of One (MXM-152C) Plot Twist, 4 If you control exactly one visible character, target Hellfire Club attacker or defender you control gets +2 ATK / +2 DEF this attack.

Arsenal of Doom (MHG-156C) Location, 1 Activate >>> Look at the top card of your deck. You may put that card into your KO'd pile.

Activate >>> Remove target Army Doom character card in your KO'd pile from the game. You may recruit that card this turn.

Arthur Kendrick, Knight (DCR-085C) Character, 3, Checkmate, 4/5, Range 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.

Artie, Arthur Maddicks (MXM-045C) Character, 1, Morlocks, 1/2 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.

Asmodeus, Duke of Hell (MMK-137U) Character, 6, Underworld, 12/11, Flight, Range Activate, discard an Underworld character card >>> Each player KO's a resource he controls. Use this power only during the combat phase.

Aspiring Pawn, Army (DCR-086C) Character, 1, Checkmate, 1/1 Concealed

Whenever Aspiring Pawn causes breakthrough while attacking a player directly, put a +1 ATK / +1 DEF counter on Aspiring Pawn, and it loses the version Army and gains the version Knight.

Assassin Initiate, Army (DOR-096C) Character, 2, League of Assassins, 2/2 Pay 1 resource point >>> KO target character with cost 1. Use this power only once per turn.

Assault and Battery (MHG-197U) Plot Twist, 2 Ongoing: Characters get -2 DEF while in combat with a character with the same cost.

Asteroid (MOR-097U) Location, 2 Activate >>> Target Brotherhood character gets +4 ATK while attacking a character with lesser cost this turn.

Astral Suppression (MHG-157U) Plot Twist, 3 As an additional cost to play Astral Suppression, exhaust a character you control named Dr. Doom.

Choose one: KO target stunned character; or target player reveals his hand and then discards a non-character card of your choice.

Astro (DSM-053R) Plot Twist, 3 As an additional cost to play Astro Force, discard a character card.

Target New Gods attacker you control cannot cause breakthrough this attack. That attacker gets +X ATK / +X DEF this attack, where X is that attacker's cost.

Atlantean Trident (DJL-169U) Equipment, 1 Equipped character gets +3 ATK.

Whenever equipped character stuns a character, put a +1 ATK / +1 DEF counter on that equipped character.

Atom Smasher, Al Rothstein (DCR-002U) Character, 1, JSA, 1/1 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Activate >>> Put a +1 ATK / +1 DEF counter on Smasher.

Atomic Skull, Joe Martin (DSM-061U) Character, 2, Revenge Squad, 2/1, Range Reveal a Revenge Squad character card from your hand >>> Stun target character if its cost is less than the number of ongoing plot twists you control. Use this power only during your attack step and only once per turn.

Attend or Die! (DJL-140R) Plot Twist, 2 You may recruit 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.

Attilan (MHG-115R) Location, 4 Terraform

Activate >>> Search your deck for a card, shuffle your deck, and put that card on the top of your deck. Use this power only if you control an Inhumans character and no face-down resources.

Aunt May, May Parker (MSM-032U) Character, 1, Spider-Friends, 0/0 You may discard a Spider-Friends character card rather than pay 's recruit cost.

At the start of the recovery phase, gain 1 endurance for each non-stunned Spider- Friends character you control.

Avalanche, Dominic Petros (MOR-076U) Character, 2, Brotherhood, 2/2 Activate >>> Replace target location an opponent controls. Use this power only if you control another Brotherhood character.

Avalanche, (MXM-085R) Character, 3, Brotherhood, 4/5, Range Mutant — Energy Discard a Physical card >>> Replace target face-up non–Team-Up resource. Use this power only once per turn.

Avalanche, Seismic (MXS-016C) Character, 3, Brotherhood, 5/4 Whenever Avalanche stuns a defender, exhaust target character an opponent controls.

Avalon Space Station (MOR-098U) Location, 2 Activate, discard a card >>> Return target character card from your KO'd pile to your hand.

Activate, discard a Brotherhood character card >>> Return two target character cards from your KO'd pile to your hand.

Avengers Assemble! (MAV-029R) Plot Twist, 3 As an additional cost to play 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 Disassembled (MAV-191R) Plot Twist, 3 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.

Avengers Mansion (MAV-030R) Location, 3 Activate >>> Reveal any number of face-down resources you control. Target attacker or defender you control gets +1 ATK this attack for each Avengers character card you revealed.

Azrael, Jean Paul Valley (DOR-002C) Character, 6, Gotham Knights, 13/11 Loyalty

Whenever Azrael stuns a defender with reinforcement, KO that defender.

Boost 1: When Azrael comes into play, he gets +2 ATK / +2 DEF this turn and has flight and range this turn.

Azrael <> , Knightfall (DGL-159U) Character, 7, Gotham Knights, 16/14 You are considered to control Batman.

Whenever Azrael stuns an attacker, that attacker's controller loses endurance equal to its cost.

Back to Back (DSM-150C) Plot Twist, 2 Two target characters you control each get +1 ATK / +1 DEF while defending in the same column this turn.

Backfire (MOR-175C) Plot Twist, 3 Target character gets -1 DEF this turn. KO all equipment equipped to that character.

Backs Against the Wall (MXM-070R) Plot Twist, 2 Play 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.

Bad Press (MSM-143R) Plot Twist, 1 Ongoing: Locations cost your opponents 1 more to flip.

Plot twists cost your opponents 1 more to play.

Baddest of the Bad (DCR-147U) Plot Twist, 3 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.

Balance of Power (DJL-170C) Plot Twist, 2 Play Balance of Power only if an opponent has played a plot twist this attack.

Target attacker gets -3 ATK this attack.

Baltag, Hand of the Conqueror (MAV-165C) Character, 4, Kang Council, 7/7, Range Whenever Baltag reinforces a character named Kang, that character has invulnerability while reinforced this attack.

A character named Kang protected by Baltag has invulnerability.

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

Bane, The Man Who Broke the Bat (DOR-064C) Character, 6, Arkham Inmates, 12/12 Loyalty

Whenever Bane attacks, you may KO target stunned character.

Boost 1: When Bane comes into play, he gets +2 ATK / +2 DEF this turn.

Bane, Ubu (DOR-097C) Character, 5, League of Assassins, 9/9 At the start of the recovery phase, you may KO target stunned character.

Boost 2: When Bane comes into play, he gets +1 ATK / +1 DEF this turn for each location you control.

Banished to the Anti-Matter Universe (DGL-101U) Plot Twist, 1 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 a visible area.

Banshee, Sean Cassidy (MOR-002C) Character, 3, X-Men, 4/3, Flight, Range Whenever attacks a front row character, exhaust up to two target support row characters.

Barbara Gordon <> , Guardian of Gotham (DSM-131R) Character, 3, Gotham Knights, 4/4 Whenever an equipped Gotham Knights character you control stuns a character an opponent controls, draw a card.

Barbara Gordon <> Oracle, Bird of Prey (DBM-001C) Character, 3, Gotham Knights, 2/4 Activate >>> Draw a card.

Activate >>> Barbara Gordon gets +3 ATK this attack.

Barbara Gordon <> Oracle, Data Broker (DCR-204R) Character, 2, Gotham Knights/JLA, 1/3 Concealed

Ally: Whenever a character you control becomes powered-up, you may exhaust Barbara Gordon. If you do, draw a card.

Barbara Gordon <> Oracle, Information Network (DOR-003R) Character, 2, Gotham Knights, 1/2 As an additional cost to recruit Barbara Gordon, reveal a 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.

Barbaric Brawl (MHG-198C) Plot Twist, 3 Target attacker gets +3 ATK this attack. If that character has a cosmic counter, remove that counter.

Barnacle, Acolyte (MHG-209U) Character, 1, Brotherhood, 1/1 Mutant — Physical Reservist

Barnacle gets +1 ATK for each character adjacent to him.

Characters adjacent to Barnacle get -1 ATK.

Barry Allen <> The , Scarlet (DJL-003R) Character, 6, JLA, 11/9 Whenever 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.

Bart Allen <> Impulse, Hyper-Accelerated (DGL-162U) Character, 1, Teen , 2/1 Exhaust another character you control >>> Ready . Use this power only once per turn.

Bart Allen <> , Speedster (DOR-034C) Character, 4, , 6/6 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.

Bart Allen <> , Impulsive Speedster (DCR-173R) Character, 5, Speed Force/Teen Titans, 9/9 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 or player more than once per turn.

Base of Operations (MOR-176C) Location, 1 Activate >>> Look at the top card of your deck. You may put that card on the bottom of your deck.

Basilisk, Basil Elks (MAV-211U) Character, 1, Sinister Syndicate, 4/1, Flight, Range Basilisk comes into play exhausted.

Whenever Basilisk causes breakthrough while attacking a character, that character cannot ready this turn.

Bastion, Leader of Operation: Zero Tolerance (MOR-137R) Character, 6, Sentinel, 12/12, Flight, Range Discard a Sentinel character card >>> Target character gets +1 ATK / +1 DEF this turn.

Batarang (DOR-022U) Equipment, 1 Transferable

Equip only to a Gotham Knights character.

Equipped character has range and "Activate, KO >>> Exhaust target character with cost less than this character's cost. Use this power only during the combat phase."

Batcave (DOR-023R) Location, 1 Flip only if you control a Gotham Knights character.

At the start of the build phase, you may have target opponent gain the initiative. If you do, at the start of the combat phase this turn, the player who started the turn with the initiative gains the initiative.

Batcomputer (DBM-011U) Location, 2 Activate >>> Target Gotham Knights character you control gets +1 ATK and has flight and range this turn.

Batman, Avatar of Justice (DJL-004C) Character, 6, JLA/Gotham Knights, 12/12 Ally: Whenever a character you control becomes powered-up, you may discard a character card. If you do, negate target effect from a non-ongoing plot twist.

Batman, Caped (DOR-004C) Character, 5, Gotham Knights, 9/9 Whenever Batman stuns a defender, that character's controller loses endurance equal to its cost.

Batman, Earth 2 (DCR-003C) Character, 4, JSA/Gotham Knights, 8/7 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.

Batman, Hidden Avenger (DJL-039C) Character, 4, JLI/Gotham Knights, 7/6 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 flight.

Leader: Attackers adjacent to Batman get +2 ATK / +2 DEF while a player controlling a defender controls more resources than you.

Batman, Shadow of the Bat (DBM-003R) Character, 7, Gotham Knights, 15/15 Whenever Batman stuns a character and you have seven or more cards in hand, that character's controller loses endurance equal to its cost.

Batman, The Dark Knight (DOR-005R) Character, 7, Gotham Knights, 7/7 Loyalty

Batman gets +1 ATK / +1 DEF for each card in your hand.

Exhaust a Gotham Knights character you control >>> Draw a card.

Batman, Vengeance (DBM-002C) Character, 4, Gotham Knights, 7/7 Whenever Batman or another Gotham Knights character you control becomes stunned, each opponent loses 1 endurance.

Batman, World's Greatest Detective (DOR-006U) Character, 3, Gotham Knights, 5/4 As an additional cost to recruit Batman, reveal a Gotham Knights character card from your hand.

Activate >>> Replace target ongoing plot twist. Use this power only during the recovery phase.

Batmobile (DOR-024R) Equipment, 1 Equip only to a Gotham Knights character.

Equipped character gets +1 ATK / +1 DEF.

If equipped character would become stunned while defending, instead, you may KO Batmobile.

Batplane (DOR-025U) Equipment, 0 Gotham Knights characters you control have flight.

KO Batplane >>> Return target character you control to its owner's hand.

Bat's Belfry (DGL-167R) Location, 2 Remove two cards in your hand from the game >>> Whenever target Arkham Inmates character you control attacks a character this turn, exhaust that character. At the start of the next recovery phase, return the cards you removed from the game to your hand.

Bat-Signal (DOR-026U) Plot Twist, 1 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, put it into your hand, and shuffle your deck.

Battered and Broken (DGL-063U) Plot Twist, 2 As an additional cost to play Battered and Broken, exhaust an Emerald Enemies character you control.

Characters your opponents control lose and cannot have reinforcement this turn.

Battering Ram, Short-Lived (MMK-048C) Character, 5, X-Statix, 9/8 Activate, KO Battering Ram >>> Target player exhausts all characters he controls. Use this power only during your attack step.

Battle of Wills (DGL-181C) Plot Twist, 1 Target attacker cannot be stunned while it has willpower greater than a defender's willpower this attack.

Battleworld (MHG-199C) Location, 2 Terraform

Characters you control gain the Heroes of Earth affiliation. Characters your opponents control gain the Villains of Earth affiliation.

Activate >>> Target attacker or defender you control gets +1 ATK this attack.

Baxter Building (MOR-068U) Location, 1 Activate >>> Reveal the top card of your deck. If you control a Fantastic Four character, instead, reveal two cards. Put all revealed equipment cards into your hand and the rest on the bottom of your deck.

Beast, Dr. Henry McCoy (MOR-003U) Character, 2, X-Men, 2/3 Plot twists cost you 1 less to play.

Beast, Feline Geneticist (MXM-002U) Character, 3, X-Men, 5/5 Mutant — Physical Free >>> 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.

Beast, Furry Blue Scientist (MAV-001C) Character, 1, Avengers, 2/1 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.

Beast, Quick Thinker (MXS-001C) Character, 1, X-Men, 1/1 Beast gets +1 ATK / +1 DEF while attacking.

Beast Boy, Garfield Logan (DOR-035R) Character, 3, Teen Titans, 3/3, Flight Whenever attacks, put a +1 ATK / +1 DEF counter on him.

Whenever Beast Boy defends, put a +1 ATK / +1 DEF counter on him for each attacker.

Beautiful Dreamer, Forever People (DSM-035U) Character, 2, New Gods, 2/2 Cosmic: Whenever Beautiful Dreamer becomes stunned, you may recover another target stunned character you control.

Beef, (MXM-124C) Character, 4, Hellfire Club, 7/7 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.

Beetle, (MSM-070C) Character, 2, Sinister Syndicate, 2/0, Flight, Range gets +1 DEF for each resource you control.

Boost 4: When Beetle comes into play, he gets +1 ATK / +1 DEF this turn for each resource you control.

Beetle, Armorsmith (MAV-124C) Character, 2, Masters of Evil, 3/2, Flight, Range 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.

Beetle <> Mach 1, Reluctant Hero (MAV-083C) Character, 1, Thunderbolts, 2/1, Flight, Range Whenever Beetle becomes stunned, you may remove him from the game. If you do, search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck.

Beetle <> Mach 2, Matthew Davis (MAV-084C) Character, 3, Thunderbolts, 5/3, Flight, Range Beetle gets +4 ATK / +4 DEF while you control six or more resources.

Beetle <> Mach 3, Repentant Villain (MAV-085U) Character, 5, Thunderbolts, 12/10, Flight, Range Characters in combat with Beetle have invulnerability.

Beetle <> Mach 4, New Team Leader (MAV-086C) Character, 7, Thunderbolts, 16/15, Flight, Range Leader: Characters adjacent to Beetle with cost 4 or less get +3 ATK / +3 DEF.

Behavior Modification Device, Team-Up (MAV-072C) Plot Twist, 2 Choose two different team affiliations among characters you control.

Ongoing: Characters you control with either of the chosen affiliations have both of them.

Discard a Squadron Supreme character card >>> Draw a card, then discard a card. Use this power only once per turn.

Bernadeth, Leader of (DSM-098C) Character, 4, Darkseid's Elite, 8/6 Pay 1 endurance >>> Whenever a character an opponent controls recovers this phase, its controller loses endurance equal to its cost. Use this power only once per turn.

Beta Club (DSM-121U) Equipment, 0 Equip only to a Darkseid's Elite character.

Whenever equipped character stuns a defender, that defender's controller loses endurance equal to its cost.

Betrayal (MOR-177R) Plot Twist, 2 Target player stuns a non-stunned character he controls if he controls two or more affiliated characters, unless all affiliated characters he controls share at least one team affiliation.

Bevatron, Hellion (MXM-125C) Character, 3, Hellfire Club, 4/4, Range 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.

Big Barda, Barda Free (DSM-036C) Character, 6, New Gods, 12/12, Range Cosmic: Pay half your endurance, rounded up >>> Big Barda gets +4 ATK / +4 DEF this attack. Use this power only once per turn.

Big Bear, Forever People (DSM-037C) Character, 3, New Gods, 3/3 As an additional cost to recruit Big Bear, reveal a New Gods character card from your hand.

Cosmic: Big Bear gets +3 ATK / +3 DEF.

Big Bully (MSM-144C) Plot Twist, 1 Target attacker gets +X ATK this attack while attacking a defender with lesser cost, where X is the difference between that attacker's cost and that defender's cost.

Biomodem Satellite (MAV-111U) Location, 3 Activate >>> Target Thunderbolts attacker or defender you control gets +1 DEF this attack. If you control five or more resources, instead, it gets +1 ATK this attack.

Birthing (DGL-182U) Location, 3 Activate >>> If you control four or more characters, draw a card. If you control six or more characters, instead draw two cards, then discard a card.

Bishop, Lucas (MOR-004C) Character, 2, X-Men, 2/2, Range Whenever Bishop attacks a character with range, he gets +3 ATK / +3 DEF this attack.

Whenever Bishop defends, he gets +3 ATK / +3 DEF this attack for each attacker with range.

Bishop, XSE Commando (MXM-003C) Character, 4, X-Men, 7/7, Range Mutant — Energy Whenever Bishop becomes stunned, target opponent loses 3 endurance.

Bitter Rivals (MOR-126U) Plot Twist, 4 Choose a character name.

Ongoing: Whenever a character you control named Dr. Doom attacks a character with the chosen name, that Dr. Doom gets +3 ATK this attack.

Whenever a character you control named Dr. Doom defends, he gets +3 ATK this attack for each attacker with the chosen name.

Bizarro, Imperfect Duplicate (DSM-062R) Character, 5, Revenge Squad, 7/10, Flight, Range Discard a Revenge Squad character card >>> Switch 's ATK and DEF this attack.

Bizarro, ME AM BIZARRO #1 (DCR-122C) Character, 4, Villains United/Revenge Squad, 11/7, Flight, Range Vengeance: Whenever Bizarro becomes stunned, target opponent gains 4 endurance.

Bizarro Ray (DJL-211U) Plot Twist, 1 Ongoing: Pay 1 endurance >>> Target defender gets -1 DEF this attack. Then, if that defender has 0 DEF and you control a Revenge Squad character, stun that defender. Use this power only once per turn.

Bizarro World (DSM-087R) Location, 2 Flip only if you control a Revenge Squad character.

At the start of the combat phase, each player may reveal a character card from his hand and choose one of its affiliations. If he does, that player puts a cosmic counter on a cosmic character with that affiliation. (See bizarroworld.com)

Black Adam, Lord of Kahndaq (DCR-124R) Character, 8, Villains United, 17/17, Flight, Range Discard a Villains United character card >>> Characters you control get +1 ATK / +1 DEF this turn.

Black Adam, Ruthless Hero (DCR-004C) Character, 7, JSA, 14/16, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Exhausted JSA characters you control get +2 ATK.

Black Adam, Teth-Adam (DCR-123C) Character, 5, Villains United, 10/8, Flight, Range Vengeance: Whenever Black Adam becomes stunned, target character gets -3 ATK / -3 DEF this turn.

Black Alice, Lori Zechlin (DCR-043U) Character, 5, Shadowpact, 9/9, Flight, Range Pay half your endurance, rounded up >>> gets +3 ATK / +3 DEF this attack. Use this power only once per turn and only if Black Alice is in combat.

Black Bolt, Devastating Decree (MHG-094R) Character, 8, Inhumans, 19/19, Flight, Range Cosmic: Whenever stuns a character, you may KO all characters with cost less than the number of face-up resources you control.

Black Bolt, Illuminati (MHG-092C) Character, 2, Inhumans, 3/2, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

When Black Bolt comes into play, look at the top card of your deck. You may replace a resource you control.

Black Bolt, King of the Inhumans (MHG-093C) Character, 5, Inhumans, 9/8, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Leader: Characters adjacent to Black Bolt get +2 DEF.

Black Cat, Felicia Hardy (MSM-001C) Character, 4, Spider-Friends, 7/6 Whenever Black Cat attacks, target player puts the top card of his deck into his KO'd pile. If that card has an odd cost, that player discards a card.

Whenever Black Cat defends, for each attacker, target player puts the top card of his deck into his KO'd pile. For each of those cards that has an odd cost, that player discards a card.

Black Cat, Master Thief (MSM-033U) Character, 2, Spider-Friends, 2/2 Evasion

Plot twists cost your opponents 2 more to play.

Black Hand, Dark-Hearted Villain (DGL-038C) Character, 2, Emerald Enemies, 2/2, Range Willpower 1

At the start of the recovery phase, gain X endurance, where X is the total willpower of characters you control.

Black Magic (MMK-164C) Plot Twist, 3 Play 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 / +3 DEF this attack.

Black Mask, Roman Sionis (DOR-129U) Character, 2, 3/2, Range Discard an unaffiliated character card >>> Power-up . Use this power only if Black Mask is in combat. (A powered-up character gets +1 ATK / +1 DEF this attack.)

Black Panther, King of (MXM-208U) Character, 3, , 4/4 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.

Black Panther, T'challa (MAV-002U) Character, 3, Avengers, 4/3 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.

Black Thorn, Elizabeth Thorne (DCR-087U) Character, 2, Checkmate, 3/2, Range Loyalty—Reveal, Concealed

Backup: Activate >>> Ready a location you control. Use this power only during the build phase and only once per turn.

Black Tom, Thomas Cassidy (MOR-163C) Character, 3, 4/4, Range At the start of the combat phase, if you recruited no characters this turn, Black Tom gets +4 ATK / +4 DEF this turn.

Blackbird Blue (MXM-029U) Equipment, 1 Unique

X-Men characters you control get +2 ATK while attacking and have flight.

Blackbriar Thorn, Druid of Cymru (DCR-044U) Character, 2, Shadowpact, 2/2 Willpower 1

Whenever you play a Magic plot twist, put a +1 ATK / +1 DEF counter on Blackbriar Thorn.

Blackfire, Komand'r (DOR-130R) Character, 5, 9/8, Flight, Range Activate, pay 5 endurance >>> Stun target front row character. Use this power only during your attack step.

Blackgate Prison (DOR-087R) Location, 2 Activate, stun an Arkham Inmates character you control >>> Draw a card.

Blackheart, Son of (MMK-138C) Character, 6, Underworld, 14/10, Range Discard an Underworld character card >>> cannot be stunned while in combat with a character with cost 4 or less this turn.

Blackout, Master of Darkness (MMK-139U) Character, 4, Underworld, 8/6 Concealed (This character comes into play in the hidden area.)

Discard a card >>> Move to your hidden or visible area.

Blade, Eric Brooks (MMK-001R) Character, 2, Marvel Knights, 3/2 As an additional cost to recruit , reveal a Marvel Knights character card from your hand.

Blade gets +1 ATK / +1 DEF while equipped.

Blade, The Daywalker (MMK-180C) Character, 5, Marvel Knights, 8/8 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.

Blastaar, King of Baluur (MOR-157R) Character, 6, Negative Zone, 12/12, Flight, Range At the start of the combat phase, if Negative Zone is not in play, discard your hand.

At the start of your attack step, you may stun target support row character.

Blind Justice (MMK-030R) Plot Twist, 2 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.

Blind Sided (MOR-178R) Plot Twist, 2 Target character loses and cannot have reinforcement this turn.

Blinding Rage (DCR-184R) Plot Twist, 3 Target attacker you control gets +4 ATK / -4 DEF this attack.

Blizzard, Donny Gill (MAV-087C) Character, 2, Thunderbolts, 2/3, Range Activate >>> Exhaust target character. That character's controller moves it to a different position. Use this power only during your attack step.

Blob, Fred Dukes (MOR-077C) Character, 4, Brotherhood, 6/9 Support row Brotherhood characters you control cannot be attacked while is visible and in your front row.

Blob, Freedom Force (MXM-086C) Character, 6, Brotherhood, 12/13 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.

Blockbuster, Roland Desmond (DSM-139U) Character, 3, Arkham Inmates, 4/4 Cosmic: Blockbuster gets +3 ATK.

Bloke, Mickey Tork (MMK-049U) Character, 2, X-Statix, 2/2 Exhaust another X-Statix character you control >>> Bloke gets +2 ATK / +2 DEF this attack.

Blood Feud (DSM-128U) Plot Twist, 2 Target Darkseid's Elite or New Gods character you control gets +3 ATK / -3 DEF this attack.

Blood Hunt (MMK-165R) Plot Twist, 2 As an additional cost to play Blood Hunt, exhaust an Underworld character you control.

Ongoing: Underworld characters you control have flight.

If an Underworld character you control would become powered-up, instead, you may have it get +2 ATK this attack.

Blood in the Dark (DGL-161U) Plot Twist, 1 Target character you control can attack hidden characters this turn.

Ongoing: Pay 2 endurance >>> Gotham Knights characters you control can attack hidden characters this turn.

Bloodhound (MXM-071U) Plot Twist, 2 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.

Blow Hard, Windbag (MXM-046U) Character, 6, Morlocks, 12/12, Range Mutant — Energy Whenever Blow Hard attacks a character, that character's controller moves all characters he controls to his support row.

Blow the Man Down (MXM-166R) Plot Twist, 3 Play 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.

Blown to Pieces (MMK-187C) Plot Twist, 1 Target defender you control gets +3 ATK this attack. If Blown to Pieces is in your resource row and you control a Crime Lords character and an Underworld character, that defender gets an additional +2 ATK this attack and you may replace Blown to Pieces.

Blue Area of the Moon (MHG-116C) Location, 2 Terraform

Activate >>> Target Inhumans attacker you control gets +1 DEF this attack for each face-up resource you control.

Blue Devil, Big Blue (DCR-046C) Character, 5, Shadowpact, 10/10, Range When Blue Devil comes into play, lose 4 endurance.

When Blue Devil leaves play, gain 8 endurance. (You gain the endurance even if he is stunned.)

Blue Devil, Dan Cassidy (DCR-045C) Character, 2, Shadowpact, 4/2, Range When Blue Devil comes into play, lose 4 endurance.

When Blue Devil leaves play, gain 6 endurance. (You gain the endurance even if he is stunned.)

Blue , James Dore Jr. (MAV-047C) Character, 4, Squadron Supreme, 7/6, Flight Whenever 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.

Bluejay, Jay Abrams (DJL-040C) Character, 2, JLI, 4/1, Flight Concealed—Optional (You may have this character come into play in the hidden area.)

Bluejay gets -1 ATK while hidden.

Bolivar Trask, Creator of the Sentinel Program (MOR-138R) Character, 1, Sentinel, 1/1 When comes into play, search your deck for an Army Sentinel character card, reveal it, put it into your hand, and shuffle your deck.

Boodikka, Green Lantern of Bellatrix (DGL-004C) Character, 6, Green Lantern, 10/13, Flight, Range Willpower 3

Boodikka gets +X ATK while attacking, where X is her willpower.

Book of (DGL-183C) Location, 1 At the start of your recruit step, you may look at the top X cards of your deck, where X is the number of characters you control with willpower 2 or greater. If you do, put one of those cards into your hand and the rest on the bottom of your deck, and discard a card.

Boom Tube (DSM-151C) Plot Twist, 2 Choose one: Target support row defender you control has reinforcement this attack; or return target front row defender you control to its owner's hand. (When an attack concludes, if there is no defender, ready all attackers.)

Boomerang, Fred Myers (MSM-071C) Character, 3, Sinister Syndicate, 4/3, Flight, Range Return to his owner's hand >>> Return target character with cost 2 or less to its owner's hand. Use this power only if you control another Sinister Syndicate character.

Booster Gold, Michael Jon Carter (DJL-041C) Character, 2, JLI, 3/2, Flight, Range Ally: Whenever a character you control becomes powered-up, that character gets an additional +1 DEF this attack.

Boost 1: When comes into play, gain 2 resource points if you recruited him from your hand.

Boot to the Head (MXM-112R) Plot Twist, 3 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.

Boris, Doom's (MFF-013C) Character, 2, Doom, 2/2 When Boris comes into play, draw a card.

Boris, Personal Servant of Dr. Doom (MOR-107R) Character, 1, Doom, 1/1 Activate, put Boris on the bottom of your deck >>> Search your deck for a plot twist card, reveal it, put it into your hand, and shuffle your deck. Use this power only if you control Dr. Doom.

Borrowed Blade (MOR-179C) Equipment, 0 Equipped character gets +1 ATK / +1 DEF.

Boss of Bosses (MMK-120U) Plot Twist, 2 As an additional cost to play Boss of Bosses, exhaust a Crime Lords character you control.

Search your deck for a card named , reveal it, put it into your hand, and shuffle your deck.

Characters you control can attack hidden characters this turn.

Brainiac, Earth 2 (DCR-215U) Character, 2, Anti-Matter, 2/3 Concealed—Optional

Discard an Anti-Matter or Earth 2 character card >>> Target character gets -1 ATK / -1 DEF this turn.

Boost 1: When comes into play, put two +1 ATK / +1 DEF counters on Brainiac.

Brainiac 2.5, Vrill Dox (DSM-063C) Character, 5, Revenge Squad, 9/8 Non–Revenge Squad characters get -1 DEF while Brainiac 2.5 is ready and -1 ATK while Brainiac 2.5 is exhausted.

Boost 2: When Brainiac 2.5 comes into play, non– Revenge Squad characters get -2 ATK / -2 DEF this turn.

Brainiac's Ship (DSM-088R) Equipment, 1 Unique, Transferable

Equip only to a Revenge Squad character you control.

Characters your opponents control get -1 ATK / -1 DEF.

Brave New World, Team-Up (MXM-192C) Plot Twist, 3 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 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 gain the chosen trait.

Break You (DOR-144C) Plot Twist, 1 As an additional cost to play Break You, discard up to three cards.

Target attacker or defender gets +2 ATK this attack for each card you discarded.

Breaking Ground, Construct (DGL-184R) Plot Twist, 3 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.

Breaking Story (MSM-145U) Plot Twist, 0 Reveal the top card of your deck. If its cost is less than the number of resources you control, put it into your hand.

Brik, Green Lantern of Dryad (DGL-005U) Character, 1, Green Lantern, 1/1, Flight, Range Willpower 1

Whenever you play a Construct plot twist, Brik gets +2 ATK this turn.

Brimstone, Engine of Destruction (DSM-099R) Character, 6, Darkseid's Elite, 13/10 Loyalty

Pay 1 resource point >>> At the start of the combat phase this turn, KO target resource. Use this power only once per turn.

Bring Down the House (MAV-214R) Plot Twist, 3 Whenever one or more Marvel Knights attackers you control stun a defender this turn, you may replace a face-down resource an opponent controls.

Bring the Pain (MMK-031C) Plot Twist, 1 Target Marvel Knights character gets +X ATK this attack, where X is that character's cost. Lose X endurance.

Bron Char, Lunatic Legion (MHG-046R) Character, 5, Kree, 10/9 Reservist, Press

Discard a Kree character card >>> The controller of target character with cost 2 or less KO's a resource he controls. If he does, he puts that character face down into his resource row. Use this power only once per turn.

Bronze , Benjamin Turner (DSM-143U) Character, 2, League of Assassins, 2/2 gets +2 ATK / +2 DEF for each stunned League of Assassins character you control.

Bronze Tiger, Brainwashed Assassin (DBM-013U) Character, 4, League of Assassins, 6/6 Activate >>> Target League of Assassins character you control gets +2 ATK / +2 DEF this attack.

Brother Blood, Leader of the Church of Blood (DOR-131C) Character, 6, 11/11 Whenever Brother Blood stuns a character, KO that character unless its controller discards two cards.

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.

Brother Eye (DCR-104U) Location, 3 Activate >>> Target Checkmate attacker you control gets +1 ATK this attack for each location you control.

Activate >>> Return target Army Checkmate character card from your KO'd pile to your hand.

Brother I Satellite (DCR-105U) Location, 2 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.

Brother , Jericho Drumm (MMK-002C) Character, 3, Marvel Knights, 4/4 Activate, discard a card >>> Put any number of cards from your hand on the bottom of your deck, then draw that number of cards.

Activate, discard a card >>> Discard any number of cards, then draw that number of cards. Use this power only if you control an Underworld character.

Brotherhood Hideout (MXS-026U) Location, 2 Activate (Exhaust this location) >>> Reveal the top card of your deck. If it is a Brotherhood character card with cost 4 or less, put it into your hand. Otherwise, put it on the bottom of your deck.

Brothers in Arms (DCR-034U) Plot Twist, 3 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.

Bulldozer, (MAV-125C) Character, 3, Masters of Evil, 5/4 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Pay 1 resource point >>> Target character you control cannot be stunned while attacking this turn.

Bulletproof (DJL-171C) Plot Twist, 1 Target defender gets +1 DEF this attack and gets an additional +1 DEF this attack if you control four or fewer resources.

Bullseye, Deadly Marksman (MMK-091R) Character, 4, Crime Lords, 9/8, Range When comes into play, KO him unless you discard a plot twist card or location card.

Bullseye, Master of Murder (MMK-092C) Character, 7, Crime Lords, 17/14, Range While you control another Crime Lords character, whenever an attacker an opponent controls becomes stunned by a defender with reinforcement, KO that attacker.

Bumblebee, Karen Beecher-Duncan (DJL-220U) Character, 3, Teen Titans, 4/4, Flight, Range Ally: Whenever a character you control becomes powered-up, you may exhaust . If you do, target player loses 3 endurance.

Bum's Rush (MXM-072C) Plot Twist, 1 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.

Burn Rubber (MOR-180C) Plot Twist, 1 Target character you control has reinforcement this turn. You may move that character to your front or support row.

Burning Gaze (DCR-185C) Plot Twist, 1 Target character you control gets +1 ATK / +2 DEF while attacking this turn and has range this turn.

BWA HA HA HA HA! (DJL-065R) Plot Twist, 3 If you control four or fewer resources and a JLI character, negate target effect from a non-ongoing plot twist targeting a character.

Cadmus Labs (DSM-026U) Location, 1 Activate >>> Cards named Superman are not unique this turn.

Replace Cadmus Labs >>> Target character named Superman gets +1 ATK / +1 DEF this attack.

Caliban, Mutant Bloodhound (MXM-047C) Character, 3, Morlocks, 4/5 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.

Call Down the Lightning (MAV-031C) Plot Twist, 1 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.

Call to Arms (MAV-192C) Plot Twist, 1 Target attacker gets +2 ATK this attack. If that attacker has two or more team affiliations, it gets an additional +2 ATK this attack.

Callisto, Morlock Queen (MXM-048C) Character, 6, Morlocks, 14/11 Mutant — Physical Evasion

Leader: Return a character adjacent to 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.

Cannibal Tech (MHG-200C) Plot Twist, 3 As an additional cost to play Cannibal Tech, discard a card.

Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck.

Cannonball, Blast Field (MXM-004C) Character, 2, X-Men, 3/2, Flight Mutant — Physical Cannonball cannot be stunned while attacking.

Captain America, Skrull Impostor (MHG-186U) Character, 3, Skrull/Marvel Knights, 5/4, Range Cosmic: Attackers you control with three or more team affiliations cannot be stunned.

Captain America, Steve Rogers (MAV-003C) Character, 3, Avengers, 6/4, Range Leader: Characters adjacent to Captain America gain the Avengers affiliation.

Team attackers adjacent to Captain America get +1 ATK.

Captain America, Super Soldier (MAV-004R) Character, 6, Avengers, 12/12, Range Leader: Avengers attackers adjacent to Captain America cannot be stunned.

Avengers defenders adjacent to Captain America get +2 ATK / +2 DEF.

Captain Atom, Nathaniel Adam (DJL-042C) Character, 6, JLI, 12/13, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Boost 1: gets +3 ATK / +2 DEF. (If you paid the boost cost this turn, this card has this text.)

Leader: Attackers adjacent to Captain Atom get +1 ATK for each attacker you control.

Captain Att-Lass, Starforce (MHG-047C) Character, 2, Kree, 3/2, Range Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Captain Boomerang, "Digger" (DJL-113U) Character, 2, Secret Society, 2/2, Range 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 Boomerang, George Harkness (DJL-077C) Character, 2, Injustice Gang, 3/2, Range Return Captain Boomerang to his owner's hand >>> Return target character with cost 2 or less to its owner's hand. Use this power only during your attack step.

Captain Cold, Leonard Snart (DJL-114U) Character, 3, Secret Society, 4/4, Range 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.

Captain Marvel, Billy Batson (DJL-043R) Character, 7, JLI, 17/17, Flight Loyalty, Reservist

Reveal and KO >>> 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.

Captain Marvel, Champion of Magic (DCR-047R) Character, 8, Shadowpact, 22/18, Flight Loyalty

Pay 25 endurance >>> You win the game.

Captain Marvel, Earth's Mightiest Mortal (DCR-005R) Character, 6, JSA, 1/1 Reservist

Captain Marvel does not come into play with a cosmic counter.

Discard a JSA character card, say "!" >>> Put a cosmic counter on Captain Marvel.

Cosmic: Captain Marvel gets +13 ATK / +13 DEF and has flight.

Carbone's Assassins, Army (MMK-093C) Character, 1, Crime Lords, 1/1, Range Crime Lords defenders you control get +1 ATK.

Cardiac, Elias Wirtham (MSM-034U) Character, 3, Spider-Friends, 3/2, Flight, Range Activate >>> Stun target character with cost 2 or less an opponent controls.

Activate >>> Recover target stunned Spider-Friends character with cost 2 or less you control.

Cardinal Law (MXM-153C) Plot Twist, 1 Target Hellfire Club attacker or defender you control gets +1 ATK this attack for each hidden character you control.

Caretaker, Nomadic Mentor (MMK-003C) Character, 2, Marvel Knights, 1/1 Activate >>> Target Marvel Knights character other than Caretaker gets +4 ATK this attack.

Carnage, Surfer (MHG-212R) Character, 7, Sinister Syndicate, 17/15, Flight, Range Cosmic: Each opponent who does not have the initiative cannot gain the initiative.

Carnage, Cletus Kasady (MSM-072R) Character, 5, Sinister Syndicate, 10/8 Loyalty

Other characters get +2 ATK.

Boost 3: When Carnage comes into play, characters get +3 ATK this turn.

Carol Danvers <> Warbird, Galactic Adventurer (MAV-005C) Character, 4, Avengers, 7/6, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Whenever stuns a defender with cost 5 or less while team attacking, return that defender to its owner's hand.

Carol Ferris <> Star Sapphire, Beloved Enemy (DGL-039C) Character, 3, Emerald Enemies, 1/6, Flight, Range 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.

Carrion, Cadaverous Clone (MMK-205U) Character, 5, Sinister Syndicate, 9/8 Whenever defends, each opponent loses 2 endurance and you gain 2 endurance.

Carter Hall <> , Eternal Champion (DCR-006C) Character, 5, JSA, 8/7, Flight, Range Carter Hall gets +1 ATK / +1 DEF for each exhausted, non-stunned, non-Army character you control.

Cassandra Cain <> Batgirl, Martial Artist (DOR-007C) Character, 4, Gotham Knights, 8/7 Loyalty

Discard a Gotham Knights character card >>> Cassandra Cain gets +1 ATK / +1 DEF this attack.

Cassandra Cain <> Batgirl, Student of the Knight (DBM-004U) Character, 5, Gotham Knights, 9/9 Whenever Cassandra Cain stuns a character, that character's controller loses 2 endurance.

Cassie Sandsmark <> , 's Chosen (DOR-036C) Character, 5, Teen Titans, 9/9, Flight Cassie Sandsmark cannot be stunned by a character with cost 6 or greater.

Cassie Sandsmark cannot be stunned by attackers while defending against one or more characters with cost 6 or greater. (Apply breakthrough as normal.)

Catcher's Mitt, Construct (DGL-185C) Equipment, 1 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.

Catherine Cobert, Embassy (DJL-044U) Character, 1, JLI, 1/1 JLI team attackers you control get +1 ATK for each location you control while attacking a character.

Catman, Thomas Blake (DCR-156C) Character, 3, , 5/4 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.

Catseye, Hellion (MXM-126U) Character, 1, Hellfire Club, 2/1 Mutant — Physical Reservist

Whenever Catseye becomes stunned, you may KO her and have target Hellfire Club character you control get +2 ATK this turn.

Catwoman, Cat (DBM-005C) Character, 5, Gotham Knights, 9/8 Whenever causes breakthrough, draw a card.

Catwoman, Selina Kyle (DOR-008C) Character, 4, Gotham Knights, 6/7 Whenever Catwoman causes breakthrough to an opponent, you draw a card and that opponent discards a card.

Central Power Battery (DGL-027C) Location, 2 Exhaust any number of characters you control with total willpower 4 or greater >>> Draw a card. Use this power only if you control a Green Lantern character.

Centurious, The Soulless Man (MMK-140C) Character, 4, Underworld, 7/7, Range Discard an Underworld character card with cost 2 or less >>> Power-up target attacker or defender you control.

Cerebra (MXS-011U) Location, 2 Activate (Exhaust this location) >>> Reveal the top card of your deck. If it is an X-Men character card with cost 4 or greater, put it into your hand. Otherwise, put it on the bottom of your deck.

Cerebro (MOR-030R) Location, 2 Activate >>> Reveal the top two cards of your deck. Put all revealed X-Men character cards into your hand and the rest on the bottom of your deck. Discard a card for each card you put into your hand.

Chameleon, Dmitri Smerdyakov (MSM-073C) Character, 1, Sinister Syndicate, 1/1 Pay 1 endurance >>> Choose a team affiliation. Chameleon gains the chosen 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 affiliations.)

Changeling, Kevin Sidney (MXM-005R) Character, 1, X-Men, 1/2 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.

Chaos Magic (MAV-032R) Plot Twist, 2 Change the target of an effect with one target that is targeting an Avengers character you control to another character you control.

Charaxes, Drury Walker (DOR-065C) Character, 3, Arkham Inmates, 5/3, Flight Charaxes cannot cause breakthrough.

Whenever Charaxes stuns an exhausted defender, KO that defender.

Charaxes, Killer (DJL-115C) Character, 6, Secret Society/Arkham Inmates, 13/11, Flight Whenever Charaxes stuns a character, you may put three character cards from your KO'd pile that share a team affiliation with Charaxes on the bottom of your deck. If you do, KO that character.

Charcoal, Charles Burlingame (MAV-088C) Character, 5, Thunderbolts, 9/9, Flight gets +5 ATK while ready.

Charge! (MOR-181U) Plot Twist, 1 Play Charge! only during your attack step.

Move all characters you control to your front row.

Characters you control get +1 ATK while attacking this turn.

Charger, Power (DSM-147U) Character, 3, , 4/3, Range Remove a cosmic counter from Charger >>> Charger gets +3 ATK / +3 DEF this turn. Use this power only once per turn.

Cosmic: Charger gets +1 ATK / +1 DEF.

Charles McNider <> Dr. Mid-Nite, Golden Age Academic (DCR-007U) Character, 4, JSA, 7/7 Reservist, Concealed

Activate >>> Move target character you control to your hidden or visible area.

Chay-Ara <> , Eternal Companion (DCR-008C) Character, 1, JSA, 2/1, Flight Vengeance: Whenever Chay-Ara becomes stunned, you may KO her. If you do, search your deck for a card that shares a name or identity with Chay-Ara, reveal it, put it into your hand, and shuffle your deck.

Check and Mate! (DCR-106R) Plot Twist, 5 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-107C) Location, 2 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-108C) Location, 2 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.

Cheetah, Feral Feline (DCR-125C) Character, 1, Villains United/Secret Society, 2/1 Vengeance: Whenever becomes stunned, characters you control get +1 ATK this turn.

Cheshire, Jade (DCR-157C) Character, 5, Secret Six/Villains United, 8/11 Whenever a Secret Six character you control attacks, gain 1 endurance.

Whenever a Villains United character you control attacks, target opponent loses 1 endurance.

Children of Forever (DGL-149R) Plot Twist, 4 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.

Children of the Atom (MOR-031R) Plot Twist, 3 As an additional cost to play Children of the Atom, discard an X-Men character card.

Recover target stunned X-Men character.

Children of the Night (MMK-166C) Plot Twist, 1 Ongoing: Hidden Underworld characters you control get +1 DEF.

Whenever a hidden character you control causes breakthrough to a player, that player loses 1 endurance.

Chill Out! (MXM-167R) Plot Twist, 2 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.

Chimp Detective Agency (DCR-070R) Location, 2 Activate, pay 3 endurance >>> Reveal the top three cards of your deck. Put a revealed Shadowpact character card into your hand and the rest on the bottom of your deck.

Chomin, Qwardian Spy (DJL-203U) Character, 1, Anti-Matter, 2/1, Range Concealed—Optional

Stun another character you control >>> Target player loses endurance equal to that character's cost. Use this power only once per turn.

Chopping Block, Construct (DGL-186C) Equipment, 1 Chopping Block costs 1 less to recruit onto a character with willpower 1 or greater.

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.

Ch'p, Green Lantern of H'lven (DGL-006C) Character, 4, Green Lantern, 6/6, Flight, Range Willpower 6

Boost 2: Each character you control gets +X DEF while in combat, where X is its willpower. (If you paid the boost cost this turn, this card has this text.)

Christopher Smith <> , Obsessed (DCR-088U) Character, 3, Checkmate, 5/3, Range 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.

Chrome, Acolyte (MXM-087C) Character, 2, Brotherhood, 3/2 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.

Circe, Immortal Sorceress (DJL-078C) Character, 4, Injustice Gang, 7/7, Flight, Range 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.

Circle Defense (DOR-055U) Plot Twist, 3 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.

Cir-El <> , Daughter of Tomorrow (DSM-002C) Character, 5, Team Superman, 8/9, Flight, Range Cosmic: Cir-El gets +1 ATK for each cosmic counter on characters you control.

Boost 1: When Cir-El comes into play, put a cosmic counter on each cosmic character you control.

Clench Virus (DOR-111U) Plot Twist, 3 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.

Whenever a character receives a plague counter, if that character has a number of plague counters greater than its cost, KO that character.

Cloak, Child of Darkness (MMK-004C) Character, 4, Marvel Knights, 7/3 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.

Cloak, Tyrone Johnson (MSM-035C) Character, 4, Spider-Friends, 6/6 Loyalty

Whenever Cloak stuns an attacker, return that character to its owner's hand.

Boost 4: When Cloak comes into play, return any number of target characters with cost 4 or less to their owners' hands.

Cloak of Nabu, Fate Artifact (DCR-175C) Equipment, 0 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.

Clocktower (DOR-027C) Location, 1 Exhaust a support row Gotham Knights character you control >>> Look at the top card of your deck. You may put that card on the bottom of your deck.

Activate >>> Replace a face-down resource you control.

Clone Saga (MSM-146U) Plot Twist, 2 Play Clone Saga only if you control a Spider-Friends character.

Ongoing: Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO'd pile gain the Spider-Friends affiliation. (This is in addition to other affiliations.)

Close the Gap (MXS-030C) Plot Twist, 3 Target character you control gets +2 ATK while attacking this turn and has range this turn. (Characters with range can attack from the support row.)

Club Dead (MMK-177C) Location, 3 Activate, put an Underworld character card from your KO'd pile on the bottom of your deck >>> Recover target stunned character with cost 3 or less you control.

Clumsy Foulup, Puppet Dictator (MHG-048C) Character, 2, Kree, 2/2 Press

Whenever you recruit a character, Clumsy Foulup gets +1 ATK / +1 DEF this turn.

Whenever Clumsy Foulup's ATK becomes 5 or greater, return him to his owner's hand.

Coach, Manipulative Mentor (MMK-050C) Character, 1, X-Statix, 0/2 Concealed (This character comes into play in the hidden area.)

Discard Coach >>> Gain 2 endurance. Use this power only if Coach is in your hand.

Return Coach to his owner's hand >>> Target X-Statix character you control can attack hidden characters this turn.

Coalition of Heroes (MMK-189R) Plot Twist, 2 Play 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.

Coast City (DGL-187C) Location, 2 Activate >>> Target character cannot be attacked while protected this turn.

Cobra, Vorhees (MMK-094C) Character, 2, Crime Lords, 2/2 When comes into play, you may search your deck for a card named Mr. Hyde, reveal it, put it into your hand, and shuffle your deck.

Coercion, Team-Up (DCR-148C) Plot Twist, 2 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.

Collecting Souls, Magic (DCR-071C) Plot Twist, 1 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.

Colonel Yon-Rogg, Commander of the Helion (MHG-049R) Character, 3, Kree, 4/5, Range Press

Exhaust three front row Kree characters you control >>> Stun target character. Use this power only once per turn and only during your attack step.

Colossus, Acolyte (MXM-088U) Character, 7, Brotherhood, 15/15 Mutant — Physical Reservist

gets +3 ATK / +3 DEF while you control six or more face-down resources.

Colossus, Organic (MXM-006U) Character, 6, X-Men, 13/12 Mutant — Physical Free >>> Put three +1 ATK / +1 DEF counters on Colossus. Use this power only once per turn and only during the recovery phase.

Colossus, Peter Rasputin (MOR-005C) Character, 6, X-Men, 11/12 Colossus gets +5 ATK while you have five or more X-Men character cards in your KO'd pile.

Colossus, Steadfast Protector (MXS-002U) Character, 5, X-Men, 10/10 Colossus has reinforcement while you have 25 or less endurance.

Com Link (MSM-147U) Equipment, 0 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."

Combat Maneuvers (MAV-112C) Plot Twist, 2 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.

Combat Protocols (MOR-146U) Plot Twist, 2 Choose a team affiliation. Army Sentinel characters you control get +2 ATK while attacking a character with the chosen affiliation this turn.

Combat Reflexes (DOR-145C) Plot Twist, 3 Move target character you control to your front or support row. That character gets +3 ATK while attacking this turn.

Commander, Military Leader of (DGL-146R) Character, 4, New Gods, 8/6 Cosmic: Pay 2 endurance >>> Put a cosmic counter on target cosmic character you control. Use this power only once per turn.

Commander Dylon Cir, Lunatic Legion (MHG-050C) Character, 3, Kree, 6/3, Range Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Whenever Commander Dylon Cir attacks, the defending player replaces a face-up non–Team-Up resource he controls.

Commissioner Gordon, (DOR-009U) Character, 2, Gotham Knights, 2/2, Range Army Gotham Knights characters you control get +1 ATK / +1 DEF.

Pay 3 endurance >>> KO target equipment an opponent controls.

Commissioner Gordon, Lieutenant Gordon (DBM-006C) Character, 1, Gotham Knights, 1/1, Range When Commissioner Gordon comes into play, you may search your deck for a card named Batman, reveal it, shuffle your deck, and put that card on the top of your deck.

Common Enemy (MOR-182U) Plot Twist, 2 Play Common Enemy only if you control a Doom character and a Fantastic Four character.

Draw a card.

Ongoing: Characters you control, as well as cards in your hand, deck and KO'd pile with either the Doom or Fantastic Four affiliation have both affiliations.

Concrete Jungle (DOR-146R) Plot Twist, 2 Each opponent turns all locations he controls face down.

Ongoing: Whenever an opponent flips a location, that opponent discards a card.

Conjuration, Magic (DCR-072R) Plot Twist, 3 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.

Connie Webb, Knight (DCR-089U) Character, 1, Checkmate, 1/1, Range Activate >>> If Connie Webb is in play, search your deck for a Checkmate character card with cost 4 or less, reveal it, put it into your hand, and shuffle your deck. Put Connie Webb on the top of your deck.

Connor Hawke <> Green , Son of the Archer (DJL-005U) Character, 2, JLA, 3/2, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Ally: Whenever a character you control becomes powered-up, that character gets an additional +1 ATK this attack.

Connor Kent <> , Kon-El (DSM-003U) Character, 4, Team Superman, 7/6, Flight Whenever Connor Kent stuns a character, you may replace target face-down resource.

Connor Kent <> Superboy, Tactile Telekinetic (DOR-037C) Character, 6, Teen Titans, 12/10, Flight, Range Exhaust a Teen Titans character you control >>> Connor Kent gets +2 DEF this turn.

Pay 2 endurance >>> KO target equipment an opponent controls.

Conquered Planet (MHG-071C) Plot Twist, 1 Target Kree attacker or defender you control gets +1 ATK this attack for each face-down resource target opponent controls.

Conscription (DJL-206R) Plot Twist, 2 As an additional cost to play Conscription, discard a character card.

Search your deck for an Army character card with cost 1, put it into your front row, and shuffle your deck.

Controller Sanction (DJL-201U) Plot Twist, 2 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 +1 ATK this attack for each face-up resource you control.

Copperhead, Slithering Assassin (DJL-116C) Character, 1, Secret Society, 2/1 Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.)

Boost 1: Copperhead comes into play with a +1 ATK / +1 DEF counter on him.

Corkscrew, Twisted Trainee (MMK-051C) Character, 2, X-Statix, 3/2 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.

Cosmic Conflict (DGL-188C) Plot Twist, 2 Move target hidden attacker you control to your visible area. That character gets +4 ATK this attack.

Cosmic Necessity (MHG-029U) Plot Twist, 2 As an additional cost to play Cosmic Necessity, exhaust a Heralds of Galactus character you control.

Target opponent chooses whether you draw two cards or you gain 5 endurance.

Cosmic Order (MHG-201C) Plot Twist, 1 Play Cosmic Order only during the recovery phase.

You may KO a stunned character you control. If you do, each other player KO's a stunned character he controls.

Cosmic Radiation (MOR-069R) Plot Twist, 3 Ready any number of Fantastic Four characters you control. Those characters cannot attack this turn.

Costume Change (MSM-059U) Plot Twist, 3 You may discard a Spider-Friends character card. If you do, search your deck for a different version of the discarded card, reveal it, put it into your hand, and shuffle your deck.

Council of Power (DGL-130R) Plot Twist, 2 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 opponent loses 2 endurance for each card in his hand, then gains 2 endurance for each card in your hand.

Count Vertigo, Werner Vertigo (DCR-126C) Character, 1, Villains United, 2/1 Return to his owner's hand >>> Exhaust target character. Use this power only during your attack step.

Counterstrike (DJL-172C) Plot Twist, 1 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-173U) Plot Twist, 1 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.

Courtney Ross, Once and Future Queen (MXM-127U) Character, 1, Hellfire Club, 1/2 Concealed

Characters get -1 ATK while attacking you directly.

Cover (MOR-183C) Plot Twist, 2 Target defender gets +2 DEF this attack for each other non-stunned character with range you control.

Cracking the (DOR-088R) Plot Twist, 1 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.

Creation of a Herald (MHG-030R) Plot Twist, 3 As an additional cost to play Creation of a Herald, discard a Heralds of Galactus character card.

If you discarded a card named Galactus, search your deck for any card. Otherwise, search your deck for a character card with cost less than the cost of the card you discarded. Reveal that card, put it into your hand, and shuffle your deck.

Creeping Doom, Army (DJL-079C) Character, 1, Injustice Gang, 1/1 Exhaust two characters you control >>> Recover target stunned Army character you control with cost 1.

Crime and Punishment (MMK-032C) Plot Twist, 3 Choose one: Target Marvel Knights attacker you control gets +4 ATK this attack; or target attacker you control gets +4 ATK this attack and characters you control cannot attack this turn.

Crime Spree (MAV-154C) Plot Twist, 2 Ongoing: Pay 1 resource point >>> Choose one: Target Masters of Evil character you control gets +3 ATK this turn; or target Masters of Evil character you control has invulnerability this turn. Use this power only once per turn.

Criminal Mastermind (DJL-103C) Plot Twist, 1 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.

Crimson Commando, Freedom Force (MXM-089C) Character, 2, Brotherhood, 4/1, Range 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.

Crimson , Vivian and Constance D'Aramis (DJL-045U) Character, 4, JLI, 7/6 When Crimson Fox comes into play, if you control another JLI character, put a twin counter on her.

If Crimson Fox has a twin counter and would become stunned while you control four or fewer resources, instead, remove a twin counter from her and exhaust her.

Crisis on Infinite Earths, Team-Up (DJL-174R) Plot Twist, 2 Ongoing: Characters you control, as well as character cards in your hand, KO'd pile, and deck lose all team affiliations, have the Crisis affiliation, and cannot have any team affiliation other than Crisis.

Character cards you own are not unique.

If a character card you recruited would come into play, instead, KO all characters you control with the same printed name and version as that card, then put that card into play.

Crossbow (DOR-147C) Equipment, 0 Transferable

Equipped character gets +1 ATK and has range.

Crowd Control (MSM-148C) Plot Twist, 2 As an additional cost to play Crowd Control, discard a card.

Support row characters you control have reinforcement this turn.

Crushing Blow (MSM-028C) Plot Twist, 2 Target attacker gets +3 ATK / +3 DEF while attacking an exhausted defender this attack.

Cryonic Grenade (MFF-024U) Plot Twist, 2 As an additional cost to play Cryonic Grenade, exhaust a character you control.

Target opponent loses 3 endurance.

Crystal, Elemental (MFF-001C) Character, 4, Fantastic Four, 7/6, Range Support row characters you control get +1 DEF.

Crystal, Elementelle (MHG-095C) Character, 3, Inhumans, 5/4, Range Concealed—Optional

When Crystal comes into play, you may KO a resource you control. 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.

Crystal, (MOR-042C) Character, 4, Fantastic Four, 7/6, Range Activate >>> Target opponent moves a support row character he controls to his front row. Use this power only during the combat phase.

Crystal Frost <> , Cold-Hearted Killer (DJL-117U) Character, 5, Secret Society, 8/11, Range Ally: Whenever a character you control becomes powered-up, you may remove three cards in your KO'd pile from the game. If you do, target character cannot ready this turn.

Cybelle, Meltdown (MXM-049R) Character, 5, Morlocks, 9/9 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.

Cyclops, Blue Leader (MXM-007C) Character, 5, X-Men, 9/9, Range Mutant — Energy Leader: Whenever a character adjacent to attacks, target opponent loses 2 endurance.

Cyclops, Optic Blast (MXS-003C) Character, 3, X-Men, 5/4, Range Whenever Cyclops attacks, each opponent loses 2 endurance.

Cyclops, Scott Summers (MOR-006C) Character, 5, X-Men, 8/8, Range Cyclops cannot be stunned while attacking from your support row.

Cyclops, Slim (MOR-007C) Character, 2, X-Men, 3/2, Range X-Men team attackers you control get +2 ATK / +2 DEF.

Dagger, Child of Light (MMK-005U) Character, 1, Marvel Knights, 1/1, Range Discard Dagger >>> Search your deck for a card named Midnight Sons, reveal it, put it into your hand, and shuffle your deck. Use this power only if Dagger is in your hand.

Activate >>> Return Dagger to her owner's hand.

Dagger, Tandy Bowen (MSM-036U) Character, 3, Spider-Friends, 4/4, Range Activate >>> Target player loses 1 endurance for each card in his hand. Use this power only during your attack step.

Daily Bugle (MSM-010U) Location, 2 When you flip , choose a character name.

Whenever a character an opponent controls with the chosen name becomes stunned by one or more Spider-Friends characters you control, you may turn a face-up resource you control face down.

Daily Planet (DSM-027R) Location, 1 Activate >>> Look at the top two cards of target opponent's deck. Put one of them into that player's KO'd pile and the other on the top of that player's deck. Use this power only if you control a Team Superman character.

Dallas Riordan, Mayoral Aide (MAV-089C) Character, 1, Thunderbolts, 1/1 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-090C) Character, 4, Thunderbolts, 8/5 Reservist

Pay 1 endurance >>> Dallas Riordan gets +2 ATK / +2 DEF this attack. Each opponent may draw a card. Use this power only once per turn.

Damsel in Distress, Construct (DGL-064C) Plot Twist, 3 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.

Dane Whitman <> , Heroic (MAV-006C) Character, 2, Avengers, 3/3 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.

Danger Room (MOR-032U) Location, 1 Front row X-Men characters you control get +1 ATK.

Support row X-Men characters you control get +1 DEF.

Dangerous Experiment (MSM-094R) Plot Twist, 4 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 card with the chosen name. Put that card into your hand and shuffle the other revealed cards into your deck. Lose 1 endurance for each card you revealed.

Daredevil, (MMK-006C) Character, 7, Marvel Knights, 15/15 Concealed (This character comes into play in the hidden area.)

When 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-007R) Character, 5, Marvel Knights, 9/10 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-008C) Character, 3, Marvel Knights, 4/4 Pay 2 endurance >>> Daredevil gets +2 ATK this attack. Use this power only once per turn.

Daredevil, The Man (MSM-002C) Character, 5, Spider-Friends, 9/8 Daredevil cannot be stunned while attacking a character with cost 5 or greater.

Dark Embrace (MMK-167R) Plot Twist, 8 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 from your hand into your front row with cost less than the number of cards you discarded.

Dark Phoenix, Life Force (MXM-128R) Character, 8, Hellfire Club, 21/21, Flight, Range 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.

Dark Phoenix, Cosmic Entity (MOR-164R) Character, 10, 25/25, Flight, Range At the start of the combat phase, KO all resources.

Darkoth, Death Demon (MFF-014C) Character, 6, Doom, 12/11, Range Darkoth gets +2 ATK / +2 DEF while exhausted.

Darkoth, Major Desmund Pitt (MOR-108U) Character, 3, Doom, 4/5, Range Whenever Darkoth attacks, you may KO a resource you control. If you do, Darkoth gets +7 ATK this attack.

Darkseid, Heart of Darkness (DJL-118C) Character, 5, Secret Society/Darkseid's Elite, 10/9, Range 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.

Darkseid, Lord of (DSM-100R) Character, 8, Darkseid's Elite, 20/20, Range As an additional cost to recruit Darkseid, discard a Darkseid's Elite character card.

At the start of the recovery phase, KO all other characters.

Darkseid, Uxas (DSM-101U) Character, 6, Darkseid's Elite, 12/13, Range 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.

Darkseid Undenied (DGL-158R) Plot Twist, 2 Replace target non-ongoing plot twist an opponent controls. Each player loses endurance equal to its cost.

Ongoing: Exhaust a Darkseid's Elite character you control >>> Replace target non-ongoing plot twist an opponent controls.

David Clinton <> , The Time Thief (DJL-080C) Character, 3, Injustice Gang, 4/5 At the start of the recovery phase, you may return target character with cost 1 or less to its owner's hand.

Whenever a character returns to an opponent's hand from play, each player draws a card.

Dawn Granger <> Dove, Agent of Order (DOR-040C) Character, 1, Teen Titans, 1/1, Flight Dawn Granger gets +1 ATK / +1 DEF while you control .

Boost 2: When Dawn Granger comes into play, if you don't control Hank Hall, search your deck for a card named Hank Hall, put it into your front row, and shuffle your deck.

Day of the Dead (MMK-186C) Plot Twist, 2 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.

Dazzler, Alison Blaire (MOR-008C) Character, 1, X-Men, 1/1, Range Activate, discard an X-Men character card >>> Exhaust target support row character. Use this power only during the combat phase.

Dazzler, Rock Star (MXM-008C) Character, 2, X-Men, 3/2, Range Mutant — Energy Whenever a character you control team attacks, target opponent loses 1 endurance.

Deacon Frost, Master (MMK-141R) Character, 2, Underworld, 2/3, Flight Boost X: When Frost comes into play, put X cards named New Blood from your KO'd pile into your front row.

Dead Girl, Crafty Cadaver (MMK-052C) Character, 5, X-Statix, 8/8 If Dead Girl would become stunned, instead, you may pay 10 endurance. If you do, move Dead Girl to your support row exhausted and draw a card.

Dead Weight (MMK-074U) Plot Twist, 3 Target X-Statix character you control gets +4 DEF this attack and cannot attack this turn. KO each other character you control.

Dead-Eye, Qwardian Conglomerate (DGL-076U) Character, 2, Anti-Matter, 3/1, Range 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.

Deadly Conspiracy (MAV-113C) Plot Twist, 2 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.

Deadly Game (MXM-154R) Plot Twist, 3 Move target hidden Hellfire Club character you control to your visible area. If you do, move a visible Hellfire Club character you control to your hidden area.

Deadpool, Wade Wilson (MMK-095R) Character, 5, Crime Lords, 10/8, Range Concealed (This character comes into play in the hidden area.)

gets +3 ATK while attacking a character with greater cost.

Deadshot, Dead Aim (DCR-158C) Character, 2, Secret Six/Secret Society, 3/1, Range Concealed—Optional

Exhaust a character you control with cost 3 or greater >>> Put 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.

Deadshot, Floyd Lawton (DJL-119R) Character, 2, Secret Society, 3/1, Range 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.

Death from Above (DCR-186C) Plot Twist, 1 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.

Death of Superman (DGL-151R) Plot Twist, 3 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.

Death Times Five (DJL-175C) Plot Twist, 1 If target attacker would cause breakthrough while attacking a defender this turn, instead, that defender's controller loses 5 endurance.

Death Trap (DJL-176C) Plot Twist, 2 As an additional cost to play Death Trap, exhaust a character you control.

Return target stunned character to its owner's hand.

Deathlok, Luther Manning (MSM-140R) Character, 5, 7/7, Range KO an equipment equipped to >>> Ready Deathlok. Use this power only once per turn.

Death-, Phillip Sterling (MMK-096C) Character, 3, Crime Lords, 4/5 Concealed (This character comes into play in the hidden area.)

Activate >>> Move Death-Stalker to your hidden or visible area.

Deathstroke the Terminator, Lethal Weapon (DCR-127C) Character, 4, Villains United/, 7/6, Range Vengeance: Whenever Deathstroke the Terminator becomes stunned, target opponent loses 4 endurance.

Deathstroke the Terminator, Slade Wilson (DOR-128R) Character, 7, Deathstroke, 15/15, Range Recruit Deathstroke the Terminator only if you control two or more unaffiliated characters.

Unaffiliated characters you control gain the Deathstroke affiliation.

Deathstroke the Terminator, Ultimate Assassin (DCR-128R) Character, 7, Villains United/Deathstroke, 17/14, Range 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.

Deathwatch, Unrepentant Killer (MMK-183C) Character, 5, Underworld, 11/11 Loyalty

Recruit 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.

Decoy Program (MSM-129R) Equipment, 0 Unique

Equip only to an Army Doom character you control.

Equipped character loses all names and versions and has the name Dr. Doom.

Defend Yourself! (DCR-187C) Plot Twist, 1 Target defender gets +3 ATK this attack and an additional +3 ATK this attack if it is exhausted.

Deflection (DCR-188C) Plot Twist, 1 Exhaust any number of characters you control. Target defender gets +1 DEF this attack for each character you exhausted.

Deposed (MMK-033C) Plot Twist, 2 Play Deposed only if you control a Marvel Knights character.

The controller of target hidden character moves it to his visible area. Whenever that character becomes stunned by a character with greater cost this turn, KO that stunned character.

Desaad, Royal Torturer (DSM-102C) Character, 2, Darkseid's Elite, 2/2 Activate >>> The controller of target stunned character loses endurance equal to its cost.

Despero, Master of the Third Eye (DJL-156C) Character, 4, 7/7, Range Willpower 3

When Despero comes into play, choose a character an opponent controls. Despero cannot be stunned by the chosen character this turn. Despero cannot be stunned by attackers while defending against the chosen character this turn.

Boost 2: When Despero comes into play, he gets +5 ATK / +5 DEF this turn.

Destiny, Freedom Force (MXM-090C) Character, 2, Brotherhood, 3/1 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 comes into play, draw two cards.

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

Destiny, Irene Adler (MOR-078C) Character, 1, Brotherhood, 0/2 Activate >>> Whenever target character becomes stunned this turn, its controller loses 4 endurance. Use this power only during the build phase.

Destroyer, Harbinger of Devastation (MHG-004C) Character, 6, Heralds of Galactus, 12/12, Flight, Range At the start of the build phase, you may reveal a card named Galactus from your hand. If you do, put a cosmic counter on Destroyer.

Cosmic—: 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.)

Destroyer, Soulless (MHG-003C) Character, 2, Heralds of Galactus, 1/1, Flight, Range Cosmic: Destroyer gets +3 ATK / +3 DEF.

Detective Chimp, Bobo T. Chimpanzee (DCR-048C) Character, 1, Shadowpact, 1/1 Loyalty—Reveal, Concealed

Pay 1 endurance >>> Choose a team affiliation. Affiliated characters you control and affiliated character cards you own gain the chosen affiliation this turn. Use this power only once per turn.

Detective Chimp, Shoeless Gumshoe (DCR-049R) Character, 3, Shadowpact, 5/4 Remove Detective Chimp from the game >>> Search your deck for a Shadowpact character card, reveal it, 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.

Detective Work (DSM-134R) Plot Twist, 2 Play Detective Work only if you control a Gotham Knights character.

Negate target effect from a non-ongoing plot twist with cost 1 or less. If Detective Work is in your resource row, draw a card.

Deuce, Miss Perception (DSM-148U) Character, 2, Fearsome Five, 2/2 Deuce gets +2 ATK / +2 DEF while in combat with a character with cost 2.

Devilance, The Pursuer (DSM-103C) Character, 5, Darkseid's Elite, 9/8, Range Whenever Devilance stuns a character, that character's controller loses endurance equal to the number of face-down resources he controls.

Boost 2: When Devilance comes into play, he gets +6 ATK / +6 DEF this turn.

Devil's Due (MSM-130R) Plot Twist, 2 Ongoing: KO a character you control >>> Put a +1 ATK / +1 DEF counter on target Doom character you control.

Dewoz, Dark Reflection (MHG-096C) Character, 4, Inhumans, 7/7, Range Concealed—Optional

Pay 2 endurance >>> Move Dewoz and a character in the same column as Dewoz to your hidden or visible area. Use this power only once per turn and only during the combat phase.

Dick <> , Defender of Blüdhaven (DBM-007C, DOR-011C) Character, 6, Gotham Knights, 12/12 Whenever stuns a character, draw a card.

Discard a Gotham Knights character card >>> Target defender has reinforcement this attack.

Dick Grayson <> Nightwing, High-Flying Acrobat (DOR-010R) Character, 4, Gotham Knights, 7/7 Whenever Dick Grayson stuns a defender, you may stun target character with the same cost as that defender.

Boost 1: When Dick Grayson comes into play, if you control another Gotham Knights character, stun target Army character.

Dick Grayson <> Nightwing, Titan Leader (DOR-038C) Character, 5, Teen Titans, 8/8 Teen Titans attackers you control get +2 ATK while Dick Grayson is ready.

Boost 2: When Dick Grayson comes into play, Teen Titans characters you control get +2 ATK while attacking this turn.

Dick Grayson <> , (DOR-012R) Character, 3, Gotham Knights, 3/4 Activate, discard a Gotham Knights character card >>> If target defender protecting Dick Grayson would become stunned this attack, instead exhaust it and move it to your support row.

Die for Darkseid! (DJL-215U) Plot Twist, 2 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.

Dimming of the Starheart (DGL-189C) Plot Twist, 2 Target character gets -5 willpower and loses flight this turn.

Dinah Laurel Lance <> , "Pretty Bird" (DJL-006C) Character, 4, JLA/Gotham Knights, 7/7, Range Ally: Whenever an attacker you control becomes powered-up, you may exhaust target character.

Dinah Laurel Lance <> Black Canary, Blonde Bombshell (DJL-046C) Character, 5, JLI/Gotham Knights, 12/10, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Dinah Laurel Lance gets -4 ATK while you control five or more resources.

Dinah Laurel Lance <> Black Canary, Canary Cry (DOR-013C) Character, 3, Gotham Knights, 4/3, Range Activate >>> Exhaust target unprotected character. Use this power only during your attack step.

Dinu, Face of Terror (MHG-097C) Character, 6, Inhumans, 13/12 When Dinu comes into play, the controller of target unequipped character moves it to his hidden area.

Diplomatic Immunity (MMK-197R) Plot Twist, 1 Ongoing: Pay 1 endurance >>> Choose one: Move a visible character you control named Dr. Doom 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.

Disband the League (DJL-027U) Plot Twist, 2 Ongoing: Return a JLA character you control to its owner's hand >>> Power-up target attacker or defender you control. Use this power only once per turn.

District X (MXM-193U) Location, 1 At the start of the combat phase, choose a Mutant trait. Characters you control, as well as character cards in your hand, deck, and KO'd pile are Mutants and gain the chosen trait this turn.

Divided We Fall (DJL-141R) Plot Twist, 3 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, and at the start of the recovery phase, that character's owner moves it to his front row.

Divination, Magic (DCR-073C) Plot Twist, 2 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.

Divinity, Vampiric General (MHG-129U) Character, 4, Doom, 9/7 At the start of the build phase, KO a resource you control or a Doom character you control.

Whenever Divinity stuns a character, KO that character.

Doc Ock's Lab (MSM-023U) Location, 1 Activate, pay 3 endurance >>> Target Sinister Syndicate attacker gets +3 ATK this attack.

Doctor Decibel, Anton Decibel (MAV-048C) Character, 1, Squadron Supreme, 2/1, Range 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 Druid, Anthony Druid (MXM-212U) Character, 4, Avengers, 7/8, Range Reservist

Leader: Characters adjacent to Doctor Druid get +2 DEF while you control four or more face-down resources.

Doctor Spectrum, Joe Ledger (MAV-049R) Character, 6, Squadron Supreme, 12/12, Flight, Range Loyalty, Reservist, Willpower 4

If Doctor Spectrum would cause breakthrough while attacking a character, instead, each player discards his hand.

Doctor Sun, Creator of Project: Mind (MXM-210R) Character, 2, Crime Lords, 3/3, Range Pay 2 endurance, KO Doctor Sun >>> Remove all attackers from this attack. Use this power only if you control a defender with reinforcement.

Dodge the Bullet (DCR-164R) Plot Twist, 3 Remove target Secret Six character you control from the game. At the start of the next draw phase, return it to your front row if you don't control a character with the same name as the character you removed. If that character was stunned as you removed it, return it to play stunned.

Dog of War (DSM-054U) Plot Twist, 2 New Gods characters you control get +1 ATK / +1 DEF while an opponent controls more non-stunned characters than you this turn.

Dominus, Tuoni (DSM-064R) Character, 4, Revenge Squad, 6/7, Range When Dominus comes into play, choose a character name.

Cosmic: Characters with the chosen name cannot ready.

Donald Pierce, White Bishop (MXM-129C) Character, 6, Hellfire Club, 12/12 Concealed—Optional (You may have this character come into play in the hidden area.)

gets +2 ATK / +2 DEF while he is the only visible character you control.

Donna Troy <> Troia, Child of Myth (DSM-135R) Character, 6, Teen Titans, 15/13, Flight Loyalty

Whenever becomes stunned, return her to her owner's hand.

Boost 1: When Donna Troy comes into play, she has invulnerability this turn.

Donna Troy <> Wonder Girl, Amazon Warrior (DOR-039R) Character, 2, Teen Titans, 5/3, Flight As an additional cost to recruit Donna Troy, reveal a Teen Titans character card from your hand.

Whenever Donna Troy becomes stunned, return her to her owner's hand.

Doom Guards, Army (MOR-109C) Character, 1, Doom, 1/1 Non-Army Doom defenders you control get +1 DEF.

Doom Needs Only Doom (MHG-158C) Plot Twist, 2 As an additional cost to play Doom Needs Only Doom, KO a Doom character you control.

Target character gets -4 DEF this turn.

Doom Triumphant (MOR-127R) Plot Twist, 6 As an additional cost to play Doom Triumphant, exhaust a character you control named Dr. Doom.

Target player who controls three or more stunned characters discards his hand.

Doom-Bot, Army (MOR-110U) Character, 3, Doom, 3/4, Range Activate, KO Doom-Bot >>> Ready target character named Dr. Doom.

Doom-Bot <> Dr. Doom, Cosmic Thief (MHG-130C) Character, 6, Doom, 9/9, Flight, Range Loyalty—Reveal

At the start of the recovery phase, stun Doom-Bot.

Cosmic: Doom-Bot gets +4 ATK / +4 DEF and has invulnerability.

Doom-Bot Corps, Army (MHG-131C) Character, 3, Doom, 5/4, Flight, Range Pay 3 endurance >>> If you don't control a character named Dr. Doom, Doom-Bot Corps has the name Dr. Doom and loses all other names and versions this turn. Use this power only once per turn.

Doomed Earth (MHG-159R) Plot Twist, 1 As an additional cost to play Doomed Earth, KO two characters you control.

Ongoing: Doom characters you control get +2 ATK.

Doom's Laboratory (MFF-023U) Location, 3 Activate >>> Target Doom character you control gets +1 ATK this attack.

Doom's Throne Room (MOR-128R) Location, 2 Activate >>> Reveal the top card of your deck. If you control a Doom character, instead, reveal two cards. Put all revealed plot twist cards into your hand and the rest on the bottom of your deck. Discard a card for each card you put into your hand.

Doomsday, Armageddon Creature (DSM-065R) Character, 8, Revenge Squad, 20/20 Loyalty

Doomsday cannot cause breakthrough.

Whenever Doomsday stuns a character an opponent controls, ready Doomsday.

Doomstadt, Castle Doom (MHG-160R) Location, 1 Terraform

You are considered to control Dr. Doom.

Characters you control named Dr. Doom get +3 ATK.

Doomstadt (MOR-129C) Location, 1 You are considered to control Dr. Doom.

Characters you control named Dr. Doom get +3 DEF.

Doop, Forward Observer (MMK-053C) Character, 1, X-Statix, 1/1, Flight Concealed

Whenever an X-Statix character 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, put it into your hand, and shuffle your deck.

Doop, Ultimate Weapon (MMK-054R) Character, 8, X-Statix, 25/1, Flight Loyalty, Concealed, Invulnerability

Doop Cam (MMK-075C) Equipment, 1 Transferable

Doop Cam costs 1 less to recruit while you control an X-Statix character.

Affiliated characters you control gain the X-Statix affiliation. (This is in addition to their other affiliations.)

Dorma, Atlantean General (MHG-132C) Character, 7, Doom, 16/15, Flight KO a character you control >>> Characters you control get +1 ATK while attacking this turn. Use this power only during the combat phase.

Double Play (DCR-035U) Plot Twist, 2 Ready target JSA team attacker you control that shares an identity with another attacker you control. The character you readied cannot be stunned while team attacking this turn and cannot cause breakthrough this turn.

Dr. Bedlam, Psionic Being (DGL-154R) Character, 3, Darkseid's Elite, 7/6 When Dr. Bedlam comes into play, choose an opponent.

Dr. Bedlam gets -1 ATK / - 1 DEF for each face-up resource the chosen opponent controls.

Dr. Destiny, John Dee (DJL-157C) Character, 6, 12/12 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.

Dr. Doom, Diabolic Genius (MOR-111U) Character, 4, Doom, 7/6, Range When Dr. Doom comes into play, you may turn a plot twist you control face down.

Your opponents cannot play plot twists from their hands while you control another non- stunned Doom character.

Dr. Doom, Latverian (MHG-135R) Character, 8, Doom, 19/18, Flight, Range Cosmic: KO a character you control >>> You get an additional attack step after this one. At the start of your next attack step this turn, ready all characters you control. Use this power only during your attack step and only once per turn.

Dr. Doom, Lord of (MOR-113R) Character, 8, Doom, 18/19, Range When Dr. Doom comes into play, for each Doom character you control, you may turn a face-up resource face down.

Whenever Dr. Doom attacks, you may return a plot twist card from your KO'd pile to your hand.

Dr. Doom, Richards's Rival (MHG-133C) Character, 3, Doom, 5/4, Range When Dr. Doom comes into play, you may search your deck for a plot twist card, reveal it, shuffle your deck, and put that card on the top of your deck.

KO a character you control >>> Replace a resource you control. Use this power only once per turn.

Dr. Doom, Scientific Sorcerer (MFF-015R) Character, 7, Doom, 16/14, Range Exhaust a character you control >>> Dr. Doom gets +1 ATK / +1 DEF this attack.

Dr. Doom, Sorcerous Savant (MHG-134C) Character, 6, Doom, 13/12, Flight, Range KO a character you control >>> Turn target plot twist you control face down. Use this power only once per turn.

Dr. Doom, Victor Von Doom (MOR-112C) Character, 6, Doom, 13/12, Range Your opponents cannot play plot twists from their resource rows while you control another non-stunned Doom character.

Dr. Ebenezer Darrk, Original Leader of the League (DGL-168U) Character, 7, League of Assassins, 15/15 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.

Dr. Fate, (DCR-050C) Character, 6, Shadowpact, 12/12, Flight, Range 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 have concealed—optional.

Dr. Fate, Kent Nelson (DJL-047R) Character, 8, JLI/Shadowpact, 17/17, Flight, Range 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.

Dr. Fate, Lord of Order (DCR-009R) Character, 8, JSA, 20/20, Flight, Range 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.

Dr. Fate's Tower (DCR-177U) Location, 2 When you flip Dr. Fate's Tower, you may discard a card. If you do, search your deck for a Fate Artifact card, reveal it, 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.

Dr. Hauptmann, Diabolic Inventor (MSM-126U) Character, 1, Doom, 1/1 You may discard an Army Doom character card rather than pay Dr. Hauptmann's recruit cost.

Activate >>> Target Army Doom attacker you control gets +X ATK this attack, where X is its cost.

Dr. Light, Arthur Light (DOR-120U) Character, 6, Fearsome Five, 11/11, Range Activate >>> Stun target character with cost less than the number of Fearsome Five characters you control.

Boost 3: When Dr. Light comes into play, put all Fearsome Five character cards from your KO'd pile into your front row.

Dr. Light, Furious (DCR-130U) Character, 3, Villains United, 3/4, Flight, Range Vengeance: Whenever Dr. Light becomes stunned, you may put a Villains United character card with cost 2 or less from your hand into your front row if you don't control a character with the same name as that card.

Dr. Light, Light Shaper (DJL-081R) Character, 4, Injustice Gang/Emerald Enemies, 6/8, Flight, Range Exhaust X Army characters you control >>> Exhaust target character if its cost is less than X.

Dr. Light, Master of Holograms (DGL-040U) Character, 3, Emerald Enemies, 3/4, Flight, Range Willpower 2

Activate >>> Put target character card with cost 2 or less from your KO'd pile into your front row if you don't control a character with the same name as that card. Use this power only once per turn and only during your recruit step.

Dr. Minerva, Starforce (MHG-051C) Character, 2, Kree, 2/3, Range Reservist, Press

When Dr. Minerva comes into play, reveal the top three cards of your deck. Put a revealed Kree character card into your hand and the rest on the bottom of your deck.

Dr. Occult, Richard Occult (DCR-051C) Character, 4, Shadowpact, 7/7 Dr. Occult gets +2 ATK / +2 DEF while you have 25 or less endurance and an additional +1 ATK / +1 DEF while you have 10 or less endurance.

Boost 2: When Dr. Occult comes into play, if you don't control Psychic, search your deck for a card named Rose Psychic, put it into your front row, and shuffle your deck.

Dr. Octopus, Doc Ock (MSM-014R) Character, 7, Sinister Syndicate, 15/15 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-015C) Character, 4, Sinister Syndicate, 7/7 Whenever Dr. Octopus attacks, you may exhaust target unprotected character.

Activate >>> Target Sinister Syndicate defender has reinforcement this attack.

Dr. , Dr. Neal Emerson (DGL-041C) Character, 3, Emerald Enemies, 5/3, Range Willpower 2

Whenever Dr. Polaris attacks, you may exhaust target unprotected character.

Boost 2: When Dr. Polaris comes into play, he gets +2 ATK this turn and cannot be stunned while attacking this turn.

Dr. Polaris, Force of Nature (DCR-129C) Character, 3, Villains United, 4/4, Flight, Range Vengeance: Whenever Dr. Polaris becomes stunned, target opponent exhausts a ready character he controls.

Dr. Psycho, Mental Giant (DCR-131C) Character, 2, Villains United, 4/1 Vengeance: Whenever Dr. Psycho becomes stunned, you may stun target character with cost 1 or less.

Dr. Psycho, Twisted Telepath (DCR-132C) Character, 6, Villains United, 12/12 At the start of the combat phase, each player loses endurance equal to half the combined cost of all characters he controls, rounded up.

Dr. Sivana, Thaddeus Bodog Sivana (DJL-120C) Character, 3, Secret Society/Fearsome Five, 4/5, Range Leader: At the start of the recovery phase, recover all stunned characters adjacent to Dr. Sivana.

Dr. Strange, Illuminati (MHG-213U) Character, 6, Marvel Knights, 12/11, Flight, Range Concealed

Cosmic: Pay X endurance >>> Look at the top X cards of your deck. Put one of those cards into your hand and the rest on the bottom of your deck. Use this power only once per turn.

Dr. Strange, Stephen Strange (MMK-009R) Character, 7, Marvel Knights, 15/15, Flight, Range 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, choose any number of characters your opponents control. The controller of each of those characters moves it to his hidden area. (If you paid the boost cost this turn, this card has this text.)

Dr. Tzin-Tzin, Master of Hypnosis (DOR-098C) Character, 4, League of Assassins, 5/5 Activate >>> Ready target attacker an opponent controls. That character gets -3 ATK this turn.

Dr. Ub'X, Galactic Conqueror (DGL-042C) Character, 4, Emerald Enemies, 6/6, Range Concealed (This character comes into play in the hidden area.)

Willpower 2

At the start of the recovery phase, each opponent KO's a stunned character he controls.

Dracula, Lord of the Damned (MMK-142C) Character, 6, Underworld, 11/10, Flight Concealed (This character comes into play in the hidden area.)

Whenever stuns a character, put two +1 ATK / +1 DEF counters on Dracula.

Boost 1: When Dracula comes into play, he gets +2 ATK this turn and has invulnerability this turn.

Dracula, Vlad Dracula (MMK-143R) Character, 5, Underworld, 8/8, Flight 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.

Dracula's Castle (MMK-168U) Location, 2 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.

Dragon Man, Experimental Monster (MFF-016C, MOR-114C) Character, 5, Doom, 9/9, Flight, Range Whenever attacks a Fantastic Four character, Dragon Man gets +3 ATK this attack.

Drain Essence (MXM-168C) Plot Twist, 2 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.

Drax the Destroyer, Protector of the Power Gem (MHG-172R) Character, 5, Infinity Watch, 11/11, Flight Whenever an opponent plays a plot twist, Drax the Destroyer gets -1 ATK / -1 DEF this turn.

Drive-by Shooting (MMK-121C) Plot Twist, 2 Exhaust any number of Crime Lords characters with range you control. Target character gets +2 DEF this attack for each character you exhausted.

Dual Nature (DOR-112R) Plot Twist, 3 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 from your hand with cost less than the cost of the character you put into your KO'd pile. Put the chosen card into your support row.

Dual Sidearms (MOR-184C) Equipment, 0 Equipped character gets +2 ATK and has range.

Dubbilex, DNAlien (DSM-004U) Character, 2, Team Superman, 2/3 When Dubbilex comes into play, look at target player's hand.

Duck and Cover (MXS-012C) Plot Twist, 2 Target X-Men defender you control gets +2 DEF this attack.

Dusk, Cassie St. Commons (MSM-037C) Character, 2, Spider-Friends, 2/3 Evasion

Other Spider-Friends characters you control with evasion get +1 DEF.

Boost 3: When comes into play, search your deck for a card named , , or Ricochet, reveal it, put it into your hand, and shuffle your deck. Gain 3 resource points. Spend these points only to recruit a card named Hornet, Prodigy, or Ricochet.

Dynamic Duo (DOR-028U) Plot Twist, 2 Gotham Knights characters cannot be stunned while team attacking this turn.

Ongoing: Exhaust two Gotham Knights characters you control >>> Turn Dynamic Duo face down.

Earth's Mightiest Heroes (MAV-033R) Plot Twist, 4 If you have played no other plot twists this turn, target Avengers attacker you control gets +7 ATK this attack.

You cannot play plot twists this turn.

Echo, Maya Lopez (MMK-097C) Character, 4, Crime Lords, 6/6 Whenever a character an opponent controls attacks, put a mirror counter on .

Remove all mirror counters from Echo >>> Echo gets +1 ATK this attack for each counter you removed.

Eclipso, (DCR-179R) Character, 8, 19/19, Flight, Range Vengeance: Whenever becomes stunned, recover target stunned character an opponent controls and move it to your hidden area.

Egghead, Elihas Starr (MAV-126C) Character, 3, Masters of Evil, 5/3, Range Leader: Characters adjacent to gain 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.

Ego the Living Planet (MHG-202R) Location, 2 You may choose not to ready Ego the Living Planet during the recovery phase.

Activate >>> Exhaust target location. That location cannot ready while Ego the Living Planet remains exhausted.

El Guapo, Robbie Rodriguez (MMK-055U) Character, 1, X-Statix, 1/1 Activate >>> Target X-Statix defender you control has reinforcement this attack.

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.

Elasti-Man, Qwardian Conglomerate (DGL-077C) Character, 3, Anti-Matter, 4/3, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Elasti-Man gets -3 ATK / +3 DEF while defending.

Eldritch Power (MAV-073C) Plot Twist, 1 Target Squadron Supreme character you control gets +3 ATK this turn. Whenever that character causes breakthrough to a player this turn, that player gains 3 endurance.

Electric Eve, Live Wire (MXM-050C) Character, 1, Morlocks, 2/1, Range 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.

Electro, Maxwell Dillon (MSM-016U) Character, 2, Sinister Syndicate, 2/2, Range Activate, discard a Sinister Syndicate character card >>> Stun target character with cost 3 or less. Use this power only during your attack step.

Elektra, Agent of (MMK-182C) Character, 5, Crime Lords, 14/9 Loyalty

Recruit 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 this turn and cannot be stunned while attacking this turn.

Elektra, Assassin (MMK-010U) Character, 5, Marvel Knights, 0/8 Concealed (This character comes into play in the hidden area.)

Elektra cannot be the target of effects from non-ongoing plot twists your opponents control while she is attacking.

Whenever Elektra attacks a defender, she gets +X ATK this attack, where X is the DEF of that defender.

Elektra, Elektra Natchios (MMK-011C) Character, 3, Marvel Knights, 6/3 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.

Element Man, Qwardian Conglomerate (DGL-078C) Character, 5, Anti-Matter, 8/10, Flight, Range 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.

Elemental Battle (MHG-031C) Plot Twist, 1 Target defender you control gets +1 DEF this attack. If that character has the Heralds of Galactus affiliation, gain 3 endurance.

Elemental Converters (MHG-032U) Location, 4 Terraform

As an additional cost to flip Elemental Converters, discard any number of Heralds of Galactus character cards with combined cost 4 or greater.

Activate >>> Draw a card.

Elimination Protocol <> OMAC Robot, Army (DCR-090C) Character, 4, Checkmate, 7/7, Flight, Range KO a character you control >>> Recover target stunned character you control with the identity OMAC Robot. Use 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.

Elite Doom Guards, Army (MHG-136C) Character, 2, Doom, 3/2, Range Reveal Elite Doom Guards, exhaust a defender you control named Dr. Doom >>> Put Elite Doom Guards into your support row. Use this power only if Elite Doom Guards is in your hand.

Elongated Man, Ralph Dibny (DJL-007C) Character, 2, JLA, 3/2, Range Ally: Whenever a character you control becomes powered-up, you may exhaust . If you do, replace target non–Team-Up location or non–Team-Up ongoing plot twist.

Emerald City, Construct (DGL-028R) Plot Twist, 3 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.

Emerald Dawn (DGL-190U) Plot Twist, 2 You may KO a 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, put it into your hand, and shuffle your deck.

Emerald Twilight (DGL-065U) Plot Twist, 2 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.

Eminent Domain (MXM-155R) Plot Twist, 3 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.

Emma Frost, Friend or Foe (MXM-009R) Character, 5, X-Men, 9/9, Range Mutant — Mental Recruit 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.

Emma Frost, White Queen (MXM-130C) Character, 7, Hellfire Club, 16/15, Range 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.

Emma Frost, Headmistress of Xavier's Academy (MSM-104R) Character, 6, X-Men, 12/10, Range Loyalty

Activate >>> Target opponent discards a card. Draw a card. Use this power only during the combat phase.

Activate >>> Emma Frost gets +3 DEF this attack.

Empath, Hellion (MXM-131C) Character, 4, Hellfire Club, 8/7 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.

Empire of Tears (DGL-066U) Location, 2 As an additional cost to flip Empire of Tears, KO two characters you control or KO two resources you control.

Activate >>> Target Emerald Enemies character you control gets +2 ATK / +2 DEF this attack.

Encantadora, Lourdes Lucero (DSM-066C) Character, 2, Revenge Squad, 2/3 At the start of the recovery phase, you may remove a counter from target character.

Enchantress, Amora (MAV-127C) Character, 7, Masters of Evil, 16/14, Range Pay X resource points >>> Stun target character if its cost is less than X.

End of All That Is (DCR-189R) Plot Twist, 9 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.

Enemy of My Enemy (MXM-194R) Plot Twist, 3 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.

Enemy of the Empire (MHG-072U) Plot Twist, 3 Play Enemy of the Empire only if you control a Kree character and only during the recovery phase.

If you control fewer stunned characters than target opponent, he loses 1 endurance for each card in your hand.

Entangle (MOR-185U) Plot Twist, 2 As an additional cost to play Entangle, exhaust a character you control and discard a card.

Exhaust target character if its cost is less than the cost of the character you exhausted.

Entropy Aegis Armor (DSM-028R) Equipment, 1 Unique

Equip only to a Team Superman character.

Equipped character gets +2 ATK / +2 DEF and has flight and range.

While equipped character has a cosmic counter, it gets an additional +1 ATK / +1 DEF and has invulnerability.

Epic Battle (DCR-190C) Plot Twist, 3 Characters with cost 3 or greater get +2 ATK this turn.

Eradicator, Doctor David Connor (DSM-067C) Character, 6, Revenge Squad, 13/12, Flight, Range Whenever stuns a defender, replace any number of target locations controlled by that defender's controller.

Eradicator, Soul of (DSM-005C) Character, 7, Team Superman, 15/15, Flight, Range While you control another Team Superman character, whenever Eradicator stuns a character, remove that character from the game.

Erg, Electric Eye (MXM-051C) Character, 4, Morlocks, 7/6, Range Mutant — Energy Concealed

Activate, move Erg from your hidden area to your visible area >>> Target opponent exhausts a ready character he controls.

Erik Josten <> Atlas, Ionic Powerhouse (MAV-091R) Character, 6, Thunderbolts, 12/12 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-092U) Character, 2, Thunderbolts, 2/2 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.

Erik Josten <> , Growing Menace (MAV-128C) Character, 6, Masters of Evil, 13/10 When you recruit Erik Josten, if you control a Masters of Evil character, gain 2 resource points. Spend these resource points only to pay the costs of payment powers.

Escape Artist (DSM-055U) Plot Twist, 2 Return target ready New Gods defender you control to its owner's hand. Remove all attackers from this attack. (The attackers don't ready.)

Escrima Sticks (DOR-148U) Equipment, 1 Transferable

Equipped character gets +1 ATK / +1 DEF.

ESU Science Lab (MSM-011U) Location, 2 Whenever a defender you control becomes powered-up, it has reinforcement this attack.

Exhaust two Spider-Friends characters you control >>> Draw a card.

Ethan Edwards, Visitor from Another World (MHG-187C) Character, 4, Skrull/Spider-Friends, 7/7, Flight Cosmic: Ethan Edwards gets +1 ATK for each team affiliation he has.

Evan McCulloch <> , Smoke and Mirrors (DJL-082C) Character, 4, Injustice Gang, 8/6, Range 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.

Evil Alliance, Team-Up (MXM-156C) Plot Twist, 2 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.

Evil Awakens (MMK-169U) Plot Twist, 1 Target hidden character you control gets +2 ATK this turn. You may return an Underworld character card from your KO'd pile to your hand.

Evil Reborn (MAV-155C) Plot Twist, 2 You may KO a Masters of Evil character you control. If you do, reveal the top X cards of your deck, where X is the cost of the character you KO'd. Put one of the revealed cards into your hand and the rest on the bottom of your deck.

Evil Star, Servant of the Star-Band (DGL-043R) Character, 6, Emerald Enemies, 12/12, Range Willpower 5

Activate, KO X characters you control >>> KO target character if its cost is less than or equal to X. If you do, that character's controller loses endurance equal to its cost.

Executioner, Scourge of Jotunheim (MAV-129R) Character, 6, Masters of Evil, 12/11 Whenever stuns a character, you may discard a Masters of Evil character card. If you do, KO that character.

Exodus, Acolyte (MXM-091C) Character, 7, Brotherhood, 16/16, Flight, Range Mutant — Mental Reservist

Leader: Whenever a character adjacent to 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.

Expendable Ally (MHG-161R) Plot Twist, 3 Negate target plot twist or payment effect an opponent controls targeting a character you control named Dr. Doom. That character gets +5 ATK this turn.

Exploiting the Flaw (MHG-117R) Plot Twist, 3 Play Exploiting the Flaw only if you control an Inhumans attacker.

Target exhausted, non-attacking Inhumans character you control becomes an attacker and cannot cause breakthrough this attack. Remove all other attackers from this attack.

Extended Family, Team-Up (MHG-118C) Plot Twist, 2 As an additional cost to play Extended Family, choose two different team affiliations among characters you control.

You may discard a card. If you do, put a cosmic counter on a cosmic Inhumans character you control.

Ongoing: Crossover the chosen affiliations.

Eye of the (MXS-013U) Plot Twist, 3 Play Eye of the Storm only if you control an X-Men character.

If you control no stunned characters, gain 4 endurance.

Ezekiel, Spirit of the Spider (MSM-038C) Character, 7, Spider-Friends, 15/15 When comes into play, draw a card for each Spider-Friends character you control.

Fabian Cortez, Acolyte (MXM-092U) Character, 7, Brotherhood, 16/15, Range Mutant — Energy Reservist

Leader: Whenever a character adjacent to Fabian Cortez causes breakthrough while attacking a defender, that defender's controller loses endurance equal to that defender's cost.

Face the Master (MMK-122U) Plot Twist, 1 Choose one: Target Crime Lords defender with reinforcement you control gets +5 ATK this attack; or target Crime Lords defender with reinforcement you control gets +3 DEF this attack.

Faces of Doom (MOR-130U) Plot Twist, 3 Play Faces of Doom only if you control Dr. Doom.

Search your deck for a card named Dr. Doom, reveal it, put it into your hand, and shuffle your deck.

Faces of Evil, Team-Up (MAV-187C) Plot Twist, 3 Play 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 with either the Masters of Evil or Thunderbolts affiliation have both affiliations.

Characters you control with cost 3 or less get +1 ATK while attacking.

Faith, "The Fat Lady" (DJL-008U) Character, 2, JLA, 2/3, Flight, Range Willpower 2

Cosmic: Faith gets +2 willpower.

Ally: Whenever a character you control becomes powered-up, you may gain 1 endurance.

Falcon, Sam Wilson (MAV-007C) Character, 2, Avengers, 2/2, Flight Reservist

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.

Fall Back! (MOR-186U) Plot Twist, 1 Play Fall Back! only during an opponent's attack step.

Move all characters you control to your support row.

Characters you control get +1 DEF while defending this turn.

Falling Stars (MMK-076C) Plot Twist, 1 Ongoing: KO a ready X-Statix character you control >>> KO target stunned character.

Fantasticar (MOR-070R) Equipment, 1 Characters you control have flight.

Fantastic Four characters you control get +1 ATK / +1 DEF.

Fast Getaway (DOR-149C) Plot Twist, 2 As an additional cost to play Fast Getaway, discard a card.

Target attacker cannot cause breakthrough while attacking a character this turn.

Fastbak, Sky (DSM-038C) Character, 4, New Gods, 6/6, Flight Remove a cosmic counter from Fastbak >>> Ready Fastbak. Use this power only once per turn.

Cosmic: Fastbak gets +1 ATK.

Fastball Special (MOR-033U) Plot Twist, 3 Play Fastball Special 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.

Fatality, Emerald Assassin (DJL-202R) Character, 2, Emerald Enemies, 3/2, Flight, Range Willpower 1

KO a resource you control >>> If you control four or fewer resources, negate target payment effect or effect from a non-ongoing plot twist. Use this power only once per turn.

Fatality, Flawless Victory (DCR-133R) Character, 4, Villains United, 7/7, Flight, Range Whenever a character with cost 3 or less becomes stunned, KO it.

Fatality, Yrra Cynril (DGL-044R) Character, 5, Emerald Enemies, 10/7, Flight, Range At the start of the recovery phase, each player KO's a character he controls.

Fate Has Spoken, Magic (DCR-178R) Plot Twist, 4 If you have played no other plot twists this turn, ready target character with the name or identity Dr. Fate and lose endurance equal to its cost.

You cannot play plot twists this turn.

Fear and Confusion (DOR-089C) Plot Twist, 1 Characters you control get +1 ATK while attacking this turn.

Whenever an Arkham Inmates character you control attacks a character this turn, exhaust that character.

Fear Skull (DBM-025C) Plot Twist, 1 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.

Feeding Time! (DSM-089U) Plot Twist, 3 Whenever target Revenge Squad character you control stuns a defender that does not have reinforcement this turn, gain X endurance, where X is that defender's cost.

Feel the Burn (MXM-169C) Plot Twist, 2 Target attacker you control gets +2 ATK this attack. If that attacker is an Energy character, each opponent loses 3 endurance.

Felix Faust, Infernal Dealmaker (DJL-158U) Character, 4, 8/6, Range 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.

Female Furies (DSM-152C) Plot Twist, 3 As an additional cost to play Female Furies, KO a character you control.

Target attacker or defender you control gets +3 ATK this attack.

Femme Fatality (DGL-067U) Plot Twist, 3 Target Emerald Enemies attacker you control gets +3 ATK this attack. You may KO a resource you control. If you do, whenever that attacker stuns a defender this attack, KO that defender.

Ferak, Army (DOR-132C) Character, 3, 4/3 Ferak comes into play exhausted.

Whenever Ferak becomes stunned, you may put him into your KO'd pile. If you do, you may put a card named Ferak from your hand into your support row exhausted.

Activate >>> Search your deck for a card named Ferak, reveal it, put it into your hand, and shuffle your deck.

Feral, Maria Callasantos (MXM-052C) Character, 4, Morlocks, 11/4 Mutant — Physical Feral cannot have reinforcement.

Pay 1 resource point >>> Move Feral to your hidden area. Feral cannot be stunned while attacking this turn.

Fiddler, Isaac Bowin (DCR-159C) Character, 1, Secret Six, 1/1 You may discard a character card rather than pay 's recruit cost.

KO Fiddler >>> Return target character card from your KO'd pile to your hand.

Field of Honor (DJL-028U) Location, 3 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.

Fiero, Qwardian Conglomerate (DGL-079C) Character, 4, Anti-Matter, 3/9, Flight, Range 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, instead, that player loses 6 endurance.

Fifth Dimension (DGL-152R) Location, 4 Activate >>> Remove target non-stunned character you control from the game. At the start of the next draw phase, if that card has the printed Revenge Squad affiliation, put it into your front row.

Fight to the Finish (MSM-149U) Plot Twist, 1 Choose an attacker an opponent controls and a defender you control. Whenever the chosen attacker stuns the chosen defender this attack, KO that defender. Whenever the chosen defender stuns the chosen attacker this attack, KO that attacker.

Final Decree (MHG-119R) Plot Twist, 2 Play Final Decree only if you control an Inhumans character and only during the build phase.

If you have played no other plot twists this turn, replace any number of resources you control. At the start of the recovery phase this turn, lose 2 endurance for each face-down resource you control.

Finishing Move (MOR-187C) Plot Twist, 2 As an additional cost to play Finishing Move, exhaust a character you control.

KO target stunned character.

Fire, Beatriz DaCosta (DJL-048C) Character, 5, JLI, 9/9, Flight, Range Ally: Whenever a JLI character you control becomes powered-up, target opponent loses 2 endurance.

Boost 2: When Fire comes into play, if you don't control , search your deck for a card named Ice, put it into your front row, and shuffle your deck.

Fire Support (DGL-131C) Plot Twist, 1 Target defender you control gets +1 DEF this attack. If that defender is ready and has the Manhunter affiliation, you may exhaust it. If you do, attackers in this attack cannot ready during the recovery phase this turn.

Firefly, Garfield Lynns (DOR-066R) Character, 2, Arkham Inmates, 3/1, Flight, Range Activate, discard an Arkham Inmates character card >>> KO target location and KO a resource you control. Use this power only during your attack step.

Firelord, Harbinger of Havoc (MHG-006C) Character, 6, Heralds of Galactus, 11/13, Flight, Range Cosmic: Discard a character card >>> Firelord gets +X ATK this attack, where X is the cost of the card you discarded. Use this power only once per turn.

Firelord, Pyreus Kril (MHG-005C) Character, 3, Heralds of Galactus, 4/5, Flight, Range Discard a card with cost 4 or greater >>> Firelord gets +4 ATK this attack. Use this power only once per turn.

Firepits of Apokolips (DSM-122U) Location, 2 At the start of your recruit step, lose 2 endurance.

Exhaust a Darkseid's Elite character you control >>> Exchange the positions of Firepits of Apokolips and target face-down resource an opponent controls. Use this power only during the recovery phase.

Firestar, Hellion (MXM-132C) Character, 5, Hellfire Club, 10/8, Flight, Range 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 becomes stunned, you may KO her and have target opponent lose 5 endurance.

Firestar, Hot Stuff (MSM-039R) Character, 5, Spider-Friends, 8/8, Flight, Range Loyalty

Activate >>> Stun all characters with cost 2 or less. Use this power only during your attack step.

Firestorm, The Nuclear Man (DJL-009U) Character, 5, JLA, 9/9, Flight, Range Ally: Whenever a character you control becomes powered-up, you may pay 3 endurance. If you do, draw a card.

Fisk Towers (MSM-095R) Location, 2 Whenever you recruit a Sinister Syndicate character with cost 4 or greater, you may put a Sinister Syndicate character with cost 1 or less from your hand into your front row.

Fists of the Guardians, Oan (DGL-172U) Character, 5, 10/7, Flight, Range Activate >>> Target character gets -X willpower this turn, where X is that character's willpower.

Fizzle (DOR-029R) Plot Twist, 2 As an additional cost to play Fizzle, discard a Gotham Knights character card.

Negate target effect from a non-ongoing plot twist.

Flame Trap (MOR-188R) Plot Twist, 4 As an additional cost to play Trap, discard two cards.

Stun all characters with cost 2 or less.

Flamethrower (MSM-150R) Equipment, 1 Equipped character gets +5 ATK.

Whenever equipped character becomes stunned, KO that character.

Exhaust equipped character >>> Target player loses 5 endurance. Use this power only once per turn.

Flattened! (MXS-027C) Plot Twist, 2 Target Brotherhood attacker you control gets +3 ATK this attack.

Floronic Man, Alien Hybrid (DJL-083U) Character, 5, Injustice Gang, 9/10 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.

Floronic Man, Jason Woodrue (DJL-121C) Character, 3, Secret Society, 5/4 KO Floronic Man >>> Return target card from your KO'd pile to your hand.

Flying Fortress (DBM-023U, DOR-113U) Location, 1 Activate >>> Target League of Assassins character gets +2 ATK while attacking this turn and has flight this turn.

Flying Kick (MFF-025C, MOR-189C) Plot Twist, 1 Target character gets +3 ATK while attacking this turn and has flight this turn.

Focused Blast (MOR-190U) Plot Twist, 1 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-191R) Plot Twist, 1 Play Foiled 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.

For the of Doom!, Team-Up (MHG-162C) Plot Twist, 2 As an additional cost to play For the Glory of Doom!, choose two different team affiliations among characters you control.

Ongoing: Crossover the chosen affiliations.

KO a Doom character you control >>> Target player loses 2 endurance. Use this power only once per turn.

Forager, Bug Warrior (DSM-039C) Character, 5, New Gods, 9/9 Discard a New Gods character card >>> gets -1 ATK / +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 that card's cost.

Forbidden Loyalties, Team-Up (DCR-191C) Plot Twist, 2 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.

Force Field Belt (MAV-193C) Equipment, 0 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)

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.

Force Shield (MFF-012U) Plot Twist, 3 Target Fantastic Four character you control has reinforcement while defending this turn.

Force Sphere, Construct (DGL-029C) Plot Twist, 1 Target defender you control gets +1 DEF this attack. If that defender is ready and has the Green Lantern affiliation, you may exhaust it. If you do, it has reinforcement this attack.

Forced Allegiance (MSM-151U) Plot Twist, 2 As an additional cost to play Forced Allegiance, choose a team affiliation among characters you control.

Ongoing: Affiliated characters you control lose all team affiliations and gain the chosen affiliation.

Forever People (DSM-056R) Plot Twist, 4 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.

Forge, Cheyenne Mystic (MOR-009R) Character, 1, X-Men, 1/2 Activate, discard an X-Men character card >>> Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck. Return to his owner's hand.

Fortress of (DSM-029U) Location, 2 Flip only if you control a Team Superman character.

Defenders you control get +1 ATK / +1 DEF while protecting a character.

While you control exactly one character, it gets +2 ATK / +2 DEF while defending.

Four Freedoms Plaza (MOR-071R) Location, 3 Activate >>> If you control Mr. Fantastic, Invisible Woman, Human Torch, and Thing, search your deck for a card, put it into your hand, and shuffle your deck.

Foxfire, Olivia Underwood (MAV-050U) Character, 2, Squadron Supreme, 3/2 Activate, discard a card >>> Target player replaces a non–Team-Up location or non– Team-Up ongoing plot twist he controls.

Framistat (MAV-205U) Equipment, 1 You may exhaust a character you control rather than pay 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 equipped character has the Fantastic Four affiliation, instead, choose both.

Frankie Raye, Herald of Galactus (MOR-043U) Character, 1, Fantastic Four, 1/1, Flight, Range Frankie Raye gets +20 ATK / +20 DEF while you control a character with cost 9 or greater.

Frankie Raye <> , Harbinger of Death (MHG-009C) Character, 5, Heralds of Galactus, 9/8, Flight, Range 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.

Frankie Raye <> Nova, Optimistic Youth (MHG-007C) Character, 1, Heralds of Galactus, 1/1, Flight, Range 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.

Frankie Raye <> Nova, Soul Searcher (MHG-008C) Character, 3, Heralds of Galactus, 4/5, Flight, Range Cosmic: At the start of the combat phase, draw a card.

Franklin Richards, Child Prodigy (MOR-044R) Character, 1, Fantastic Four, 0/1 Franklin Richards comes into play exhausted.

Whenever Franklin Richards defends, put him on the bottom of your deck.

Activate >>> Cards named Mr. Fantastic and Invisible Woman cost you 1 less to recruit this turn.

Franklin Richards, Creator of Counter-Earth (MHG-098C) Character, 2, Inhumans/Fantastic Four, 2/3 Mutant — Energy Concealed

Cosmic—Surge: Remove a cosmic counter from Franklin Richards >>> Move target cosmic character you control to your hidden or visible area. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Franklin Richards, Trapped in Time (MXM-203R) Character, 4, Fantastic Four, 7/7, Range Mutant — Energy Cosmic: Franklin Richards gets +1 ATK / +1 DEF for each equipped character you control.

Freedom Force (MXM-113C) Plot Twist, 1 Power-up target Brotherhood attacker or defender you control.

Ongoing: Freedom Force characters you control get +1 ATK.

Friedrich Von Roehm, Black Rook (MXM-133C) Character, 2, Hellfire Club, 2/3 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.

Friendly Fire (MOR-192U) Plot Twist, 1 Characters that team attacked this turn cannot ready during the recovery phase this turn.

Frog Man, Eugene Patilio (MMK-200U) Character, 3, Spider-Friends, 4/4 If a character you control would become stunned during a team attack, instead, you may return that character to its owner's hand.

From Qward With Hate (DGL-102R) Plot Twist, 6 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 opponent KO's a total of three characters and/or resources he controls.

From the Shadows (DOR-150C) Plot Twist, 1 Target attacker gets +5 DEF this attack.

Frostbite, Qwardian Conglomerate (DGL-080C) Character, 4, Anti-Matter, 7/6, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Willpower 2

Activate >>> Target stunned character cannot ready this turn.

Fun and Games (MSM-060R) Plot Twist, 2 As an additional cost to play Fun and Games, discard a Spider-Friends character card.

Ongoing: Characters have "Activate >>> Negate target activated effect an opponent controls."

Funeral For a Friend (DJL-177U) Plot Twist, 2 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.

Funky Flashman, Salesman Supreme (DJL-122U) Character, 1, Secret Society, 1/1 Leader: At the start of the combat phase, reveal the top X cards of your deck, where X is the number of characters adjacent to Funky Flashman. Put a revealed Secret Society character card into your hand and the rest into your KO'd pile.

Funky's Big Rat Code, Team-Up (DJL-142C) Plot Twist, 2 Choose two team affiliations among characters you control. If you chose Secret Society and another affiliation, target player puts the top three cards of his deck into his KO'd pile.

Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

Galactus, Devourer of Worlds (MHG-011R) Character, 9, Heralds of Galactus, 25/25, Flight, Range 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.

Galactus, The Maker (MHG-010U) Character, 7, Heralds of Galactus, 16/16, Flight, Range Cosmic: Activate >>> Galactus has invulnerability this turn. Target opponent loses half his endurance, rounded up. Use this power only during your attack step.

Galan, Famished (MHG-012C) Character, 1, Heralds of Galactus, 1/2 Activate >>> Gain 2 endurance.

Gambit, Ragin' Cajun (MXM-010U) Character, 5, X-Men, 10/8, Range 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.

Gambit, Remy LeBeau (MOR-010U) Character, 4, X-Men, 6/6 Activate, discard an X-Men character card >>> Stun target character with cost 3 or less.

Game of the Galaxy (MAV-181R) Plot Twist, 2 As an additional cost to play Game of the Galaxy, exhaust a character you control named Kang.

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 the rest of his revealed cards on the bottom of his deck.

Gamma Bomb (MOR-193R) Plot Twist, 9 Play Gamma Bomb only during the combat phase.

KO all characters.

Gamora, Protector of the Time Gem (MHG-173U) Character, 3, Infinity Watch, 4/4 Cosmic: At the start of the combat phase, you may have get +2 ATK / +2 DEF this turn. If you do, you cannot play plot twists this turn.

Gangbuster, Jose Delgado (DSM-006C) Character, 2, Team Superman, 3/2 Whenever Gangbuster stuns an Army defender, you may stun target Army character.

Gang-Up, Team-Up (DJL-104C) Plot Twist, 2 Choose two team affiliations among characters you control. If you chose Injustice Gang and another affiliation, each player draws a card.

Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

Ganthet, Last Guardian (DGL-173C) Character, 7, 10/17, Flight, Range Willpower 6

At the start of the recovery phase, gain X endurance, where X is the total willpower of characters you control.

Gargantua, Edward Cobert (MXM-219R) Character, 1, Masters of Evil, 2/1 Pay 1 resource point >>> Put a +1 ATK / +1 DEF counter on Gargantua. Use this power only once per turn.

Garth <> , Atlantean Ambassador (DGL-163U) Character, 1, Teen Titans, 1/2 At the start of the combat phase, put the top two cards of your deck into your KO'd pile.

Garth <> Tempest, Atlantean Sorcerer (DOR-041R) Character, 5, Teen Titans, 9/9, Range Loyalty

Pay 3 endurance >>> Return target card from your KO'd pile to your hand. Use this power only once per turn.

Gathering the Watch (MHG-177U) Plot Twist, 3 As an additional cost to play Gathering the Watch, reveal an Infinity Gem card from your hand.

Search your deck for an Infinity Watch character card, reveal it, put it into your hand, and shuffle your deck.

GCPD Headquarters (DOR-030U) Location, 1 Whenever three or more Gotham Knights team attackers you control stun a defender, KO that defender.

Activate >>> Target Gotham Knights defender with cost 3 or less has reinforcement this attack.

GCPD Officer, Army (DOR-014C) Character, 1, Gotham Knights, 1/1, Range GCPD Officer has reinforcement while exhausted.

General Fabrikant, Qwardian General (DJL-204U) Character, 4, Anti-Matter, 7/7 Concealed—Optional

Hidden attackers you control cannot be stunned while General Fabrikant is visible.

General Zod, Ruler of Pokolistan (DSM-068R) Character, 7, Revenge Squad, 15/15 KO a Revenge Squad character you control >>> Exhaust target character if its cost is less than or equal to the cost of the character you KO'd.

Genetic Destiny (MHG-073U) Plot Twist, 3 Play Genetic Destiny only if you control more characters than an opponent.

Reveal the top four cards of your deck. Put a revealed Kree character card into your hand and the rest on the bottom of your deck.

Genis-Vell <> Captain Marvel, Son of Mar-Vell (MAV-093R) Character, 7, Thunderbolts, 19/18, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

When Genis-Vell comes into play, each opponent may search his deck for a card, put it into his hand, and shuffle his deck.

Genis-Vell <> Photon, Transformed (MXM-216U) Character, 6, Thunderbolts, 14/12, Flight, Range 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.

Genosha (MOR-099R) Location, 4 Activate, KO >>> Draw two cards. If you control , instead, draw four cards.

Geraci Family Estate (MMK-123U) Location, 1 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.

Get Him My Petsss (MSM-096R) Plot Twist, 4 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.

Ghost Rider, Danny Ketch (MMK-012R) Character, 8, Marvel Knights, 19/17, Range Activate >>> KO all characters with cost 5 or less target opponent controls.

Ghost Rider, Johnny Blaze (MMK-013C) Character, 6, Marvel Knights, 10/12, Range Ghost Rider gets +2 ATK while you control fewer characters than an opponent.

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.

Ghost Rider, New Fantastic Four (MOR-045R) Character, 5, Fantastic Four, 9/9 Ghost Rider gets +4 ATK while you have 25 or less endurance.

Gin Genie, Beckah Parker (MMK-056C) Character, 2, X-Statix, 2/2, Range Whenever Gin Genie stuns a character, you may replace a resource you control for each X-Statix character you control.

Girl 13, Traci Thirteen (DSM-007U) Character, 2, Team Superman, 1/3, Range Exhaust a support row character you control >>> Target front row Team Superman attacker you control gets +2 ATK this attack and cannot cause breakthrough this attack.

Gizmo, Mikron O'Jeneus (DOR-121U) Character, 1, Fearsome Five, 1/1, Flight, Range Activate, discard an equipment card >>> Draw two cards, then discard a card.

Glass Jaw (DJL-178C) Plot Twist, 1 Target character gets -3 DEF while defending this turn. Whenever that character defends this turn, exhaust it.

Global Domination (MOR-100R) Plot Twist, 3 Negate target location effect.

Ongoing: Locations your opponents control cannot ready during the recovery phase while you control a Brotherhood character.

Glorious Godfrey, (DSM-104U) Character, 5, Darkseid's Elite, 7/8 Activate >>> Exhaust target character with cost 4 or less. That character's controller loses endurance equal to its cost. Use this power only if you control another Darkseid's Elite character.

Glory Hound (MMK-077C) Plot Twist, 1 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 another affiliation, you may replace Glory Hound.

Gnaxos, Arena Robot (DGL-081C) Character, 2, Anti-Matter, 3/3 Boost 3: Gnaxos comes into play with five +1 ATK / +1 DEF counters on it.

G'Nort, Green Lantern of G'Newt (DGL-007C) Character, 1, Green Lantern, 1/1, Flight, Range Willpower 1

Other characters you control with willpower 1 or greater get +1 ATK / +1 DEF.

Go Down Fighting (MXM-114C) Plot Twist, 1 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.

Go in Swinging (MMK-078U) Plot Twist, 1 X-Statix attackers you control cannot be stunned this attack. Characters you control cannot attack this turn.

Goblin Glider (MSM-097U) Equipment, 2 Goblin Glider costs 1 less to recruit for each Sinister Syndicate character you recruited this turn.

Equipped character gets +4 ATK, has flight, and has range.

Gog, Nemesis (DSM-069C) Character, 7, Revenge Squad, 14/15, Flight, Range gets +2 ATK while attacking a Team Superman character.

Cosmic: While you control another Revenge Squad character, whenever Gog attacks a defender, that defender's controller loses endurance equal to that defender's cost.

Going My Way? (MSM-061U) Plot Twist, 3 Spider-Friends characters you control can attack this turn as though they had flight and range.

Ongoing: Characters you control named Spider-Man get +1 ATK.

Golden Archer, Wyatt McDonald (MAV-051C) Character, 4, Squadron Supreme, 7/6, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Activate >>> Target opponent loses 6 endurance. Then that opponent gains 1 endurance for each card in your hand.

Golden Death (DGL-068C) Plot Twist, 1 Target attacker you control gets +2 ATK this attack. If that attacker has the Emerald Enemies affiliation, exhausted defenders lose and cannot have reinforcement this attack.

Goldface, Keith Kenyon (DGL-045C) Character, 4, Emerald Enemies, 9/9, Range As an additional cost to recruit Goldface, discard two Emerald Enemies character cards.

KO a resource you control >>> Goldface gets +2 ATK / +2 DEF this attack. Use this power only once per turn.

Gole, Deep Six (DSM-105U) Character, 1, Darkseid's Elite, 1/1 Whenever Gole becomes stunned, each opponent loses 1 endurance for each face-down resource he controls.

Gone But Not Forgotten (DOR-151U) Plot Twist, 2 Ongoing: Whenever a character is put into your KO'd pile from play, gain 2 endurance.

Good Night, Sweet Prince (MMK-124C) Plot Twist, 2 Play Good Night, Sweet Prince only if you control a Crime Lords character.

The controller of target hidden character moves it to his visible area. That character loses and cannot have reinforcement this turn.

Good Samaritan (MXM-073R) Plot Twist, 3 As an additional cost to play Good Samaritan, KO a Morlocks character you control.

Recover target stunned character you control. If an attacker would cause breakthrough while that character is defending this turn, instead, that attacker causes 3 less breakthrough.

Gorgon, Thundering Hooves (MHG-099R) Character, 7, Inhumans, 15/17 Concealed—Optional

Cosmic: Characters cannot ready while is visible.

Gorilla City (DJL-143C) Location, 1 Activate, put the top card of your deck into your KO'd pile >>> Target Secret Society attacker you control gets +1 ATK this attack, and an additional +2 ATK this attack if you have ten or more cards in your KO'd pile.

Gorilla Grodd, Simian Mastermind (DJL-123C) Character, 6, Secret Society, 13/12, Range Willpower 3

Leader: KO a ready character adjacent to >>> 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.

Gotham City (DBM-012U) Location, 2 Activate, exhaust a Gotham Knights character you control >>> Reveal the top card of your deck. If that card is a Gotham Knights character card with cost 3 or greater, put it into your hand. Otherwise, put it on the bottom of your deck.

GothCorp (DOR-152R) Location, 1 Activate >>> Draw a card, then discard two cards.

Governor Tozad, Commander (DGL-111U) Character, 2, Manhunter, 2/3 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.

Grand Gesture (DCR-149C) Plot Twist, 3 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.

Grandmaster, Manhunter Leader (DGL-112R) Character, 5, Manhunter, 8/9 Concealed (This character comes into play in the hidden area.)

Move any number of hidden Manhunter characters you control to your visible area >>> Each character you moved gets +2 ATK this turn. Use this power only once per turn.

Grandstanding (MMK-079U) Plot Twist, 2 As an additional cost to play Grandstanding, stun an X-Statix team attacker you control.

Target attacker gets +7 ATK / +7 DEF this attack.

Granny Goodness, Everyone's Favorite Granny (DSM-106C) Character, 3, Darkseid's Elite, 3/5 Affiliated characters with cost 3 or less you control lose their team affiliations and have the Darkseid's Elite affiliation.

Other non-Army Darkseid's Elite characters with cost 3 or less you control get +1 ATK.

Granny Loves You (DSM-123U) Plot Twist, 2 Ongoing: At the start of the recovery phase, if you control a Darkseid's Elite character, each player loses 1 endurance for each stunned character he controls.

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

Grayven, Son of Darkseid (DGL-046C) Character, 6, Emerald Enemies, 13/11, Range Willpower 3

A character defending against Grayven loses and cannot have reinforcement while you control more face-up resources than its controller.

Graziella Reza, Knight (DCR-091C) Character, 3, Checkmate, 4/5, Range Exhaust a location you control >>> Graziella Reza gets +1 ATK this turn.

Greater of Two Evils (MOR-194R) Plot Twist, 4 Play Greater of Two Evils 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.

Green Goblin, Altered Ego (MSM-074C) Character, 7, Sinister Syndicate, 17/11, Flight, Range Loyalty

Activate, pay 13 endurance >>> Each other player loses 13 endurance.

Green Goblin, (MSM-017C) Character, 5, Sinister Syndicate, 9/9, Flight, Range Activate, discard a Sinister Syndicate character card >>> KO target unprotected support row character. That character's controller loses endurance equal to its cost. Use this power only during your attack step.

Green Lantern Ring (DGL-030U) Equipment, 0 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)

Equipped character gets +2 willpower and gains the Green Lantern affiliation.

Grey , Paul Pierre Duval (MAV-130U) Character, 3, Masters of Evil, 3/6, Flight Reservist

Pay 1 resource point >>> Target character cannot ready this turn. Use this power only once per turn.

Grounded (MSM-152C) Plot Twist, 1 Target character loses flight and gets -1 ATK this turn.

Growing Man, Kinetic Stimuloid (MAV-166U) Character, 3, Kang Council, 4/3 Exhaust a character you control named Kang >>> Put a +1 ATK / +1 DEF counter on Growing Man.

Guardians Reborn (DGL-031U) Plot Twist, 2 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.

Guy Gardner, Egomaniac (DJL-049C) Character, 7, JLI/Green Lantern, 16/12, Flight, Range 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.

Guy Gardner, Warrior (DGL-174C) Character, 3, 6/3, Flight, Range Willpower 2

Unaffiliated characters you control can team attack as though they had all team affiliations.

Guy Gardner, Strong Arm of the Corps (DGL-008C) Character, 5, Green Lantern, 10/7, Flight, Range 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.

Gypsy, Cindy Reynolds (DJL-010C) Character, 1, JLA, 1/1 Concealed

Return to her owner's hand >>> Power-up target JLA attacker or defender you control.

H.E.R.B.I.E., Humanoid Experimental Robot B-Type Integrated Electronics (MFF-002C) Character, 2, Fantastic Four, 2/2, Range 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.

Hal Jordan, Hard-Traveling Hero (DJL-011C) Character, 6, JLA/Green Lantern, 12/13, Flight, Range 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.

Hal Jordan, Green Lantern of Earth (DGL-009C) Character, 3, Green Lantern, 5/4, Flight, Range Willpower 3

Hal Jordan, Green Lantern of Sector 2814 (DGL-010R) Character, 5, Green Lantern, 9/9, Flight, Range Willpower 5

Hal Jordan gets +3 ATK / +3 DEF while you control no other characters.

Hal Jordan, (DGL-047R) Character, 9, Emerald Enemies, 25/25, Flight, Range Willpower 5

Discard a card >>> Hal Jordan gets +5 willpower this turn.

Hal Jordan, Reborn (DGL-011R) Character, 7, Green Lantern, 15/15, Flight, Range Willpower 6

You cannot lose and your opponents cannot win the game while the total willpower of characters you control is 20 or greater.

Hal Jordan <> Spectre, Mortal Avatar (DGL-175R) Character, 8, 18/17, Flight, Range Whenever a character you control becomes stunned, each opponent loses endurance equal to its cost.

Hala (MHG-074C) Location, 3 Terraform

Activate >>> Target Kree attacker or defender you control gets +1 ATK this attack for each character you recruited this turn.

Hammer Bay (MXS-028U) Location, 1 Brotherhood characters you control get +1 ATK.

Hammerhead, Gangster (MSM-075C) Character, 2, Sinister Syndicate, 3/2 Sinister Syndicate attackers you control get +2 ATK while attacking a player directly.

Hand Dojo (MMK-125U) Location, 2 Whenever a Crime Lords character you control defends, it gets +2 ATK this attack unless any player pays 3 endurance.

Hank Hall <> Hawk, Agent of Chaos (DOR-042C) Character, 2, Teen Titans, 2/2 Hank Hall gets +2 ATK / +2 DEF while you control Dawn Granger.

Boost 1: When Hank Hall comes into play, if you don't control Dawn Granger, search your deck for a card named Dawn Granger, put it into your front row, and shuffle your deck.

Hank Henshaw <> Cyborg, Evil Impostor (DSM-070R) Character, 4, Revenge Squad, 7/5, Flight, Range When comes into play, choose a character an opponent controls.

Hank Henshaw cannot be stunned while in combat with the chosen character.

Hank Pym <> Ant Man, Diminutive Hero (MAV-008C) Character, 1, Avengers, 2/1, Flight Concealed—Optional (You may have this character come into play in the hidden area.)

gets +2 ATK while visible and team attacking.

Hank Pym <> Giant Man, Towering Titan (MAV-009U) Character, 5, Avengers, 11/8 Characters you control cannot be the target of plot twist or payment effects your opponents control while you control a team attacker.

Hank Pym <> Goliath, Giant Genius (MAV-010C) Character, 7, Avengers, 16/15 Discard Hank Pym >>> Target Avengers defender you control has reinforcement this attack. Use this power only if Hank Pym is in your hand.

Hank Pym <> Yellowjacket, Pym Particle Creator (MAV-011C) Character, 3, Avengers, 4/4, Flight, Range 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.

Hannibal King, Occult Investigator (MMK-014C) Character, 2, Marvel Knights, 2/2, Flight 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.

Happiness Home (DSM-124R) Location, 1 As an additional cost to flip Happiness Home, KO a non-stunned character you control.

Non-Army Darkseid's Elite attackers you control with cost 3 or less get +2 ATK / +2 DEF.

Darkseid's Elite characters you control with cost 3 or less cannot recover.

Harbinger, Multiverse Messenger (DCR-169R) Character, 7, Crisis, 17/17, Flight, Range 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.

Hard Sound Construct, Construct (MAV-156R) Plot Twist, 4 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 don't control a character with the same name as that card. KO that character at the start of the recovery phase this turn.

Hard-Light Storage Tank (DJL-105R) Location, 2 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.

Hard-Traveling Heroes (DGL-191C) Plot Twist, 2 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 those affiliations.

Harlequin, Molly Mayne-Scott (DGL-113C) Character, 2, Manhunter, 2/2 Concealed (This character comes into play in the hidden area.)

Willpower 2

Whenever causes breakthrough to a player, that player discards a card.

Harley Quinn, Dr. Harleen Quinzel (DOR-067C) Character, 1, Arkham Inmates, 1/1 Discard >>> 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.

Harry Delgado, Acolyte (MXM-093C) Character, 6, Brotherhood, 13/12 Mutant — Physical Reservist

Replace a reservist resource you control >>> Target non-defending character loses and cannot have reinforcement this turn. Use this power only once per turn.

Harry Leland, Black Bishop (MXM-134R) Character, 3, Hellfire Club, 4/5 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.

Harry Stein, King in Check (DCR-092U) Character, 4, Checkmate, 8/8, Range 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.

Harry's Hideaway (MXM-030U) Location, 1 Discard a card, replace Harry's Hideaway >>> Choose one: Recover target stunned character you control with cost 2 or less; or recover target stunned X-Men character you control with cost 4 or less. Use this power only during the recovery phase.

Harvey Bullock, GCPD Detective (DOR-015U) Character, 1, Gotham Knights, 1/1, Range Exhaust X Army Gotham Knights characters you control >>> Exhaust target character if its cost is less than X.

Hassim, Loyal Retainer (DOR-099U) Character, 2, League of Assassins, 2/2 Activate >>> Target League of Assassins attacker gets +1 ATK this attack for each location you control.

Have a Blast! (DOR-153R) Plot Twist, 3 As an additional cost to play Have a Blast!, discard a card.

Replace target location or ongoing plot twist.

Havok, Alex Summers (MOR-011R) Character, 3, X-Men, 4/4, Range comes into play exhausted.

Whenever Havok attacks, he gets +4 ATK this attack.

Havok, Critical Mass (MXM-011C) Character, 4, X-Men, 8/7, Range Mutant — Energy Stun Havok >>> Stun target character with cost 5 or less. Use this power only during the recovery phase.

Hawkeye, Clinton Barton (MAV-012C) Character, 4, Avengers, 8/5, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Activate >>> Stun any number of target characters with combined cost 2 or less.

Hawkeye, Leader by Example (MAV-094R) Character, 5, Thunderbolts, 11/9, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Leader: Characters adjacent to Hawkeye cannot be stunned while attacking a character with a greater cost.

Haywire, Harold Danforth (MAV-052C) Character, 2, Squadron Supreme, 4/1, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

If Haywire would cause breakthrough while attacking a character, instead, that character cannot ready this turn.

Haywire, Suicidal Lover (MHG-218R) Character, 0, Squadron Supreme, 0/1, Range Reservist

Haywire gets +1 ATK while equipped.

Haywire gets +1 ATK while you have no cards in hand.

Head Shot (MMK-034C) Plot Twist, 1 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.

Healer, Life Giver (MXM-053C) Character, 3, Morlocks, 3/6 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.

Heat (DSM-153C) Plot Twist, 1 Exhaust target defender you control. If you do, that defender gets +3 ATK this attack and whenever that defender stuns an attacker this attack, that attacker's controller loses 3 endurance.

Hector Hammond, Mind Over Matter (DJL-124C) Character, 4, Secret Society/Emerald Enemies, 6/9, Range 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.

Hector Hammond, Super-Futuristic Mind (DGL-048C) Character, 2, Emerald Enemies, 2/2, Range Willpower 2

Hector Hammond gets +4 ATK / +4 DEF while you control five or more resources.

Heinrich Zemo <> , Baron of Zeulniz (MAV-131C) Character, 4, Masters of Evil, 7/7 Leader: Characters adjacent to Heinrich Zemo get +2 ATK while attacking a character with a greater cost.

Hellfire Club Initiate, Army (MXM-135C) Character, 1, Hellfire Club, 1/1 Concealed

You may discard a non-Army Hellfire Club character card rather than pay Hellfire Club Initiate's recruit cost. If you do, Hellfire Club Initiate comes into play exhausted.

Hellfire Club Mercenary, Army (MXM-136C) Character, 1, Hellfire Club, 2/1, Range You may discard a non-Army Hellfire Club character card rather than pay Hellfire Club Mercenary's recruit cost. If you do, Hellfire Club Mercenary comes into play exhausted.

Hellhound (MXM-115U) Plot Twist, 3 Brotherhood characters you control get +4 ATK while attacking a character with lesser cost this turn.

Hell's Fury (MMK-185C) Plot Twist, 1 Target attacker you control gets +2 ATK this attack. If Hell's Fury is in your resource row and you control a Marvel Knights character and an Underworld character, that attacker gets an additional +1 ATK this attack and you may replace Hell's Fury.

Hell's Kitchen (MMK-035U) Location, 1 Flip 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.

Helm of Nabu, Fate Artifact (DCR-176C) Equipment, 0 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.

Helmut Zemo <> Baron Zemo, Über Enemy (MAV-132U) Character, 7, Masters of Evil, 15/15 Leader: Defenders lose all team affiliations while an attacker is adjacent to .

Helmut Zemo <> Citizen , Tactician (MAV-095C) Character, 3, Thunderbolts, 4/5 Leader: Ready characters adjacent to Helmut Zemo get +3 ATK.

Helmut Zemo <> , Warmonger (MAV-096C) Character, 6, Thunderbolts, 12/13 Leader: Characters adjacent to Helmut Zemo gain the Thunderbolts affiliation.

Characters adjacent to Helmut Zemo get +2 ATK / +2 DEF while attacking an exhausted character.

Help Wanted, Team-Up (DCR-165U) Plot Twist, 3 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 rest on the bottom of your deck.

Ongoing: Crossover Secret Six and the chosen affiliation.

Helping Hand, Construct (DGL-192C) Plot Twist, 1 Target defender you control gets +1 DEF this attack for each other character with willpower 1 or greater you control.

Hemingway, Gene Nation (MXM-054C) Character, 7, Morlocks, 20/12 Mutant — Physical Hemingway cannot have reinforcement.

Henrietta Hunter, X-Celebrity (MXM-209U) Character, 5, X-Statix, 9/10 Mutant — Physical Leader: KO a non-Army character adjacent to Henrietta Hunter >>> Draw a card. Use this power only during the combat phase.

Henry King <> , Sinister Psionic (DJL-125C) Character, 4, Secret Society, 8/6, Range 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.

Henry King Jr. <> Brainwave, Psionic Manipulator (DGL-049U) Character, 1, Emerald Enemies, 1/1, Range Willpower 1

Exhaust a character you control >>> Target player loses endurance equal to that character's willpower. Use this power only once per turn.

Hercules, Son of Zeus (MAV-013U) Character, 7, Avengers, 16/16 Loyalty, Reservist

Reveal three face-down reservist resources you control >>> Ready . Hercules cannot cause breakthrough while attacking a character this turn. Use this power only once per turn.

Heroes in Reserve (MAV-194C) Plot Twist, 1 Reveal any number of face-down resources you control. Target attacker or defender you control gets +1 ATK this attack for each reservist card you revealed.

Heroes United (MOR-195U) Plot Twist, 2 Play Heroes United only if you control a Fantastic Four character and an X-Men character.

Draw a card.

Ongoing: Characters you control, as well as cards in your hand, deck and KO'd pile with either the Fantastic Four or X-Men affiliation have both affiliations.

Heroic Rescue (DCR-036C) Plot Twist, 1 Target JSA character you control and all non-Army characters you control that share an identity with it have reinforcement this turn.

Ongoing: Pay 1 resource point >>> Target character gets +2 DEF this turn. Use this power only once per turn.

Heroic Sacrifice (DOR-056R) Plot Twist, 2 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.

Hero's Demise (MAV-157R) Plot Twist, 3 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.

Hero's Welcome (DJL-029R) Plot Twist, 3 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.

Hibernaculum (MAV-074C) Plot Twist, 3 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.

Hidden Surveillance (DOR-154R) Plot Twist, 2 Ongoing: Each opponent cannot flip a location on the same turn it was placed into his resource row.

Each opponent cannot play a plot twist on the same turn it was placed into his resource row.

Highmaster, Supreme Leader (DGL-114C) Character, 7, Manhunter, 15/14, Flight Activate, remove X Manhunter character cards in your KO'd pile from the game >>> Target player loses X endurance.

High-Tech Flare Gun (DJL-179U) Equipment, 1 Transferable

Equipped character gets +3 ATK and has range.

Pay 1 endurance >>> Equipped character can attack hidden characters this turn.

Himalayan (MHG-120C) Location, 3 Terraform

Activate >>> Move target Inhumans character with concealed you control to your hidden or visible area.

Hidden characters you control get +1 DEF.

Himon, Enigmatic Researcher (DSM-040U) Character, 3, New Gods, 4/4 Your opponents cannot play plot twists with cost 1 or less.

Hired Goons (MSM-098C) Plot Twist, 2 Characters you control that came into play this turn get +1 ATK this turn.

Sinister Syndicate characters you control that came into play this turn get an additional +1 ATK this turn.

Hired Hit (MAV-218R) Plot Twist, 2 Stun a Crime Lords defender you control. If you do, remove all defenders from this attack, and target non-defending character you control becomes a defender.

Hitman, Burt Kenyon (MAV-217U) Character, 5, Crime Lords, 9/8, Range Activate >>> Stun target character with cost 3 or less. Use this power only if is defending and has reinforcement.

Hobgoblin, Roderick Kingsley (MSM-076C) Character, 6, Sinister Syndicate, 13/10, Flight, Range Loyalty

When is put into a KO'd pile from play, you may have each player KO a resource he controls.

Home Surgery (DOR-155U) Plot Twist, 2 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.

Homo Superior (MXM-195C) Plot Twist, 1 Target Mutant attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if a non-Mutant character is defending.

Honor Among Thieves (MMK-190R) Plot Twist, 2 Play 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.

Hook, Hired Killer (DBM-014C) Character, 3, League of Assassins, 4/4 At the start of the recovery phase, you may KO target stunned character with cost 3 or less.

Hope, Amazon Bodyguard (DSM-071U) Character, 1, Revenge Squad, 2/1 KO Hope >>> Turn target face-up ongoing plot twist you control face down.

Hordes of Apokolips (DSM-125U) Plot Twist, 1 Up to three target Darkseid's Elite characters you control each get +2 ATK while attacking this turn.

Hornet, Eddie McDonough (MSM-040C) Character, 2, Spider-Friends, 2/2, Flight, Range Exhaust a Spider-Friends character you control >>> Target player loses 1 endurance.

Hostage Situation (DGL-153R) Plot Twist, 2 Ongoing: Exhaust two Revenge Squad characters you control >>> If Hostage Situation is in your resource row, KO it. If you do, search your deck for an ongoing plot twist card, reveal it, put it into your hand, and shuffle your deck.

Hounds of Ahab, Army (MMK-198U) Character, 2, Sentinel, 2/2 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.

Hourman III <> , Time Machine (DCR-010U) Character, 5, JSA, 7/7, Flight, Range Free >>> Hourman III gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

House of El (DGL-143U) Location, 3 Activate >>> Move a character you control. If you control a Team Superman character, instead, move each character you control.

House of Secrets (DCR-166U) Location, 1 Discard a card or pay 1 resource point >>> Gain 2 endurance and an additional 2 endurance if you control a Secret Six character. Use this power only once per turn.

H'ronmeer's Curse (DJL-180R) Plot Twist, 4 Ongoing: At the start of your attack step, if you control a non-stunned character, each player stuns a non-stunned character he controls with cost 2 or less.

Hulk, Gamma Rage (MAV-014R) Character, 7, Avengers, 17/17 Reservist

As an additional cost to recruit , 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.

Hulk, New Fantastic Four (MOR-046R) Character, 6, Fantastic Four, 12/12 Hulk gets +1 ATK for each face-down resource you control.

Human Torch, Hothead (MFF-003C) Character, 5, Fantastic Four, 9/9, Flight, Range Whenever Human Torch attacks or defends, target opponent loses 2 endurance.

Human Torch, Hotshot (MOR-048R) Character, 4, Fantastic Four, 6/5, Flight, Range Recruit Human Torch only if you control a Fantastic Four character.

Activate >>> Target player loses 5 endurance.

Human Torch, Johnny Storm (MOR-047C) Character, 2, Fantastic Four, 2/2, Flight, Range Whenever Human Torch attacks, you may pay 4 endurance. If you do, Human Torch gets +4 ATK this attack.

Whenever Human Torch defends, for each attacker, you may pay 4 endurance. Human Torch gets +4 ATK this attack for each 4 endurance you paid.

Human Torch, Sparky (MHG-100C) Character, 3, Inhumans/Fantastic Four, 5/3, Flight, Range Activate >>> Target player loses 1 endurance for each face-up resource you control.

Human Torch, Super Nova (MOR-049U) Character, 6, Fantastic Four, 11/10, Flight, Range Recruit Human Torch only if you control a Fantastic Four character.

Whenever Human Torch attacks, you may pay 6 endurance. If you do, Human Torch gets +6 ATK / -6 DEF this attack.

Whenever Human Torch defends, for each attacker, you may pay 6 endurance. Human Torch gets +6 ATK / -6 DEF this attack for each 6 endurance you paid.

Human Torch, The Invisible Man (MHG-013C) Character, 4, Heralds of Galactus/Fantastic Four, 7/7, Flight, Range Heralds of Galactus defenders you control have reinforcement.

Cosmic: If a character you control would cause breakthrough, instead, gain that much endurance.

Human Torch, Friendly Rival (MSM-041C) Character, 5, Spider-Friends, 8/9, Flight, Range Whenever Human Torch attacks, you may pay 3 endurance. If you do, Human Torch gets +X ATK this attack, where X is the number of other non-stunned Spider-Friends characters you control.

Whenever Human Torch defends, for each attacker, you may pay 3 endurance. Human Torch gets +X ATK this attack for each 3 endurance you paid, where X is the number of other non-stunned Spider-Friends characters you control.

Hump, Servant of (MXM-055U) Character, 4, Morlocks, 10/7 Mutant — Physical Evasion

As an additional cost to recruit Hump, discard a Physical card.

Hump gets +2 ATK / +2 DEF while you control exactly one non-stunned character.

Hunger Dogs, Army (DSM-107U) Character, 1, Darkseid's Elite, 1/1 Whenever Dogs attacks, each player loses 1 endurance.

Whenever Hunger Dogs defends, each player loses 1 endurance for each attacker.

Hunter Zolomon <> Professor Zoom, Sinister Speedster (DCR-134R) Character, 6, Villains United, 13/11 Vengeance: Whenever Hunter Zolomon becomes stunned, ready target character you control. That character cannot cause breakthrough this turn.

Huntress, Bird of Prey (DBM-008U) Character, 4, Gotham Knights, 6/7, Range gets +3 ATK while attacking.

Huntress, Earth 2 (DCR-011C) Character, 3, JSA/Gotham Knights, 5/4, Range Characters you control and character cards you own gain the version Earth 2.

Huntress, Helena Rosa Bertinelli (DOR-016C) Character, 3, Gotham Knights, 4/4, Range Characters cannot be the target of plot twist effects your opponents control while Huntress is in combat.

Huntress, Reluctant Queen (DCR-093C) Character, 6, Checkmate/Gotham Knights, 13/12, Range Discard Huntress, exhaust a location you control >>> Negate target plot twist effect targeting a Checkmate or Gotham Knights character you control. Use this power only if Huntress is in your hand.

Hush, Mystery Man (DGL-165R) Character, 4, Arkham Inmates, 7/6 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 if is attacking and only once per turn.

Hydro-Man, Morris Bench (MSM-077C) Character, 5, Sinister Syndicate, 7/7 Whenever Hydro-Man becomes stunned, recover him at the start of the next recovery phase.

Hyperion, Mark Milton (MAV-053C) Character, 6, Squadron Supreme, 13/12, Flight, Range Leader: Characters adjacent to gain the Squadron Supreme affiliation.

Characters adjacent to Hyperion cannot be stunned while attacking a character with reinforcement.

Hyperion, Sun God (MAV-054R) Character, 8, Squadron Supreme, 20/20, Flight, Range Recruit Hyperion only if you have no other cards in hand.

Hyperion cannot be stunned while attacking.

Hyperion has invulnerability while defending.

Hypnotic Charms (MMK-171C) Plot Twist, 1 Play Hypnotic Charms only if you control an Underworld character.

Ongoing: Affiliated characters you control and affiliated cards in your KO'd pile gain the affiliations of each character card in your KO'd pile. (This is in addition to their other affiliations.)

I Hate Magic! (DSM-154C) Plot Twist, 2 Target defender gets -3 DEF and loses invulnerability this attack.

I Hunger (MHG-033R) Plot Twist, 4 Play I Hunger only if you control a Heralds of Galactus character.

If an opponent would take stun endurance loss this turn, instead, you gain that much endurance.

I Must Obey (MHG-034R) Plot Twist, 4 As an additional cost to play I Must Obey, reveal a card named Galactus from your hand.

If you have played no other plot twists this turn, each player exhausts a ready character he controls.

I Still Hate Magic! (DCR-192C) Plot Twist, 2 Target character gets -3 DEF while defending this turn and loses flight this turn.

Ibis, Prince Amentep (DCR-052C) Character, 3, Shadowpact, 4/5 While an opponent has more endurance than you, Ibis gets +2 ATK and has flight.

Ice, Tora Olafsdotter (DJL-050C) Character, 4, JLI, 7/7, Range Ally: Whenever a defender you control becomes powered-up, you may exhaust a character you control. If you do, target character cannot ready this turn.

Iceman, Bobby Drake (MOR-012U) Character, 3, X-Men, 3/4 Pay 3 endurance >>> Target attacker with cost 3 or less cannot ready during the recovery phase this turn. Use this power only once per turn.

Iceman, Deep Freeze (MXM-012C) Character, 6, X-Men, 13/13, Range Mutant — Energy As an additional cost to recruit Iceman, discard an Energy card.

Whenever Iceman defends against or attacks a character, that character cannot ready this turn.

Iceman, Ice Armor (MXS-004C) Character, 4, X-Men, 7/6 Iceman gets -3 ATK / +3 DEF while defending.

Iceman, Cool Customer (MSM-042C) Character, 6, Spider-Friends, 12/12, Range At the start of the recovery phase, each opponent with three or more cards in his hand discards cards until he has two or fewer cards in his hand.

Identity Crisis (DJL-181R) Plot Twist, 9 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.

Illusionary Warriors, Army (DJL-085C) Character, 1, Injustice Gang, 1/1 Concealed

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

Image Inducer (MXM-196C) Equipment, 0 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)

Equipped character gains 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.

Immovable (MXM-180C) Plot Twist, 2 Discard any number of Physical cards. Target defender you control gets +1 DEF this attack and gets an additional +1 DEF this attack for each card you discarded.

Imperiex, The Beginning and (DSM-149R) Character, 10, 28/26, Flight, Range costs you 1 less to recruit if you control no characters.

At the start of your attack step, KO all other characters.

Improper Burial (MHG-075U) Plot Twist, 2 As an additional cost to play Improper Burial, exhaust a Kree character you control.

The controller of target stunned character KO's a resource he controls. If he does, he puts that character face down into his resource row.

In Darkest Night (DGL-069U) Plot Twist, 4 As an additional cost to play In Darkest Night, exhaust four characters you control.

Ongoing: Characters your opponents control cannot recover during the recovery phase while you control an Emerald Enemies character.

In 's Evil Clutches (DGL-193C) Plot Twist, 2 Ongoing: Return a face-down resource you control to its owner's hand >>> Target character loses flight this turn. You may put a card from your hand face down into your resource row. Use this power only once per turn.

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

In the Hands of Qward (DGL-103R) Plot Twist, 4 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.)

Inertia, Edith Freiberg (MAV-055C) Character, 3, Squadron Supreme, 5/3, Range Reservist

Discard a card >>> The controller of target character moves it to a different position. Use this power only once per turn.

Infernal Gateway (MMK-172U) Location, 3 Activate, discard three cards >>> Return target card from your KO'd pile to your hand. Use this power only if you control an Underworld character.

Infernal Minions, Army (DJL-086C) Character, 1, Injustice Gang, 1/1 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.

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

Infinity Man, Drax (DSM-041R) Character, 7, New Gods, 15/15, Flight, Range Reveal Infinity Man, return two ready characters you control with the version Forever People to their owners' hands >>> Cards named Infinity Man cost you 1 less to recruit this turn. Use this power only if Infinity Man is in your hand.

Injustice Gang Satellite (DJL-107R) Location, 4 Activate, discard an Injustice Gang character card >>> KO target stunned character with cost less than or equal to the number of cards in its controller's hand.

Inner Circle (MXM-157R) Location, 3 Hidden Hellfire Club characters you control get +1 ATK / +1 DEF while you control three or more hidden characters.

Insect (MAV-195C) Plot Twist, 1 Choose one: Target character you control can attack hidden characters this turn; or return target exhausted character you control to its owner's hand; or target opponent loses 2 endurance.

Insectoid Troopers, Army (DJL-087C) Character, 1, Injustice Gang, 1/1, Flight, Range Insectoid Troopers gets +1 ATK / +1 DEF while team attacking.

Inside Job (MMK-208R) Plot Twist, 2 Play Inside Job only if you control three or more non-stunned Sinister Syndicate characters.

KO target stunned character.

Insignificant Threat (MSM-122R) Plot Twist, 3 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 character you exhausted.

Inspiring Demise (MHG-035R) Plot Twist, 4 Play Inspiring Demise only from your resource row.

Target Heralds of Galactus attacker you control gets +4 ATK / +4 DEF this attack. The defending player gains 4 endurance.

Intergalactic Summit (MHG-203C) Plot Twist, 2 As an additional cost to play Intergalactic Summit, choose two different team affiliations among characters you control.

Crossover the chosen affiliations this turn. If Intergalactic Summit is in your resource row, draw a card.

Intergang, Army (DSM-072U) Character, 1, Revenge Squad, 0/0, Range Exhaust a location you control >>> Characters named get +1 ATK / +1 DEF this attack.

Interstellar Offensive (MHG-195C) Plot Twist, 1 Target attacker gets +2 ATK this attack and an additional +3 ATK this attack if it has the Skrull affiliation and more team affiliations than a defending character.

Invisible Destroyer, Subconscious Entity (DGL-050C) Character, 3, Emerald Enemies, 4/3, Flight, Range 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 / +2 DEF this turn.

Invisible Woman, Baroness Von Doom (MHG-137C) Character, 4, Doom/Fantastic Four, 6/8 Concealed—Optional (You may have this character come into play in the hidden area.)

Defenders you control with cost 3 or less in the same area as Invisible Woman have reinforcement.

Invisible Woman, Flame On! (MHG-101C) Character, 7, Inhumans/Fantastic Four, 16/11, Flight, Range Cosmic: Whenever Invisible Woman attacks or defends, target player loses 1 endurance for each face-up resource you control.

Invisible Woman, Protector (MFF-004C) Character, 3, Fantastic Four, 4/4 Invisible Woman has reinforcement while defending.

Invisible Woman, Sue Richards (MOR-052R) Character, 8, Fantastic Four, 16/17, Flight, Range Activate, pay 6 endurance >>> Fantastic Four defending characters you control cannot be stunned this turn.

Invisible Woman, Sue Storm (MOR-051C) Character, 4, Fantastic Four, 6/8 Fantastic Four characters you control have reinforcement.

Invisible Woman, The Invisible Girl (MOR-050U) Character, 1, Fantastic Four, 1/1 When Invisible Woman comes into play, put an invisibility counter on her.

Whenever Invisible Woman defends, you may remove an invisibility counter from her. If you do, remove all attackers from this attack.

IQ, Ira Quimby (DJL-088C) Character, 2, Injustice Gang, 2/3, Range Willpower 1

Whenever an opponent draws a card, he loses 1 endurance.

Iron Fist, Danny Rand (MMK-015C) Character, 2, Marvel Knights, 3/2 Concealed (This character comes into play in the hidden area.)

When comes into play, if you control , put three +1 ATK / +1 DEF counters on Iron Fist.

Iron Fist, Living Weapon (MMK-016C) Character, 5, Marvel Knights, 9/8 Pay 2 endurance >>> Iron Fist can be the target of plot twist effects you control as though he had all team affiliations this turn.

Iron Man, Illuminati (MHG-138C) Character, 3, Doom/Avengers, 4/5, Flight, Range Free >>> Reveal the top card of your deck. If you revealed a plot twist card, gets +3 ATK this turn. Use this power only once per turn.

Iron Man, Invincible (MAV-015C) Character, 6, Avengers, 12/12, Flight, Range Iron Man gets +1 ATK / +1 DEF while equipped.

Iron Man cannot be stunned while equipped and attacking.

Iron Man, Tony Stark (MAV-016C) Character, 4, Avengers, 7/7, Flight, Range Leader: Avengers characters adjacent to Iron Man have flight and range and get +1 ATK / +1 DEF.

Iron Man <> Cobalt Man, Avenger in Disguise (MAV-097C) Character, 4, Thunderbolts, 11/7 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.

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

It's Clobberin' Time! (MOR-072R) Plot Twist, 3 Target attacking Fantastic Four character you control gets +3 ATK / +3 DEF this attack.

It's Not Over Yet (DCR-167U) Plot Twist, 3 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.

It's Slobberin' Time! (MHG-121C) Plot Twist, 1 Target attacker you control gets +3 DEF this attack and an additional +3 ATK this attack if it has the Inhumans affiliation and you control no face-down resources.

Izaya <> , The Inheritor (DSM-042C) Character, 4, New Gods, 7/8, Range At the start of the recovery phase, you may discard a New Gods character card. If you do, recover target stunned character you control.

J. Jonah Jameson, Sensationalist (MSM-141R) Character, 1, 1/1 If you win the game, you choose who starts with the initiative the next time you play against the same opponent or opponents.

Jack T. Chance, Green Lantern of Garnet (DGL-012U) Character, 2, Green Lantern, 4/1, Flight, Range Willpower 1

Jackal, Dr. Miles Warren (MSM-078C) Character, 4, Sinister Syndicate, 6/6 Activate >>> Put a Sinister Syndicate character card with cost 3 or less from your hand into your support row exhausted. Use this power only during the recovery phase.

Jackhammer, Construct (DGL-032C) Plot Twist, 1 Target attacker you control gets +2 DEF this attack. If that attacker has the Green Lantern affiliation and lesser cost than a defender, it gets an additional +5 DEF this attack.

Jacob Lee, Knight (DCR-094U) Character, 1, Checkmate, 2/1, Range Concealed

You may discard a location card rather than pay Jacob Lee's recruit cost.

Jade, Jennifer-Lynn Hayden (DGL-013C) Character, 3, Green Lantern, 4/4, Flight, Range Willpower 2

Whenever you play a Construct plot twist, gain 2 endurance.

Jaffar, Deep Six (DSM-108U) Character, 2, Darkseid's Elite, 2/2 Exhaust two characters you control with the version Deep Six >>> Gain 1 resource point. Spend this point only to recruit a character card with the version Deep Six. Use this power only during your recruit step.

Jailbird, Construct (DGL-195R) Plot Twist, 2 Play Jailbird only during the recovery phase.

Recover target stunned character an opponent controls. That character cannot ready this turn.

Jaime Ortiz <> Damage, Cybernetic Enforcer (MMK-098C) Character, 6, Crime Lords, 11/13, Range Stun a Crime Lords defender you control >>> Remove all defenders from this attack. Jaime Ortiz becomes a defender.

Jaime Reyes <> , High-Tech Hero (DCR-180U) Character, 1, 2/1, Range Exhaust a character you control and remove 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.

Jakeem Williams, JJ (DCR-012U) Character, 1, JSA, 1/1 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.

James Jesse <> , Giovanni Giuseppe (DJL-126C) Character, 2, Secret Society, 2/3, Flight Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.)

Whenever a character you control becomes stunned, put the top card of target player's deck into his KO'd pile.

James Proudstar <> Thunderbird, Hellion (MXM-137R) Character, 6, Hellfire Club, 14/13 Mutant — Physical Reservist

Whenever James Proudstar becomes stunned, return each stunned character to its owner's hand.

Jarvis, Honorary Avenger (MAV-017R) Character, 1, Avengers, 1/1 Whenever Jarvis defends, you may return him to his owner's hand. If you do, search your deck for an Avengers character card, reveal it, put it into your hand, and shuffle your deck.

Jason Todd <> Robin, Crime Fighter (DSM-132R) Character, 3, Gotham Knights, 4/4 Stun >>> Exhaust target Gotham Knights defender you control and remove all attackers from this attack. Use this power only if Jason Todd is not defending.

Jay Garrick <> The Flash, Golden Age Speedster (DCR-013R) Character, 6, JSA, 12/12 Cosmic: Whenever Jay Garrick becomes stunned, recover and ready him, and he gets -4 ATK / -4 DEF this turn.

Jean Grey, Marvel Girl (MOR-013C) Character, 4, X-Men, 6/8 Activate >>> Replace a resource you control.

Jean Grey, (MOR-014R) Character, 8, X-Men, 17/18, Flight, Range Recruit Jean Grey only if you have a card named Jean Grey in your KO'd pile.

Activate, KO Jean Grey >>> Return all characters to their owners' hands.

Jean Grey, Red (MXM-013R) Character, 6, X-Men, 12/12, Flight, Range Mutant — Mental Discard a Mental card >>> Replace any number of face-up resources you control. Use this power only once per turn.

Jean Grey, Telekinetic Fighter (MXS-005C) Character, 2, X-Men, 3/2 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.

Jericho, Wilson (DGL-164R) Character, 3, Teen Titans, 1/1 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.)

Jessica Drew <> Spider-Woman, Venom Blast (MSM-043U) Character, 2, Spider-Friends, 3/2, Range Evasion

Other Spider-Friends characters you control with evasion get +1 ATK.

Jester, Jonathan Powers (MMK-099U) Character, 4, Crime Lords, 7/6, Range Pay 3 endurance >>> Transfer target equipment to an unequipped character you control. Use this power only once per turn. (You may target an equipment an opponent controls.)

Jetpack (MSM-029C) Equipment, 0 Equipped character gets +2 ATK and has flight.

Jetstream, Hellion (MXM-138C) Character, 5, Hellfire Club, 9/9, Flight, Range Mutant — Energy Reservist

Characters you control have flight.

Whenever Jetstream becomes stunned, you may KO him and exhaust target character with cost 6 or less.

Jigsaw, Billy Russo (MMK-100U) Character, 5, Crime Lords, 8/8, Range Discard a Crime Lords character card >>> Target character you control gets +1 ATK / +1 DEF this attack.

Jimmy Olsen, Superman's Pal (DSM-008U) Character, 1, Team Superman, 1/1 A Team Superman character protecting gets +1 ATK / +1 DEF.

Jinx, Elemental Sorceress (DOR-122U) Character, 4, Fearsome Five, 7/7, Range Exhaust a location you control >>> Each opponent loses 1 endurance.

Pay 1 resource point >>> Search your deck for a location card, reveal it, put it into your hand, and shuffle your deck. Use this power only once per turn.

JLI Embassy (DJL-067C) Location, 2 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.

Joanna Cargill, Acolyte (MXM-094C) Character, 3, Brotherhood, 6/6 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.

John Henry Irons <> Steel, Peerless Engineer (DSM-009C) Character, 6, Team Superman, 12/11, Flight, Range Remove a cosmic counter from a character you control >>> That character gets +2 DEF this turn.

Cosmic: John Henry Irons gets +1 DEF.

John Henry Irons <> Steel, Steel-Drivin' Man (DJL-012C) Character, 5, JLA/Team Superman, 8/11, Flight, Range 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 Proudstar <> Thunderbird, Apache Warrior (MSM-105U) Character, 4, X-Men, 9/8 Whenever John Proudstar becomes stunned, at the start of the recovery phase this turn, if he is stunned, KO him.

John Stewart, Emerald Architect (DJL-013C) Character, 4, JLA/Green Lantern, 7/7, Flight, Range Willpower 4

Ally: Whenever a character you control becomes powered-up, that character gets +2 willpower this attack.

John Stewart, Green Lantern of Earth (DGL-014C) Character, 5, Green Lantern, 9/8, Flight, Range Willpower 3

Whenever you play a Construct plot twist, if John Stewart is in combat, power-up John Stewart.

Johnny Quick, Crime Syndicate (DGL-082R) Character, 5, Anti-Matter, 8/6 Concealed—Optional (You may have this character come into play in the hidden area.)

gets +2 ATK while hidden.

Pay 3 endurance >>> Ready Johnny Quick. Use this power only once per turn and only if Johnny Quick is visible.

Join the Club! (MXM-158U) Plot Twist, 2 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.

Join Us or Die (DCR-150U) Plot Twist, 2 Stun target non-stunned character you control. If that character has the Villains United affiliation, you may recover it.

Jolen, The Treacherous One (MHG-102U) Character, 3, Inhumans, 4/5 Concealed—Optional

Cosmic—Surge: Whenever Jolen defends against or attacks a character, exhaust that character, and it cannot ready this turn. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Jolt, Helen Takahama (MAV-098C) Character, 4, Thunderbolts, 7/6 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

gets +1 ATK for each ready character you control.

Josef Witschi, Talia's Assistant (DOR-100U) Character, 1, League of Assassins, 1/1 Activate, discard a League of Assassins character card >>> KO target location. Its controller may put a card from his hand face down into his resource row. Use this power only during the combat phase.

Joseph Jones <> General Glory, Lady Liberty's Champion (DJL-051C) Character, 3, JLI, 5/4 Whenever three or more JLI team attackers you control stun a defender, KO that defender.

Joystick, Janice Yanizesh (MAV-099U) Character, 1, Thunderbolts, 5/5, Range Joystick gets -1 ATK / -1 DEF for each card in your hand.

JSA Headquarters (DCR-037R) Location, 2 Activate, exhaust a JSA character you control >>> Reveal the top three cards of your deck. Put all revealed character cards into your hand and the rest on the bottom of your deck. Discard a card for each card you put into your hand.

Jubilee, Jubilation Lee (MXM-014U) Character, 1, X-Men, 1/2, Range Mutant — Energy Free >>> Target opponent loses 2 endurance. Use this power only once per turn and only during the recovery phase.

Judge, Jury, and Executioner (MMK-036C) Plot Twist, 2 Characters you control have "Activate >>> KO target stunned character if its cost is less than this character's." this turn.

Marvel Knights characters you control have "Activate >>> KO target stunned character." this turn.

Juggernaut, Cain Marko (MOR-165R) Character, 7, 17/17 A support row character defending against Juggernaut loses and cannot have reinforcement.

Whenever Juggernaut attacks, he cannot ready during the recovery phase this turn.

Juggernaut, The Unstoppable (MXM-015U) Character, 7, X-Men, 17/15 Whenever Juggernaut stuns a front row defender, you may stun target support row character in the same column as that defender.

Julia Carpenter, Freedom Force (MXM-095C) Character, 4, Brotherhood, 8/7 Evasion

Whenever causes 3 or more breakthrough while attacking a character, target character cannot ready this turn.

Julia Carpenter <> Spider-Woman, Weaver (MSM-044R) Character, 4, Spider-Friends, 7/7 Evasion

Activate, discard two Spider-Friends character cards >>> Target character cannot attack this turn unless it team attacks. Use this power only during the build phase.

June Moon <> Enchantress, Bad Witch (DCR-054R) Character, 6, Shadowpact, 12/12, Flight, Range Activate >>> Stun target character. If you have more than 10 endurance, that character's controller moves Moon to his front or support row, and she gains a team affiliation of that player's choice. Use this power only during your attack step.

June Moon <> Enchantress, Good Witch (DCR-053R) Character, 4, Shadowpact, 7/7, Flight, Range Activate >>> Stun target character with cost 3 or less. If you have more than 25 endurance, that character's controller moves June Moon to his front or support row, and she gains a team affiliation of that player's choice.

Justice for All, Team-Up (MAV-188C) Plot Twist, 2 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 with either the Avengers or Thunderbolts affiliation have both affiliations.

Pay 1 endurance >>> Move a leader character you control.

Justice League of Arkham, Team-Up (DJL-217U) Plot Twist, 4 Choose two team affiliations among characters you control. If you chose Arkham Inmates and another affiliation, each opponent discards a card.

Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

Justice League Signal Device (DJL-152C) Equipment, 0 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.

Justice League Task Force, Team-Up (DJL-068C) Plot Twist, 2 Choose two team affiliations among characters you control.

Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

JLI team attackers you control get +1 ATK.

Justice United, Team-Up (DCR-038C) Plot Twist, 2 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.

Justice, Like Lightning (MAV-114C) Plot Twist, 1 Target attacker you control gets +2 ATK this attack. If that attacker has the Thunderbolts affiliation, exhaust a character an opponent controls.

Ka-Boom! (MOR-196R) Plot Twist, 2 Play Ka-Boom! 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!.

Kaine, Imperfect Clone (MSM-079C) Character, 6, Sinister Syndicate, 12/12 Kaine gains the Spider-Friends affiliation while you control another Spider-Friends character.

Whenever Kaine stuns a Sinister Syndicate defender, KO that character.

Kalibak, Unworthy Son (DSM-109C) Character, 7, Darkseid's Elite, 18/17 Kalibak gets -1 ATK / -1 DEF for each non–Darkseid's Elite character you control.

Whenever Kalibak becomes stunned, you lose 7 endurance.

Kandor (DSM-030R) Location, 6 Non-Army Team Superman characters you control with cost 3 or less get +3 ATK / +3 DEF.

Kang, Destiny Warrior (MHG-140R) Character, 5, Doom/Kang Council, 9/9, Range Kang is not unique.

Whenever Kang stuns a character, you may exhaust target front row character an opponent controls.

Kang, One of Many (MHG-139U) Character, 2, Doom/Kang Council, 2/2, Range Kang is not unique.

Activate, reveal a card from your hand named Dr. Doom or named Kang >>> Exhaust target character with cost 2 or less.

Kang, Scarlet Centurion (MXM-220U) Character, 4, Kang Council, 7/7, Range 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.

Kang, Earth Mesozoic-24 (MAV-167U) Character, 4, Kang Council, 10/10, Range 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-168R) Character, 8, Kang Council, 20/19, Range Kang is not unique.

Remove Kang and two other cards in your hand from the game >>> Negate target effect from a non-ongoing plot twist. Use this power only if you control a character named Kang and only if Kang is in your hand.

Kang, Kang Cobra (MAV-169C) Character, 3, Kang Council, 4/3, Range Concealed

Kang is not unique.

Characters your opponents control cannot become powered-up.

Kang, Kang Kong (MAV-170R) Character, 2, Kang Council, 2/2, Range Kang is not unique.

When Kang comes into play, you may reveal a Kang Council character card from your hand or resource row and remove Kang from the game. If you do, search your deck for a card, put it into your hand, and shuffle your deck.

Kang, Kang Ransom (MAV-171R) Character, 3, Kang Council, 5/5, Range Kang is not unique.

At the start of the combat phase, if you control three or fewer resources, move Kang to your hidden area, exhaust him, and replace target resource. At the start of the recovery phase this turn, move Kang to your visible area.

Kang, Lord Kang (MAV-172R) Character, 6, Kang Council, 12/12, Range 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-173C) Character, 7, Kang Council, 15/15, Range 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-174C) Character, 4, Kang Council, 6/6, Range 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-175U) Character, 1, Kang Council, 1/1, Range 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-176R) Character, 5, Kang Council, 10/9, Range Loyalty

Kang is not unique.

At the start of the combat phase, if you control six or fewer resources, move Kang to your hidden area, exhaust him, and exhaust target character with cost 5 or less. At the start of the recovery phase this turn, move Kang to your visible area.

Kang, Ultimate Kang (MAV-177C) Character, 5, Kang Council, 9/9, Range Kang is not unique.

Activate, stun another character you control named Kang >>> Remove all attackers from this attack. Use this power only if Kang is defending.

Kang Kross-roads (MAV-182U) Location, 3 While you control exactly one visible character, it gets +1 ATK / +1 DEF.

Activate >>> Move target stunned character you control named Kang to your hidden area.

Kang's Guards, Army (MAV-178U) Character, 1, Kang Council, 2/1, Range Activate, KO Kang's Guards >>> Target character you control named Kang has invulnerability while defending this turn.

Kanjar Ro, Kylaq Defense Minister (DJL-159C) Character, 5, 9/9, Range Leader: Characters adjacent to get +1 ATK and, if unaffiliated, also get +1 DEF.

Kanto, Darkseid's Assassin (DSM-110C) Character, 6, Darkseid's Elite, 12/11, Range Pay 3 endurance >>> KO target character if its cost is less than or equal to the number of face-down resources its controller controls. Use this power only once per turn and only during your attack step.

Kara Zor-El <> Supergirl, Last Daughter of Krypton (DSM-010C) Character, 6, Team Superman, 12/11, Flight, Range Cosmic: Team Superman characters you control that are protecting other characters have invulnerability.

Karla Sofen <> Meteorite, Power (MAV-100R) Character, 4, Thunderbolts, 5/4, Flight, Range As an additional cost to recruit Karla Sofen, reveal a Thunderbolts character card from 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-101R) Character, 8, Thunderbolts, 23/23, Flight, Range Loyalty

Your opponents cannot lose and you cannot win the game while you have 1 or more endurance.

Karla Sofen <> Moonstone, Master Manipulator (MAV-133U) Character, 6, Masters of Evil, 12/12, Flight, Range At the start of the combat phase, the controller of target character moves it to his front row.

Karnak, The Shatterer (MHG-103R) Character, 5, Inhumans, 9/6 Loyalty—Reveal, Concealed—Optional

Cosmic—Surge: Remove a cosmic counter from >>> Target character gets -X DEF while defending this turn, where X is its printed DEF. Use this power only once per turn.

Katar Hol <> Hawkman, Eternal Hero (DCR-014C) Character, 4, JSA/JLA, 8/6, Flight, Range Discard a card that shares an identity with an attacker or defender you control >>> Power-up target attacker or defender you control.

Ally: Whenever a character you control becomes powered-up, it gets an additional +1 DEF this attack.

Katar Hol <> Hawkman, Thanagarian Enforcer (DJL-014C) Character, 4, JLA, 7/7, Flight, Range Katar Hol gets +1 ATK / +1 DEF while equipped.

Ally: Whenever a character you control becomes powered-up, target character you control gets +2 ATK while in combat with a character with greater cost this attack.

Kate Spencer <> Manhunter, Fearless Renegade (DCR-015U) Character, 2, JSA/Manhunter, 3/2 Characters you control get +1 ATK while attacking a character with greater cost.

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.

Katma Tui, Green Lantern of Korugar (DGL-015C) Character, 5, Green Lantern, 6/11, Flight, Range Willpower 4

Exhaust any number of characters you control with total willpower 5 or greater >>> Gain 5 endurance.

Katrina Luisa Van Horne <> Amazon, Unrepentant Hero (MHG-217U) Character, 4, Thunderbolts, 8/7 Reservist

At the start of the combat phase, each player puts the top card of his deck face down into his resource row. If he does, that player KO's a resource he controls at the start of the recovery phase this turn.

Kelex, Faithful Servant (DJL-209U) Character, 2, Team Superman, 3/3 When 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.

Kendra Saunders <> Hawkgirl, Eternal Heroine (DCR-016C) Character, 3, JSA/JLA, 5/4, Flight Discard a card that shares an identity with an attacker or defender you control >>> Power-up target attacker or defender you control.

Ally: Whenever a character you control becomes powered-up, it gets an additional +1 ATK this attack.

Kevlar Body Armor (MOR-197U) Equipment, 2 Equipped character gets +1 DEF.

If equipped character would become stunned, instead, you may KO Kevlar Body Armor.

Kidnapping (DOR-090U) Plot Twist, 2 As an additional cost to play Kidnapping, exhaust an Arkham Inmates character you control.

Put target stunned character an opponent controls on the top of its owner's deck. Draw a card.

Kidney Punch (MXM-181C) Plot Twist, 2 Target attacker you control gets +2 ATK this attack and also gets +2 DEF this attack if it is a Physical character.

Kill or be Killed (MXM-182C) Plot Twist, 2 Target Physical attacker or defender you control gets +3 ATK this turn.

Kill the Flatscans (MXM-116U) Plot Twist, 3 Whenever target Brotherhood attacker you control causes 3 or more breakthrough while attacking a character this attack, KO that character.

Killer Croc, Waylon Jones (DOR-068C) Character, 5, Arkham Inmates, 7/10 Whenever attacks a defender, Killer Croc gets +X ATK this attack, where X is that defender's cost.

Kilowog, Drill Sergeant (DCR-214U) Character, 4, Green Lantern, 8/7, Flight, Range Willpower 2

Kilowog, Green Lantern of Bolovax Vik (DGL-016C) Character, 6, Green Lantern, 15/13, Flight, Range As an additional cost to recruit Kilowog, discard two Green Lantern character cards.

Willpower 3

Kiman, Chief Weaponer (DGL-083U) Character, 4, Anti-Matter, 7/4, Range 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.

Kimiyo Hoshi <> Dr. Light, Starlight Sentinel (DJL-052C) Character, 4, JLI, 6/8, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Team attackers you control get +3 ATK while an opponent controls six or more resources.

Kindred Spirits (MHG-036U) Plot Twist, 0 Search your deck for up to two Heralds of Galactus character cards, reveal them, shuffle your deck, and put those cards on the top of your deck.

King Snake, Sir Edmund Dorrance (DOR-133U) Character, 1, 2/1 Whenever becomes stunned, target opponent loses 2 endurance.

King Takes Knight (MMK-126R) Plot Twist, 4 Play King Takes Knight only during your recruit step and only if you have the initiative.

Choose an opponent. At the start of the combat phase this turn, if you control a Crime Lords character, that opponent gains the initiative.

Kingpin, The Kingpin of Crime (MMK-101R) Character, 7, Crime Lords, 15/13 Concealed (This character comes into play in the hidden area.)

Crime Lords characters you control get +2 ATK while Kingpin is ready.

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-102C) Character, 3, Crime Lords, 5/3 Crime Lords defenders you control with reinforcement get +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.

Kingpin, Crime Boss (MSM-080R) Character, 6, Sinister Syndicate, 7/7 Kingpin gets +1 ATK / +1 DEF for each other Sinister Syndicate character you control.

Exhaust a location you control >>> Target Sinister Syndicate character you control gets +1 ATK / +1 DEF this attack.

Kirigi, Master Assassin (MMK-103U) Character, 6, Crime Lords, 12/11 Loyalty

Whenever Kirigi becomes the target of an effect from a non-ongoing plot twist, he gets +2 ATK this turn.

Pay 5 endurance >>> Characters you control can attack hidden characters this turn.

Klaw, Sonic Construct (MHG-141R) Character, 1, Doom/Masters of Evil, 5/1, Range cannot ready during the recovery phase.

KO a character you control >>> Ready Klaw, and he cannot attack this phase. Use this power only once per turn.

Klaw, Ulysses Klaw (MAV-134R) Character, 5, Masters of Evil, 9/10, Range Pay 3 endurance >>> KO target stunned character. Use this power only once per turn and only if Klaw has caused breakthrough this turn.

Kleinstock Brothers, Acolyte (MXM-096U) Character, 1, Brotherhood, 2/1 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.

Knight Armor (DCR-109U) Equipment, 1 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-110U) Plot Twist, 4 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-111R) Plot Twist, 2 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.

Kole, Weathers (DOR-043U) Character, 2, Teen Titans, 1/4, Range Teen Titans characters you control get +1 DEF for each stunned character you control.

Kooey Kooey Kooey (DJL-069R) Location, 2 KO Kooey Kooey Kooey >>> If you control four or fewer resources and a JLI character, search your deck for a card, put it into your hand, and shuffle your deck.

Korath the Pursuer, Starforce (MHG-052C) Character, 5, Kree, 9/9, Flight Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Pay 2 endurance >>> Target Kree character you control can attack hidden characters this turn.

Koriand'r <> , Alien Princess (DOR-044C) Character, 6, Teen Titans, 12/11, Flight, Range Activate >>> Stun target support row character with cost less than or equal to the number of Teen Titans character cards in your KO'd pile.

Korugar (DGL-070R) Location, 2 As an additional cost to flip Korugar, KO a resource you control.

Activate >>> Target Emerald Enemies character you control gets +3 willpower this turn.

Krakoa, Island Monster (MXM-187C) Character, 7, 17/16 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.

Kraven the Hunter, Sergei Kravinoff (MSM-018C) Character, 4, Sinister Syndicate, 6/6 At the start of the combat phase, you may choose a character name. gets +4 ATK while attacking a character with that name this turn.

Kree Commandos, Army (MHG-053U) Character, 2, Kree, 2/3, Range Reservist

When Kree Commandos comes into play, target character you control gets +2 ATK this turn.

Whenever Kree Commandos becomes stunned, return it to its owner's hand.

Kree Public Accusers, Army (MHG-054U) Character, 5, Kree, 9/9, Range Reservist

When Kree Public Accusers comes into play, name a non-ongoing plot twist card. Your opponents cannot play cards with that name this turn.

Kree Soldiers, Army (MHG-055U) Character, 1, Kree, 1/2, Range Reservist

When Kree Soldiers comes into play, it gets +1 ATK this turn.

Whenever Kree Soldiers becomes stunned, return it to its owner's hand.

Kreon, Green Lantern of Tebis (DGL-017C) Character, 3, Green Lantern, 3/5, Flight, Range Willpower 1

Activate >>> Replace target location or plot twist if its cost is less than or equal to 's willpower.

Kristoff Von Doom, Pretender to the Throne (MXM-204R) Character, 5, Doom, 10/9, Range 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.

Kristoff Von Doom, The Boy Who Would Be Doom (MOR-115U) Character, 2, Doom, 1/2 You are considered to control Dr. Doom.

Army Doom characters you control get +1 ATK / +1 DEF.

Kristoff Von Doom, Ticking Time Bomb (MFF-017C) Character, 1, Doom, 2/1

Krona, Creator of the Anti-Matter Universe (DGL-051C) Character, 7, Emerald Enemies, 12/18, Flight, Range Willpower 5

At the start of the combat phase, you may have the controller of target unprotected character move it to his hidden area.

Krypto, Superdog (DSM-011R) Character, 4, Team Superman, 8/8, Flight, Range cannot attack unless he team attacks.

Cosmic: Krypto has invulnerability.

Kryptonite (DSM-090R) Plot Twist, 2 Play 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.

Kurin, Deep Six (DSM-111U) Character, 1, Darkseid's Elite, 1/1 Activate >>> Target attacker with the version Deep Six gets +1 ATK this attack for each face-down resource you control.

Kyle Abbot, Demon's Hound (DBM-015C) Character, 3, League of Assassins, 4/4 Kyle Abbot gets +1 ATK / +1 DEF while you have the initiative.

Kyle Abbot, Wolf in Man's Clothing (DOR-101C) Character, 3, League of Assassins, 3/3 Kyle Abbot gets +3 ATK / +3 DEF while you control five or more resources.

Boost 1: When Kyle Abbot comes into play, he gets +6 ATK this turn.

Kyle Rayner, Green Lantern of the Universe (DGL-018C) Character, 4, Green Lantern, 8/5, Flight, Range Willpower 3

Protected characters you control cannot be attacked.

Kyle Rayner, Ion (DGL-019R) Character, 6, Green Lantern, 12/12, Flight, Range 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-020U) Character, 2, Green Lantern, 2/2, Flight, Range Willpower 2

When Kyle Rayner comes into play, you may search your deck for a Construct card, reveal it, put it into your hand, and shuffle your deck.

La Nuit, Pierre Truffaut (MMK-057C) Character, 4, X-Statix, 6/9 Support row characters you control get +1 DEF while La Nuit is in your front row.

Lacuna, Media Darling (MMK-209C) Character, 2, 2/2 Lacuna gains the team affiliations of each character you control while in play or in your deck, hand, or KO'd pile.

Activate >>> KO a resource you control. If you do, search your deck for a card named Marvel Team-Up, reveal it, put it face down into your resource row, shuffle your deck, and discard a card.

Lady Deathstrike, Yuriko Oyama (MOR-166R) Character, 5, 8/8 Whenever attacks a character with cost 6 or greater, Lady Deathstrike gets +5 ATK / +5 DEF this attack.

Whenever Lady Deathstrike defends, she gets +5 ATK / +5 DEF this attack for each attacker with cost 6 or greater.

Lady Lark, Linda Lewis (MAV-056U) Character, 3, Squadron Supreme, 7/4, Range Reservist

Whenever Lady Lark becomes stunned, you lose endurance equal to the number of cards in your hand.

Lady Lark, Skylark (MXM-214R) Character, 3, Squadron Supreme, 4/5, Flight, Range Reservist

Whenever Lady Lark becomes stunned, if you have no cards in hand, you may recover her at the start of the recovery phase this turn.

Lady , Lynn Michaels (MAV-213U) Character, 4, Marvel Knights, 7/5, Range Reservist

At the start of the recovery phase, you may KO target stunned character.

Lady Shiva, Master Assassin (DOR-102R) Character, 7, League of Assassins, 13/13 Recruit only if you control Ra's al Ghul.

Activate >>> KO target character. Use this power only during your attack step.

Lady Shiva, Sandra Woosan (DOR-017C) Character, 5, Gotham Knights, 9/9 Loyalty

Whenever Lady Shiva defends against exactly one attacker, Lady Shiva gets +3 ATK / +3 DEF this attack. (Lady Shiva's power does not trigger when she is team attacked.)

Lady Shiva, The Destroyer (DBM-016U) Character, 5, League of Assassins, 10/6 Whenever Lady Shiva attacks a character, that character loses and cannot have reinforcement this attack.

Lady Vic, Lady Elaine Marsh-Morton (DOR-134U) Character, 1, 1/2, Range Whenever stuns a character, KO that character unless its controller pays 3 endurance.

Lair of the Mastermind (DJL-182C) Location, 2 Characters you control can team attack as though they had all team affiliations.

Activate >>> Target unaffiliated defender you control has reinforcement this attack.

Lamprey, Donald McQuiggan (MAV-057C) Character, 3, Squadron Supreme, 5/4, Flight If Lamprey would cause breakthrough while attacking a character, instead, put a +1 ATK / +1 DEF counter on Lamprey.

Lana Lang, Manhunter (DGL-115U) Character, 1, Manhunter, 0/1 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.

Lana Lang, Sweetheart (DSM-012U) Character, 1, Team Superman, 1/1 You may discard a Team Superman character card rather than pay Lana Lang's recruit cost.

Exhaust a non-defending Team Superman character you control >>> Target defender you control has reinforcement this attack.

Lancer, Samantha Dunbar (MHG-142C) Character, 2, Doom, 3/3, Range Stun Lancer >>> Whenever a character you control named Dr. Doom stuns a character this turn, you may stun a character with cost 3 or less.

Lanterns in Love, Construct (DGL-197C) Plot Twist, 2 As an additional cost to play Lanterns in Love, exhaust two characters you control.

Recover target stunned character you control.

Lantern's Light (DGL-196C) Plot Twist, 1 Play Lantern's Light only during your attack step.

Exhaust target hidden character. That character's controller moves it to his visible area.

Laser Watch (DCR-112C) Equipment, 0 Concealed—Optional

Equipped character gets +2 ATK and has range.

When Laser Watch comes into play equipping a Checkmate character, you may exhaust a location you control. If you do, draw a card.

Last Laugh (DOR-156U) Plot Twist, 1 Target player loses 1 endurance for each stunned character you control.

Last Son of Krypton (DSM-031R) Plot Twist, 8 Play Last Son of Krypton only during the recovery phase.

Choose a character you control named Superman. Each other player chooses a character he controls. KO all characters other than the chosen characters.

Last Stand (MOR-198C) Plot Twist, 2 Play Last Stand only if you control three or more stunned characters.

Target defender gets +10 DEF this turn.

Latveria (MOR-131R) Location, 2 Plot twists cost you 1 less to play while you control Dr. Doom.

Characters you control named Dr. Doom have reinforcement.

Latverian Embassy (MSM-131R) Location, 2 When you flip Latverian Embassy, discard a card if you don't control Dr. Doom.

Each opponent cannot play a plot twist with the same name as a plot twist in his resource row.

Lazarus Pit (DOR-114C) Location, 1 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.

Lead by Example (DJL-183C) Plot Twist, 2 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.

Leadership Challenge (MXM-197C) Plot Twist, 1 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.

Leech, Inhibitor (MXM-056U) Character, 2, Morlocks, 2/3 Mutant — Energy Evasion

Whenever becomes stunned, you may discard a card. If you do, negate target character payment effect.

Legendary Battles (MAV-034C) Plot Twist, 2 While team attacking this turn, Avengers characters you control get +1 ATK and cannot be stunned.

Legion, He Who Is Many (DGL-052C) Character, 6, Emerald Enemies, 14/14, Flight, Range You cannot play plot twists.

Whenever Legion becomes stunned, KO it if you don't control another Emerald Enemies character.

Leslie Thompkins's Clinic (DCR-205U) Location, 3 At the start of the recovery phase, gain 1 endurance and an additional 1 endurance if you control a non-stunned Gotham Knights character.

Activate >>> Target stunned character you control cannot be KO'd during the recovery phase this turn.

Lex Luthor, Champion of the Common Man (DCR-213U) Character, 3, Revenge Squad, 5/5 Discard a plot twist card >>> Target character gets -2 DEF this turn and loses invulnerability this turn.

Lex Luthor, Criminal Genius (DJL-127R) Character, 4, Secret Society/Revenge Squad, 7/7 Leader: Characters adjacent to Lex Luthor gain the Secret Society and Revenge Squad affiliations.

Exhaust a character adjacent to Lex Luthor >>> Lex Luthor gets +1 ATK / +1 DEF this turn. Use this power only during the combat phase.

Lex Luthor, Evil Incorporated (DJL-091C) Character, 6, Injustice Gang/Revenge Squad, 12/13 Ally: Whenever an Injustice Gang or Revenge Squad character you control becomes powered-up, you may return target stunned character to its owner's hand.

Lex Luthor, Nefarious Philanthropist (DJL-090U) Character, 3, Injustice Gang/Revenge Squad, 4/5 At the start of the build phase, each opponent draws two cards. If he does, that opponent cannot play more than one plot twist this turn.

Leader: Characters adjacent to Lex Luthor gain the Injustice Gang affiliation.

Lex Luthor, Power Armor (DSM-073C) Character, 6, Revenge Squad, 11/12, Flight, Range Loyalty

Whenever Lex Luthor causes breakthrough to a player, that player cannot recruit characters with cost 7 or greater next turn.

Lex Luthor, President Luthor (DSM-074R) Character, 3, Revenge Squad, 4/4 You cannot draw cards during the draw phase.

At the start of the draw phase, put the top X cards of your deck into your hand, where X is the number of ongoing plot twists you control. Put a card from your hand on the bottom of your deck.

Lex Luthor <> Mockingbird, Evil Exile (DCR-160U) Character, 7, Secret Six, 16/15 Concealed

Remove Lex Luthor from the game >>> Put a Secret Six character card with cost less than the number of resources you control from your hand into your front row stunned. Use this power only during the recovery phase and only if Lex Luthor is in your hand.

LexCorp (DSM-091U) Location, 3 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.

Liberty Island Base (DOR-057U) Location, 2 Activate >>> Target defender with reinforcement gets +1 DEF this attack. If that character has the Teen Titans affiliation, instead, it gets +3 DEF this attack.

Libra, Alien Conqueror (DJL-092R) Character, 7, Injustice Gang, 15/14 Leader: Characters your opponents control get -1 ATK for each character adjacent to Libra.

KO three characters adjacent to Libra >>> Ready Libra. Use this power only during the combat phase.

Lieutenant Kona Lor, Lunatic Legion (MHG-056C) Character, 2, Kree, 4/1, Range Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

When Lieutenant Kona Lor comes into play, target opponent replaces a face-up non–Team-Up resource he controls.

Light Armor, Construct (DGL-198C) Equipment, 1 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.

Light , Construct (DGL-176C) Character, 5, 11/7 Reveal Light Brigade, exhaust any number of characters you control with total willpower 8 or greater >>> Put Light Brigade into your front row. At the start of the recovery phase this turn, KO Light Brigade. Use this power only during the combat phase and only if Light Brigade is in your hand.

Lightning, Travis Williams (DOR-135U) Character, 4, 6/6, Range Activate >>> Target player loses 2 endurance for each exhausted character he controls.

Lightray, Solis (DSM-043C) Character, 7, New Gods, 15/14, Flight, Range Activate >>> Target player loses 7 endurance. Use this power only if you control another New Gods character.

Lilith, Daughter of Dracula (MMK-144R) Character, 1, 0/1, Flight KO , 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.

Linda Danvers <> Supergirl, Matrix (DSM-013R) Character, 3, Team Superman, 7/6, Flight, Range As an additional cost to recruit Linda Danvers, discard a Team Superman character card.

Linda Danvers cannot attack a character with cost 3 or less.

Lion's Den (MSM-099C) Location, 2 Pay 1 resource point >>> Target Sinister Syndicate character gets +4 ATK this turn. Use this power only once per turn.

Litterbug, Killer Cockroach (MHG-219U) Character, 3, Morlocks, 6/2 Mutant — Physical Concealed

Characters you control get +3 ATK while attacking a character that has already been attacked this turn.

Live Kree . . . or Die! (MHG-076U) Plot Twist, 6 Live Kree . . . or Die! costs 1 less to play for each Kree character you recruited this turn.

Target character you control gets +5 ATK while in combat with a character with greater cost this attack.

Living , Construct (DGL-199C) Plot Twist, 1 Target attacker you control gets +1 ATK this attack for each face-down resource target opponent controls.

Living Legacy (DCR-039U) Plot Twist, 2 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.

Lizard, Dr. Curtis Connors (MSM-019C) Character, 3, Sinister Syndicate, 3/4 Pay 4 endurance >>> gets +2 DEF this attack.

Locked in Combat (DGL-200C) Plot Twist, 1 Target character you control gets +2 ATK / -2 DEF this attack.

Lockheed, Saurian Sidekick (MXM-016C) Character, 1, X-Men, 2/1, Flight, Range Discard an Energy card >>> gets +2 ATK this attack.

Lockjaw, Inhuman (MMK-194U) Character, 4, Fantastic Four, 7/7, Flight, Range Activate >>> Exchange the positions of and a Fantastic Four character you control if they are both in the same area.

Lockjaw, Inhuman's Best Friend (MHG-104U) Character, 1, Inhumans, 2/1, Range Concealed—Optional

When Lockjaw comes into play, you may discard a card. If you do, search your deck for an Inhumans character card, reveal it, put it into your hand, and shuffle your deck.

Lockup, Lyle Bolton (DOR-136U) Character, 2, 2/3, Range Lockup gets +4 ATK while attacking an exhausted character.

Activate >>> Target player shuffles all character cards from his KO'd pile into his deck.

Lois Lane, Earth 2 (DCR-212U) Character, 1, Team Superman, 1/1 You may discard two cards rather than pay '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.

Lois Lane, Star Reporter (DSM-014U) Character, 1, Team Superman, 1/1 You may discard a Team Superman character card rather than pay Lois Lane's recruit cost.

When Lois Lane comes into play, reveal the top four cards of your deck. Put a revealed Team Superman character card into your hand and the rest on the bottom of your deck.

Lonar, Explorer (DSM-044U) Character, 4, New Gods, 7/7 Each opponent 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.

Longshot, Hero of Mojoworld (MXM-017U) Character, 2, X-Men, 2/3, Range Reservist

Free >>> Look at the top four cards of your deck. Put two of those cards on the bottom of your deck and the rest on the top of your deck in any order. Use this power only once per turn and only during the recovery phase.

Longshot, Rebel Freedom Fighter (MOR-015R) Character, 1, X-Men, 2/1 Activate >>> Name two different cards. Reveal the top four cards of your deck. If you revealed both of the named cards, put all copies of the named cards into your hand and the rest on the bottom of your deck.

Look-Alike Squad (DJL-210R) Plot Twist, 3 Ongoing: Cards named Superman are not unique.

Whenever a character you control named Superman becomes stunned, you may KO it. If you do, you may put a card named Superman from your hand into your front row if its cost is less than the cost of the character you KO'd.

Lorelei, Mutate (MOR-079C) Character, 1, Brotherhood, 1/1 Characters get -2 ATK while attacking .

Lost City (MOR-101U) Location, 1 If a Brotherhood character you control would become powered-up, instead, that character gets +3 ATK / +3 DEF this attack.

L-Ron, Robot Companion (DJL-053U) Character, 2, JLI, 2/3 L-Ron gets +1 ATK while you control a location.

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.

Lucius Fox, Executive (DOR-018R) Character, 1, Gotham Knights, 0/1 As an additional cost to recruit , reveal a Gotham Knights character card from your hand.

Activate, return Lucius Fox to his owner's hand >>> Gain 1 resource point. Spend this resource point only to recruit an equipment card. Use this power only during your recruit step.

Luke Cage, Hero for Hire (MOR-053U) Character, 2, Fantastic Four, 3/2 Discard a Fantastic Four character card >>> Luke Cage gets +2 ATK / +2 DEF this turn. Use this power only once per turn.

Luke Cage, Power Man (MMK-017R) Character, 6, Marvel Knights, 14/12 Luke Cage gains the team affiliations of each other character you control. (This is in addition to his other affiliations.)

Luke Cage, Reserve Member (MFF-005C) Character, 3, Fantastic Four, 5/3 When Luke Cage comes into play, draw a card.

Luke Cage, Street Enforcer (MMK-018C) Character, 4, Marvel Knights, 8/7 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.

Luna Maximoff, Only Human (MHG-105C) Character, 1, Inhumans, 1/2 Concealed

Activate, return Luna Maximoff to her owner's hand >>> Recover target stunned character you control with cost 3 or less and move it to your hidden area. Use this power only during the combat phase.

Lunatic Legionnaires, Army (MHG-057U) Character, 4, Kree, 6/6, Range Reservist

When Lunatic Legionnaires comes into play, it gets +1 ATK this turn for each face-down resource target player controls.

Whenever Lunatic Legionnaires becomes stunned, you may return it to its owner's hand.

Lust for Power (MHG-163R) Plot Twist, 2 As an additional cost to play Lust for Power, KO a character you control named Dr. Doom.

Ongoing: You cannot draw cards during the draw phase.

At the start of the build phase, reveal the top five cards of your deck. Put all revealed plot twist cards into your hand and the rest on the bottom of your deck.

Lying in Wait (MXM-117C) Plot Twist, 2 Brotherhood characters you control get +3 ATK while defending this turn.

Lyja, The Lazerfist (MSM-139U) Character, 3, Skrull, 4/3, Range gains the Fantastic Four affiliation while you control another Fantastic Four character.

KO Lyja >>> Recover target stunned Fantastic Four character you control.

Macrobots, Army (MAV-179C) Character, 2, Kang Council, 2/3, Range Exhaust another character you control >>> Macrobots gets +1 ATK / +1 DEF this turn.

Mad Hatter, Jervis Tetch (DOR-069R) Character, 2, Arkham Inmates, 1/2, Range As an additional cost to recruit Mad Hatter, reveal a Arkham Inmates character card from your hand.

Pay 1 resource point >>> Move target character with cost 2 or less to your front row. At the start of the recovery phase this turn, that character's owner moves it to his front row. Use this power only once per turn.

Madame Web, Cassandra Webb (MSM-003C) Character, 3, Spider-Friends, 3/1 Whenever an activated power of a Spider-Friends character you control is used, gain 2 endurance.

Activate >>> Look at the top two cards of target player's deck. You may put those cards into that player's KO'd pile or on the top of his deck in any order.

Madame Xanadu, Cartomancer (DCR-055U) Character, 1, Shadowpact, 1/1 Activate >>> If Madame Xanadu is in play, search your deck for a Magic plot twist card, reveal it, put it into your hand, and shuffle your deck. Put Madame Xanadu on the top of your deck.

Made Men (MMK-127C) Plot Twist, 1 Ongoing: Exhaust a character you control >>> Affiliated characters you control can attack as though they had flight this turn and gain the Crime Lords affiliation this turn.

Madelyne Pryor, Black Rook (MXM-139C) Character, 4, Hellfire Club, 7/6, Range 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.

Madripoor (MSM-110U) Location, 1 Front row X-Men characters you control get +1 DEF.

Support row X-Men characters you control get +1 ATK.

Mageddon, Weapon of Universal Destruction (DJL-160R) Character, 10, 27/27, Flight, Range Whenever a character an opponent controls leaves play, that opponent loses the game.

Magical Conduit, Magic (DCR-074U) Plot Twist, 3 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.

Magical Lobotomy, Magic (DCR-193U) Plot Twist, 1 Target character gets -1 DEF this turn. Whenever that character becomes powered-up this turn, it gets an additional -1 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.

Magnetic Force (MXM-170U) Plot Twist, 3 You may exhaust an Energy character you control. If you do, exhaust target character if its cost is less than that Energy character's cost.

Magneto, Acts of Vengeance (MHG-143C) Character, 5, Doom, 9/9, Flight, Range Mutant — Energy KO a character you control >>> Exhaust target character. Use this power only during your attack step.

Magneto, Black Lord (MXM-140R) Character, 6, Hellfire Club, 12/12, Flight, Range 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 the only visible character you control.

Magneto, Enemy of Man (MXS-018R) Character, 7, Brotherhood, 16/14, Flight, Range Whenever a character you control causes breakthrough, KO target stunned character an opponent controls.

Magneto, Eric Lehnsherr (MOR-080U) Character, 5, Brotherhood, 9/9, Flight, Range At the start of your attack step, if you control another Brotherhood character, you may exhaust target character with cost 4 or less.

Magneto, Lord Magnus (MOR-082R) Character, 8, Brotherhood, 18/18, Flight, Range Recruit Magneto only if you control a Brotherhood character.

At the start of your attack step, exhaust all characters target player controls.

Magneto, Master of Magnetism (MOR-081R) Character, 7, Brotherhood, 16/16, Flight, Range Stunned characters your opponents control cannot recover.

Magneto, Ruler of (MXM-097R) Character, 8, Brotherhood, 20/20, Flight, Range 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.

Magnificent Seven (DJL-153C) Plot Twist, 2 Power-up target JLA or JLI attacker or defender you control. If you control four or fewer resources, draw a card.

Major Disaster, Paul Booker (DGL-053U) Character, 2, Emerald Enemies, 2/3, Range Willpower 2

Activate, discard a card >>> Replace target location if its cost is less than or equal to 's willpower.

Major Force, Clifford Zmeck (DGL-054C) Character, 5, Emerald Enemies, 14/14, Range Willpower 3

gets -1 ATK / -1 DEF for each resource you control.

Malaq, Money Man (DOR-103U) Character, 1, League of Assassins, 1/1 Whenever you flip a location, Malaq gets +2 ATK this turn.

Malvolio, Lord of the Green Flame (DGL-055C) Character, 4, Emerald Enemies, 4/10, Flight, Range 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.

Mammomax, Elephant Boy (MAV-206U) Character, 3, Brotherhood, 7/4 Whenever you recruit a character with cost 5 or greater, exhaust Mammomax.

Mammoth, Baran Flinders (DOR-123R) Character, 3, Fearsome Five, 8/8 As an additional cost to recruit , reveal a Fearsome Five character card from your hand.

When Mammoth comes into play, KO a resource you control, and when Mammoth is next put into a KO'd pile from play, put the top card of your deck face down into your resource row.

Whenever Mammoth becomes stunned, KO him.

Man of Tomorrow (DSM-032U) Plot Twist, 2 As an additional cost to play Man of Tomorrow, discard a Team Superman character card.

Search your deck for a card named Superman, reveal it, put it into your hand, and shuffle your deck.

Man-Bat, Dr. Robert Langstrom (DOR-070C) Character, 4, Arkham Inmates, 7/6, Flight Man-Bat gets +2 ATK for each stunned character your opponents control.

Man-Bull, William Taurens (MXM-207R) Character, 3, Sinister Syndicate, 5/4 Exhaust a character you control >>> Man-Bull gets +1 ATK this turn.

Exhausted characters you control cannot be stunned by or targeted by effects from non-ongoing plot twists your opponents control.

Manhunter Clone, Clone of Paul Kirk (DJL-128C) Character, 1, Secret Society/Manhunter, 1/2, Range Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.)

Manhunter Clone is not unique.

Whenever Manhunter Clone becomes stunned, put the top card of target player's deck into his KO'd pile.

Manhunter Conqueror, Grandmaster (DJL-207U) Character, 6, Manhunter, 12/12, Flight, Range When Manhunter Conqueror comes into play, ready all Army characters you control.

Exhaust an Army Manhunter character you control >>> Target player loses 1 endurance.

Manhunter Engineer, Army (DGL-116C) Character, 3, Manhunter, 4/4 Activate >>> You may reveal a face-down resource you control. If you do, and you revealed an Army Manhunter character card with cost less than the number of resources you control, put that character card face up into your front row. Use this power only during your recruit step.

Manhunter Excavator, Army (DGL-117C) Character, 4, Manhunter, 7/7, Flight 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-118C) Character, 5, Manhunter, 10/8, Flight, Range KO a non-stunned character you control >>> Put the top X cards of target player's deck into his KO'd pile, where X is the cost of the character you KO'd.

Manhunter Guardsman, Army (DGL-119C) Character, 3, Manhunter, 3/6 Pay 2 resource points >>> You may put an Army Manhunter character card with cost 3 or less from your hand into your front row.

Manhunter Infiltrator, Army (DGL-120C) Character, 2, Manhunter, 3/1, Range Concealed (This character comes into play in the hidden area.)

Manhunter Lantern, Power Ring Thief (DGL-121C) Character, 6, Manhunter, 13/12, Flight, Range Willpower 4

Manhunter Protector, Army (DGL-122C) Character, 2, Manhunter, 0/0 A character protected by Manhunter Protector cannot be attacked.

Activate >>> Manhunter Protector gets +5 ATK / +5 DEF this attack.

Manhunter Science (DGL-132C) Plot Twist, 2 As an additional cost to play Manhunter Science, exhaust two Manhunter characters you control.

Draw two cards.

Manhunter , Army (DGL-123C) Character, 1, Manhunter, 0/1, Range Activate, pay 1 endurance >>> If target opponent has more endurance than you, that opponent loses 3 endurance.

Manhunter Soldier, Army (DGL-124C) Character, 3, Manhunter, 5/3, Flight, Range Pay 2 resource points >>> You may put an Army Manhunter character card with cost 3 or less from your hand into your front row.

Manhunter Spacecraft (DGL-133R) Location, 1 Pay 1 resource point, discard a card >>> Search your deck for an Army Manhunter character card, reveal it, put it into your hand, and shuffle your deck. Use this power only once per turn.

Manhunter Transphere (DGL-134C) Plot Twist, 1 Target Manhunter character you control gets +3 ATK this attack. At the start of the recovery phase this turn, KO that character.

Manitou Dawn, Spirit Shaman (DCR-056C) Character, 2, Shadowpact, 2/3 Willpower 1

Whenever you play a Magic plot twist, gain 2 endurance.

Mantis, Power (DJL-216R) Character, 4, Darkseid's Elite, 6/7, Range 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.

Man-Wolf, (MSM-081C) Character, 3, Sinister Syndicate, 3/4 Man-Wolf gets +3 ATK while you have the initiative.

Boost 2: When Man-Wolf comes into play, he gets +1 ATK this turn for each resource you control.

Marcus Daniels <> Blackout, Darkbringer (MAV-135C) Character, 3, Masters of Evil, 4/5 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.

Marie Laveau, Voodoo Priestess (MMK-145U) Character, 3, Underworld, 3/5, Range Pay 2 endurance >>> Move each of your characters.

Mark Desmond <> Blockbuster, Mindless Brute (DJL-129U) Character, 7, Secret Society, 14/16 While there are ten or more cards in your KO'd pile, Mark Desmond cannot be stunned while attacking and gets +4 ATK.

Mark II - Number II, Leader Unit (MSM-132R) Character, 3, Sentinel, 4/4, Flight, Range Sentinel characters you control cannot be stunned by or KO'd by effects from non- ongoing plot twists your opponents control.

Mark Moonrider, Forever People (DSM-045C) Character, 3, New Gods, 3/4, Range Cosmic: Activate >>> Target player loses 5 endurance.

Mark Shaw, Manhunter (DGL-125C) Character, 4, Manhunter, 5/8, Range Discard a Manhunter character card >>> Mark Shaw gets +2 ATK this attack.

Boost 2: When Mark Shaw comes into play, return up to three Manhunter character cards from your KO'd pile to your hand.

Marked for Death (MMK-128U) Plot Twist, 1 Play 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.

Marrow, Gene Nation (MXM-057C) Character, 5, Morlocks, 9/8, Range Mutant — Physical Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.)

gets +1 ATK / +1 DEF for each stunned character you control.

Martian Manhunter, J'onn J'onzz (DJL-054U) Character, 5, JLI/JLA, 9/9, Flight, Range Concealed—Optional, Willpower 4

Pay 2 endurance >>> Move to your hidden or visible area.

Leader: Defenders adjacent to Martian Manhunter have reinforcement and get +2 ATK.

Martian Manhunter, Manhunter from Mars (DJL-015R) Character, 8, JLA/JLI, 19/19, Flight, Range 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.

Marvel Team-Up (MMK-212C, MOR-199U) Plot Twist, 2 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, with either of the chosen affiliations have both of them.

Mar-Vell <> Captain Marvel, Enemy of the Empire (MHG-059C) Character, 7, Kree, 15/15, Flight, Range Reservist

When Mar-Vell comes into play, if you have five or more cards in hand, Mar-Vell gets +2 ATK / +2 DEF this turn.

Discard a Kree character card >>> Whenever Mar-Vell becomes stunned this turn, return him to his owner's hand.

Mar-Vell <> Captain Marvel, Soldier of the Empire (MHG-058C) Character, 3, Kree, 5/4, Range Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Marvel's First Family (MSM-116R) Plot Twist, 3 Choose one or more: If you control Thing, characters you control get +1 ATK this turn; or if you control Invisible Woman, characters you control get +1 DEF this turn; or if you control Mr. Fantastic, return target equipment card from your KO'd pile to your hand; or if you control Human Torch, characters you control have flight and range this turn.

Marvel's Most Wanted (MAV-115R) Plot Twist, 4 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.)

Mary Jane Watson, MJ (MSM-045R) Character, 1, Spider-Friends, 1/1 Protected Spider-Friends defenders you control have reinforcement.

Whenever one or more Spider-Friends team attackers you control stun a defender, draw a card.

Mask of Doom (MHG-164U) Plot Twist, 2 As an additional cost to play Mask of Doom, KO a character you control.

Search your deck for a card named Dr. Doom, reveal it, put it into your hand, and shuffle your deck.

Masked Marauder, Frank Farnum (MMK-104C) Character, 4, Crime Lords, 7/7, Range Whenever 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.

Masque, Flesh Shaper (MXM-058U) Character, 5, Morlocks, 9/9 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.

Massachusetts Academy (MXM-159U) Location, 4 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.

Massacre, Alien Bounty Hunter (DSM-075U) Character, 3, Revenge Squad, 5/3, Flight As an additional cost to recruit , reveal a Revenge Squad character card from your hand.

Whenever Massacre becomes stunned, KO all stunned characters.

Master Mold, Sentinel Supreme (MOR-139R) Character, 6, Sentinel, 10/14, Range cannot attack.

Army Sentinel characters you control get +2 ATK.

Activate >>> Put an Army Sentinel character card from your hand into your front or support row. Use this power only during your recruit step.

Master of Puppets (MHG-165U) Plot Twist, 2 As an additional cost to play Master of Puppets, exhaust a Doom character you control.

Ongoing: Whenever a character is put into your KO'd pile from play, each opponent loses 1 endurance.

Mastermind, Dark Dreamer (MXM-141C) Character, 3, Hellfire Club, 5/4 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.

Mastermind, Illusion Control (MXS-019C) Character, 1, Brotherhood, 2/1

Mastermind, Jason Wyngarde (MOR-083U) Character, 1, Brotherhood, 1/1 Activate >>> Target character with cost 3 or less attacking Mastermind cannot ready during the recovery phase this turn.

Matt Hagen <> , Man of Clay (DOR-071C) Character, 5, Arkham Inmates, 5/5, Range Whenever Matt Hagen attacks, he gets +2 ATK / +2 DEF this attack for each exhausted character target opponent controls.

Whenever Matt Hagen defends, for each attacker, Matt Hagen gets +2 ATK / +2 DEF this attack for each exhausted character target opponent controls.

Matter (DJL-205R) Plot Twist, 2 Whenever Matt Hagen attacks, he gets +2 ATK / +2 DEF this attack for each exhausted character target opponent controls.

Whenever Matt Hagen defends, for each attacker, Matt Hagen gets +2 ATK / +2 DEF this attack for each exhausted character target opponent controls.

Mattie Franklin <> Spider-Woman, Gift of Power (MSM-046U) Character, 6, Spider-Friends, 11/11, Flight, Range Whenever Mattie Franklin attacks, reveal any number of face-down resources you control. Mattie Franklin gets +1 ATK / +1 DEF this attack for each Spider-Friends character card you revealed. Then replace all Spider-Friends character cards you revealed.

Whenever Mattie Franklin defends, reveal any number of face-down resources you control. For each Spider-Friends character card you revealed, Mattie Franklin gets +1 ATK / +1 DEF this attack, then replace that revealed card. Repeat this process, from revealing through replacing, until you have done it once for each attacker.

Maxie Zeus, God Complex (DSM-140U) Character, 4, Arkham Inmates, 6/6 Cosmic: Whenever an Arkham Inmates character you control causes breakthrough to a player, that player discards a card.

Maxima, of Almerac (DJL-212R) Character, 4, Revenge Squad, 6/7, Flight, Range Maxima gains the team affiliations of each character you control.

Maxima gets +1 ATK for each ongoing plot twist you control.

Maximus the Mad, Mental Manipulator (MHG-106C) Character, 6, Inhumans/Negative Zone, 14/9 Concealed

At the start of the combat phase, if you control no face-down resources, target opponent moves all characters he controls to his front row.

Maxwell Lord, Black King (DCR-095R) Character, 5, Checkmate, 10/10 Loyalty—Reveal

When 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 its payment powers cannot be used this turn. Use this power only during the combat phase and only once per turn.

Maxwell Lord, Financier (DJL-055C) Character, 2, JLI, 2/3 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.

Mean Green Machine, Construct (DGL-033U) Plot Twist, 2 Move target Green Lantern character with willpower 1 or greater you control. If Mean Green Machine is in your resource row, draw a card.

Mech Bay (MXM-217R) Location, 3 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.

Medallion of Power (MMK-213R) Equipment, 0 Equip Medallion of Power only to a hidden character.

Medallion of Power is not put into the KO'd pile as equipped character moves to a different area.

Pay 1 endurance >>> Move equipped character to your hidden or visible area.

Medical Attention (MOR-200C) Plot Twist, 2 Play Medical Attention only during the recovery phase.

As an additional cost to play Medical Attention, exhaust a character you control.

Recover target stunned character.

Medusa, Inhuman (MOR-054C) Character, 3, Fantastic Four, 3/4 Whenever defends, you may exhaust X target characters, where X is the number of attackers.

Medusa, Medusalith Amaquelin (MFF-006C) Character, 4, Fantastic Four, 7/6 Whenever a character attacks Medusa, that character cannot ready this turn.

Medusa, Queen of the Inhumans (MHG-107U) Character, 6, Inhumans, 12/12 Cosmic: Whenever Medusa defends against or attacks a character, exhaust that character. That character cannot ready this turn, and its payment powers cannot be used this turn.

Mega-Blast (DOR-157C) Plot Twist, 1 Target support row character gets +4 ATK while attacking this turn and has range this turn.

Mekanix (MMK-199R) Plot Twist, 2 Ongoing: KO a Sentinel character you control >>> Target Sentinel character you control with cost 5 or greater gets +1 ATK / +1 DEF this attack.

Melissa Gold <> Screaming Mimi, Mimi Schwartz (MAV-136C) Character, 2, Masters of Evil, 3/2, Range Pay 1 resource point >>> Target opponent loses 1 endurance for each non-Army character you control. Use this power only once per turn.

Melissa Gold <> , Heroine Unbound (MAV-102C) Character, 6, Thunderbolts, 13/12, Flight, Range 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-103U) Character, 2, Thunderbolts, 6/3, Flight, Range At the start of the build phase, target opponent may turn a face-up resource he controls face down.

Meltdown (MMK-214C) Plot Twist, 1 Choose one: KO target equipment; or replace a face-down resource you control; or gain 2 endurance.

Melter, Bruno Horgan (MAV-137C) Character, 2, Masters of Evil, 4/1, Range Activate >>> KO target stunned character with cost 5 or greater.

Membership Drive (DJL-184C) Plot Twist, 2 Whenever you recruit a character with cost 2 or greater this turn, it comes into play with a +1 ATK / +1 DEF counter on it.

Memory Probe (MXM-173C) Plot Twist, 2 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 them into your hand and the rest on the bottom of your deck.

Men of Steel (DSM-155C) Plot Twist, 4 Target support row defender you control gets +1 DEF this attack for each other non- stunned character you control.

Mendel Stromm, Robot Master (MMK-206R) Character, 1, Sinister Syndicate, 2/1 KO Mendel Stromm >>> Put a +1 ATK / +1 DEF counter on target Sinister Syndicate character you control.

Mental Domination (MXM-174U) Plot Twist, 2 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.

Mephisto, Father of Lies (MMK-146R) Character, 8, Underworld, 15/20, Flight, Range Recruit Mephisto only if you have three or more Underworld character cards in your KO'd pile.

You cannot lose and your opponents cannot win the game.

At the start of your attack step, KO three characters you control.

Mephisto, Lord of Hell (MHG-214U) Character, 5, Underworld, 10/9, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Whenever Mephisto attacks, you may return a character card from your KO'd pile to your hand.

Mephisto, Soulstealer (MMK-147U) Character, 5, Underworld, 5/8, Flight, Range 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.

Mercy, Amazon Bodyguard (DSM-076C) Character, 2, Revenge Squad, 2/2 KO Mercy >>> Target Revenge Squad defender you control cannot be stunned this attack.

Merlyn, Archer Assassin (DBM-017C) Character, 6, League of Assassins, 12/10, Range Activate >>> Target player loses 5 endurance.

Merlyn, Deadly Archer (DSM-144U) Character, 4, League of Assassins, 7/7, Range Cosmic: Activate >>> KO target character if its cost is less than the number of locations you control. Use this power only during your attack step.

Metallo, John Corben (DSM-077C) Character, 4, Revenge Squad, 8/6 Whenever attacks a character, remove a cosmic counter from that character and KO all equipment equipped to that character.

Whenever Metallo defends, remove a cosmic counter from each attacker and KO all equipment equipped to each attacker.

Metamorpho, Rex Mason (DJL-056C) Character, 6, JLI, 12/12, Flight, Range Whenever attacks or defends, you may choose one: Metamorpho gets -2 ATK / +2 DEF this attack; or Metamorpho gets +2 ATK / -2 DEF this attack.

Metron, Time Traveler (DSM-046C) Character, 5, New Gods, 7/10, Flight, Range Loyalty

Cosmic: Remove a cosmic counter from >>> Negate target effect from a non-ongoing plot twist.

Boost 2: When Metron comes into play, your opponents cannot play plot twists this turn.

Metropolis (DSM-156C) Location, 2 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 with either of the chosen affiliations have both of them.

Michael Holt <> Mr. Terrific, Renaissance Man (DCR-017C) Character, 3, JSA, 4/4, Range 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.

Micro-Chip, Linus Lieberman (MMK-019C) Character, 1, Marvel Knights, 1/1 Activate, remove Micro-Chip from the game >>> Turn a plot twist with cost 1 or less you control face down.

Micro-Sentinels (MOR-147R) Plot Twist, 3 Put a micro counter on up to X target characters that have no micro counters, where X equals the number of Sentinel characters you control.

Ongoing: At the start of the draw phase, KO each character with micro counters greater than or equal to that character's cost. Then put a micro counter on each character with a micro counter.

Micro-Size (MOR-132C) Plot Twist, 2 Target defender gets -1 ATK / -1 DEF this attack. If you control Dr. Doom, instead, that defender gets -2 ATK / -2 DEF this attack.

Midnight Cravings (DJL-185C) Plot Twist, 2 Target character gets -1 DEF and -3 willpower this turn.

Midnight Sons (MMK-037C) Plot Twist, 2 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, with either the Marvel Knights or the chosen affiliation have both affiliations.

Midtown High School (MSM-062C) Location, 1 Whenever you recruit a non-Army Spider-Friends character, you may pay 1 resource point. If you do, draw a card.

Might Makes Right (MAV-196C) Plot Twist, 1 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.

Mikado and Mosha, Angels of Destruction (MMK-020C) Character, 1, Marvel Knights, 1/1 Discard Mikado and Mosha >>> Stun target character with cost 1 or less. Use this power only during the combat phase and only if Mikado and Mosha is in your hand.

Mikhail Rasputin, Morlock Messiah (MXM-059R) Character, 8, Morlocks, 20/20, Range Mutant — Energy Leader: Whenever a character adjacent to Mikhail Rasputin becomes stunned during the combat phase, target player exhausts a ready character he controls.

Millennium (DGL-201C) Plot Twist, 2 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 with either of the chosen affiliations have both of them.

Mimic, Calvin Rankin (MSM-119R) Character, 6, Brotherhood, 12/12 has flight while another character not named Mimic has flight.

Mimic has range while another character not named Mimic has range.

At the start of the combat phase, Mimic gains target character's activated powers this turn. If any of those powers use that character's name, instead, use this character's name.

Mind Control (MXM-175C) Plot Twist, 3 Play Mind Control only if you control a Mental character.

Target character cannot cause breakthrough while attacking a character this turn.

Mind Gem, Infinity Gem (MHG-178C) Equipment, 0 Unique

Whenever equipped character becomes stunned, you may return Mind Gem to its owner's hand.

When Mind Gem comes into play, draw a card and then discard a card.

Mind Over Matter (MMK-080U) Plot Twist, 1 Return a character you control to its owner's hand.

Target X-Statix character you control gets +3 ATK this turn and has flight and range this turn.

Mindtap Mechanism (MXM-198U) Equipment, 1 Concealed—Optional

Equipped character gets +3 ATK.

At the start of the recovery phase, put a +1 ATK / +1 DEF counter on equipped character.

Mirage, Miriam Delgado (DOR-045U) Character, 1, Teen Titans, 1/1 When Mirage comes into play, you may reveal a Teen Titans character card from your hand. If you do, choose a team affiliation. Mirage gains the chosen affiliation. (This is in addition to the Teen Titans affiliation.)

Misappropriation (MSM-123U) Plot Twist, 1 Choose one: KO target equipment an opponent controls; or transfer target equipment to target unequipped Brotherhood character you control.

Missed Drop (MMK-081C) Plot Twist, 1 Discard any number of X-Statix character cards. Target character you control gets +1 DEF this attack and an additional +1 DEF this attack for each card you discarded.

Mist Form (MMK-173U) Plot Twist, 1 Target Underworld attacker you control cannot be stunned this attack. Draw a card.

Characters you control cannot attack this turn.

Mjolnir (MAV-035R) Equipment, 0 Equip only to a character named .

Equipped character gets +2 ATK and, while attacking, has invulnerability.

Reveal and put it on the bottom of your deck >>> Search your deck for a card named Thor, reveal it, put it into your hand, and shuffle your deck. Use this power only if Mjolnir is in your hand.

Mob Mentality (MXM-183R) Plot Twist, 3 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 in combat.

Mobius Chair (DJL-213U) Equipment, 0 Unique

Equipped character gets +1 DEF and has flight.

KO Mobius Chair >>> Move target New Gods character you control with cost 3 or greater to your hidden or visible area.

Mogo, The Living Planet (DJL-198R) Character, 8, Green Lantern, 18/21, Flight, Range Reservist, Willpower 8

Support row characters you control cannot be attacked while is visible and in your front row.

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

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

Mojo, Ruler of Mojoworld (MOR-167U) Character, 4, 5/7 gets +3 ATK for each other unaffiliated character you control.

Mojoverse (MSM-153C) Location, 1 Unaffiliated attackers get +1 ATK / +1 DEF.

Activate >>> Target character you control loses all team affiliations this turn.

Mole Man, Moloid Master (MHG-144U) Character, 2, Doom, 2/3 Pay 1 resource point >>> Replace a plot twist you control. Target player loses X endurance, where X is the cost of the plot twist you replaced. Use this power only once per turn.

Mole Man, Leader of the Moloids (MSM-142U) Character, 2, 2/2 Mole Man gets +1 ATK / +1 DEF for each ongoing plot twist you control.

Molecule Man, Owen Reece (MHG-145R) Character, 7, Doom, 15/15, Range Cosmic: Remove a cosmic counter from >>> Copy target effect from a non-ongoing plot twist. You may choose new targets for that copy. Use this power only once per turn.

Moloids, Army (MHG-146C) Character, 1, Doom, 2/1, Range Exhaust a character you control named Dr. Doom or named Mole Man >>> Put Moloids from your KO'd pile into your front row. Use this power only during the build phase and only if Moloids is in your KO'd pile.

Momentary Distraction (MXM-184R) Plot Twist, 3 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.

Mongal, Ruler of Almerac (DSM-078C) Character, 3, Revenge Squad, 4/4 Whenever Mongal attacks a character, you may move that character to its controller's support row.

Mongul, Tyrant of Warworld (DSM-079C) Character, 5, Revenge Squad, 9/8 Cosmic: While you control another Revenge Squad character, whenever stuns a character, that character's controller loses endurance equal to its cost.

Boost 2: When Mongul comes into play, you may stun target character with cost 4 or less.

Monica Rambeau <> Captain Marvel, Lady of Light (MAV-018R) Character, 5, Avengers, 9/9, Flight, Range Leader: Pay 3 endurance >>> Ready all team attackers adjacent to . Those team attackers cannot cause breakthrough this turn. Use this power only once per turn.

Monitor Womb Station (DJL-030R) Location, 2 Monitor Womb Station is not unique.

When you flip Monitor Womb Station, name a plot twist with cost 1 or less.

Your opponents cannot play the named card while you control a non-stunned JLA character.

Monument to a Madman (MMK-196R) Location, 1 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.

Moon Knight, Marc Spector (MMK-021C) Character, 4, Marvel Knights, 7/6 gets +3 ATK / +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.

Moondragon, Protector of the Mind Gem (MHG-174C) Character, 4, Infinity Watch, 6/8, Flight, Range Cosmic: If you would draw a card for the first time in a phase, instead, draw two cards.

Moonglow, Melissa Hanover (MAV-058C) Character, 3, Squadron Supreme, 4/5 Reservist

gains the team affiliations of each 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.

Morbius, The Living Vampire (MMK-148C) Character, 3, Underworld, 5/3, Flight 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.

Morbius, Dr. Michael Morbius (MSM-082R) Character, 5, Sinister Syndicate, 8/8, Flight Whenever Morbius stuns a character, gain endurance equal to that character's cost.

Mordru, Dark Lord (DCR-181C) Character, 5, 9/9, Flight, Range When comes into play, choose a team affiliation and an identity. Mordru gains the chosen affiliation and identity.

Morg, Corrupt Destroyer (MHG-015C) Character, 4, Heralds of Galactus, 9/5, Flight, Range 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-016C) Character, 7, Heralds of Galactus, 17/15, Flight, Range Cosmic: Whenever a character becomes stunned during the combat phase, you may reveal a Heralds of Galactus character card from your hand. If you do, return that character to its owner's hand unless its controller reveals a card from his hand with cost greater than the cost of the card you revealed.

Morg, Slayer (MHG-014C) Character, 2, Heralds of Galactus, 3/2, Flight, Range Discard a card >>> Target player returns a character he controls with cost 1 or less to its owner's hand. Use this power only once per turn.

Morlock Justice (MXM-074U) Plot Twist, 2 Play Morlock Justice only if you control a Morlocks character.

Target character loses and cannot have reinforcement this turn. That character's controller loses 1 endurance for each stunned character you control.

Mortician, Toussaint Morrow (MAV-219U) Character, 2, Underworld, 3/2 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 don't control a character with the same name as that card.

Mosaic World (DGL-202C) Location, 2 Characters you control can team attack as though they had all team affiliations.

Characters you control can reinforce and be reinforced as though they had all team affiliations.

Mother Box (DSM-157U) Equipment, 1 Remove a cosmic counter from a character you control >>> Gain 3 endurance.

Pay 3 endurance >>> Put a cosmic counter on target cosmic character you control. Use this power only once per turn.

Mountain Stronghold (DOR-115U) Location, 1 Mountain Stronghold is not unique.

When you flip Mountain Stronghold, search your deck for a League of Assassins character card, reveal it, put it into your hand, and shuffle your deck. Discard a League of Assassins character card.

Characters you control named Ra's al Ghul have reinforcement.

Mourn for the Lost (DCR-206U) Plot Twist, 2 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.

Mouse Trap, Construct (DGL-177U) Character, 4, 0/12 Reveal Mouse Trap, exhaust any number of characters you control with total willpower 6 or greater >>> Put Mouse Trap into your front row. At the start of the recovery phase this turn, KO Mouse Trap. Use this power only during the combat phase and only if Mouse Trap is in your hand.

Moving Target (MMK-184C) Plot Twist, 1 Target defender you control gets +1 DEF this attack. If Moving Target is in your resource row and you control a Crime Lords character and a Marvel Knights character, that defender gets an additional +1 DEF this attack and you may replace Moving Target.

Mr. Code, Masked Malcontent (MMK-105U) Character, 3, Crime Lords, 4/4 Concealed

Move Mr. Code from your hidden area to your visible area >>> Target opponent moves a hidden character he controls to his visible area.

Mr. Fantastic, Doom's (MHG-147U) Character, 4, Doom/Fantastic Four, 7/4, Range You are considered to control Dr. Doom.

When Mr. Fantastic comes into play, you may put up to two Army Doom character cards with combined cost 3 or less from your KO'd pile into your front row.

Mr. Fantastic, Fantastic Leader (MFF-007R) Character, 7, Fantastic Four, 15/15, Range Other Fantastic Four characters you control get +1 ATK / +1 DEF.

Mr. Fantastic, Illuminati (MHG-108U) Character, 5, Inhumans/Fantastic Four, 9/9, Range Cosmic: At the start of the combat phase, look at the top X cards of your deck, where X is the number of face-up resources you control. Put one of those cards into your hand and the rest on the bottom of your deck. If you do, discard a card.

Mr. Fantastic, (MOR-055C) Character, 2, Fantastic Four, 2/3, Range Activate >>> Reveal the top four cards of your deck. Put a revealed equipment card into your hand and the rest on the bottom of your deck.

Mr. Fantastic, Stretch (MOR-056U) Character, 5, Fantastic Four, 7/10, Range 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-057R) Character, 7, Fantastic Four, 14/14, Range When Mr. Fantastic comes into play, if you control another Fantastic Four character, search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck.

Equipment cards cost you 2 less to recruit.

Mr. Fear, Zoltan Drago (MMK-106C) Character, 5, Crime Lords, 8/8, Range Pay 1 endurance >>> If Mr. Fear is defending, choose another non-stunned Crime Lords character you control. If you do, remove all defenders from this attack and that character becomes a defender.

Mr. Freeze, Brutal (DCR-136C) Character, 5, Villains United, 9/10, Range Vengeance: Whenever Mr. Freeze becomes stunned, target character with cost 5 or less cannot ready this turn.

Mr. Freeze, Dr. Victor Fries (DOR-072C) Character, 6, Arkham Inmates, 11/13, Range Whenever Mr. Freeze attacks a character, that character cannot ready this turn.

Whenever Mr. Freeze defends, each attacker cannot ready this turn.

Mr. Hyde, Calvin Zabo (MMK-107C) Character, 3, Crime Lords, 5/4 Characters you control named Cobra have reinforcement while defending and get +2 ATK.

Mr. Hyde, Engine of Destruction (MAV-138C) Character, 4, Masters of Evil, 7/7 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Mr. Hyde gets +2 ATK / +2 DEF while an opponent controls a character with a greater cost than that of each character you control.

Mr. Mxyzptlk, Fifth Dimension Imp (DSM-080U) Character, 2, Revenge Squad, 1/1, Flight, Range Mr. Mxyzptlk costs you 1 less to recruit for each Revenge Squad character you control.

Mr. Mxyzptlk cannot be stunned.

Whenever Mr. Mxyzptlk defends, return him to his owner's hand.

Mr. Mxyzptlk, Troublesome Trickster (DCR-219R) Character, 1, Secret Society, 1/1, Flight, Range At the start of your recruit step, if Mr. Mxyzptlk is in your KO'd pile, you may put him into your hand. If you do, remove all other cards in your KO'd pile named Mr. Mxyzptlk from the game.

Mr. Sinister, Dr. Nathaniel Essex (MOR-168R) Character, 7, 15/15 If Mr. Sinister would become stunned, instead, you may pay 10 endurance. If you do, exhaust Mr. Sinister.

Mr. Sinister, Supreme Geneticist (MHG-220U) Character, 6, Hellfire Club, 13/11 Concealed

Activate >>> KO target stunned character. Gain endurance equal to that character's cost.

Mr. Zsasz, (DOR-073R) Character, 2, Arkham Inmates, 2/2 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 cost 1. If you do, put a +1 ATK / +1 DEF counter on Mr. Zsasz.

Mt. Charteris (MAV-116R) Location, 1 Activate >>> Target Thunderbolts attacker or defender you control gets +2 ATK while ready this attack.

Discard a Thunderbolts character card >>> Ready Mt. Charteris.

Muir Island (MOR-034U) Location, 2 Activate, discard two cards or one X-Men character card >>> Recover target stunned character you control with cost 4 or less. Use this power only during the recovery phase.

Multiple Man <> , Army (MXM-188U) Character, 1, 1/1 Mutant — Physical Multiple Man gains the team affiliations of each character you control.

Whenever Multiple Man becomes stunned, you may remove him from the game. If you do, you may put up to two cards named Multiple Man from your hand into your front row.

Multiverse Power Battery (DCR-194U) Plot Twist, 1 The controller of target character moves it to a different position. That player KO's an equipment equipped to that character.

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.

Murderworld (MSM-154R) Location, 1 Flip Murderworld only during the build phase.

As an additional cost to flip Murderworld, discard a card.

Characters have "Activate, discard a card >>> KO target stunned affiliated character".

Museum Heist (DOR-158R) Plot Twist, 2 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.

Mutant Massacre (MXM-199U) Plot Twist, 2 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 printed name and version as the character you removed.

Mutant Nation (MOR-201U) Plot Twist, 2 Play Mutant Nation only if you control a Brotherhood character and an X-Men character.

Draw a card.

Ongoing: Characters you control, as well as cards in your hand, deck and KO'd pile with either the Brotherhood or X-Men affiliation have both affiliations.

Mutant of the Year (MAV-216R) Plot Twist, 2 KO any number of X-Statix characters you control. Gain 2 endurance for each character you KO'd.

Ongoing: You cannot be the target of effects your opponents control while you control exactly one character.

Mutant Supremacy (MOR-102R) Plot Twist, 5 Each opponent who controls no characters and each opponent who controls only stunned characters loses 5 endurance for each non-stunned Brotherhood character you control.

Mutopia, Team-Up (MXM-200C) Plot Twist, 2 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.

My Beloved (DOR-159U) Plot Twist, 2 Play My Beloved 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 with either the Gotham Knights or League of Assassins affiliation have both affiliations.

My Hero (MSM-063U) Plot Twist, 3 Choose a character you control.

Ongoing: Support row Spider-Friends characters you control are protected while the chosen character is ready, visible, and in a front row.

Myrwhydden, Mightiest of Mages (DGL-056C) Character, 4, Emerald Enemies, 6/8, Range Willpower 2

KO a resource you control >>> Target attacker you control gets +1 ATK / +1 DEF this attack for each face-up resource you control. Use this power only once per turn.

Mysterio, Quentin Beck (MSM-083R) Character, 3, Sinister Syndicate, 4/2, Range Evasion

Boost 1: When comes into play, search your deck for a card named Mysterio, put it into your front row, and shuffle your deck.

Mysterious Benefactor (DJL-144U) Plot Twist, 1 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.

Mysterious Fan Boy, Arthur Lundberg (MMK-058C) Character, 6, X-Statix, 12/11, Range Discard two X-Statix character cards >>> KO target stunned character.

Mysterium, Joseph Lightner (MXM-215R) Character, 9, Squadron Supreme, 24/24, Flight, Range Reservist

If Mysterium would cause breakthrough while attacking a character, instead, that character's controller loses the game.

Mystic Chain (MMK-215R) Equipment, 0 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.

Mystic Sigil (MMK-216U) Equipment, 1 Equip Mystic Sigil only to a hidden character.

Equipped character gets +3 ATK and has flight.

Mystic Summons (MAV-158C) Plot Twist, 2 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.

Mystical Binding, Magic (DCR-075C) Plot Twist, 3 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.

Mystical Paralysis (MOR-133U) Plot Twist, 4 As an additional cost to play Mystical Paralysis, exhaust a character you control named Dr. Doom.

Exhaust target character.

Mystique, Freedom Force (MXM-098U) Character, 6, Brotherhood, 11/13 Mutant — Physical Leader: Characters adjacent to get +3 ATK.

Mystique, Raven Darkholme (MOR-084U) Character, 3, Brotherhood, 4/3 If Mystique would cause breakthrough to an opponent, instead, that opponent loses 5 endurance.

Mystique, Shape-Changing Assassin (MOR-085C) Character, 6, Brotherhood, 12/12 Whenever Mystique causes breakthrough to an opponent, look at that opponent's hand and choose a card. That opponent discards that card.

Mystique, Villainous Shapeshifter (MXS-020U) Character, 4, Brotherhood, 8/7 Whenever Mystique stuns an exhausted defender, KO that defender.

Nahrees, The Negative One (MHG-109C) Character, 4, Inhumans, 8/6, Range Concealed

Cosmic—Surge: Pay 2 endurance >>> Target exhausted character cannot ready this turn. Use this power only once per turn and only during the combat phase.

Narrow Escape (DSM-158C) Plot Twist, 1 Exhaust target defender you control. If you do, it gets +2 DEF this attack.

Nasty Surprise (MOR-202C) Plot Twist, 1 Target defender gets +5 ATK this attack.

Natasha Romanoff <> Black Widow, KGB Killer (MMK-022U) Character, 6, Marvel Knights, 14/9, Range 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, it cannot ready this turn. (If you paid the boost cost this turn, this card has this text.)

Natasha Romanoff <> Black Widow, Super Spy (MAV-019U) Character, 2, Avengers, 3/2, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Whenever Natasha Romanoff stuns a defender while team attacking, you may stun target character with cost 3 or less.

Nathan Garrett <> Black Knight, Corrupt Crusader (MAV-139C) Character, 1, Masters of Evil, 2/1, Range Discard a card >>> Target front row character loses and cannot have reinforcement this turn. Use this power only once per turn.

Nega-Bands (MHG-077U) Equipment, 0 Unique

Equip only to a Kree character.

Equipped character gets +2 ATK.

Whenever equipped character becomes stunned, return Nega-Bands to its owner's hand.

Nega-Bomb (MHG-078R) Plot Twist, 16 Play Nega-Bomb only during the combat phase.

Nega-Bomb costs 1 less to play for each Kree character you recruited this turn.

Remove all characters from the game.

Negative Zone, Shadow Dimension (MHG-210U) Location, 4 As an additional cost to flip Negative Zone, discard a card.

Activate >>> The controller of target hidden character moves it to his visible area.

Activate >>> Move target Negative Zone character you control to your hidden area.

Negative Zone (MOR-158U) Location, 4 As an additional cost to flip Negative Zone, discard a card.

Activate, discard two cards >>> KO target stunned character.

Nekra, Sinclair (MMK-149U) Character, 2, Underworld, 2/2 Activate >>> Reveal the top two cards of your deck. Put all revealed Underworld character cards with cost 2 or less into your hand and the rest on the bottom of your deck. If you put two cards into your hand, discard a card.

Nenora, Skrull Usurper (MHG-060C) Character, 1, Kree/Skrull, 2/1 Concealed

You may discard a card rather than pay Nenora's recruit cost.

Characters you control gain the Kree affiliation.

Nero, Qwardian Puppet (DGL-084R) Character, 7, Anti-Matter, 16/14, Flight, Range Willpower 5

KO a non-stunned Anti-Matter character you control >>> Target player loses endurance equal to that character's willpower.

Nero Unleashed (DGL-104C) Plot Twist, 1 Target defender you control gets +2 ATK this attack. If that defender has the Anti-Matter affiliation, you may move it to your hidden area.

Neron, Soul (DJL-161R) Character, 6, 12/13 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.

Nerve Strike (MMK-082C) Plot Twist, 2 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 / +2 DEF this attack.

Neutralization Protocol <> OMAC Robot, Army (DCR-096C) Character, 3, Checkmate, 4/4, Flight, Range Stun another character you control >>> Gain 1 resource point. Spend this resource point only to recruit a character card with the identity OMAC Robot. Use this power only once per turn and only during your recruit step.

Neutralized (MXM-075C) Plot Twist, 2 As an additional cost to play Neutralized, exhaust a Morlocks character you control.

Choose a stunned character.

Ongoing: The chosen character cannot recover.

The chosen character cannot be KO'd during the recovery phase.

Neutron, Nat Tryon (DOR-124R) Character, 5, Fearsome Five, 9/7, Range Loyalty

At the start of the recovery phase, each player KO's a resource he controls.

Never Give Up! (MMK-083U) Plot Twist, 4 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 X-Statix attacker you control. (The character you KO can have the X-Statix affiliation in addition to its other affiliations.)

New Blood, Army (MMK-150C) Character, 1, Underworld, 2/1, Flight Whenever New Blood becomes stunned, KO it unless you pay 1 endurance.

New Era (DJL-031R) Plot Twist, 2 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.

New Genesis (DSM-057R) Location, 1 Activate, discard two cards >>> Recover target stunned New Gods character you control. If that character has cosmic, put a cosmic counter on it. Use this power only once per turn.

New Identity (MAV-117R) Plot Twist, 2 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.

New Teen Titans (DSM-138R) Plot Twist, 2 Power-up all Teen Titans attackers.

Next Generation Technology (MSM-136R) Plot Twist, 2 KO any number of ready Sentinel characters you control. You may put an Army Sentinel character card with cost X from your hand into your front row, where X is the number of characters you KO'd.

Nice Try! (MSM-064R) Plot Twist, 2 Negate target plot twist or payment effect targeting a Spider-Friends character you control.

Night Vision (MOR-203U) Plot Twist, 1 Ongoing: Each opponent plays with the top card of his deck revealed.

You may look at the top card of your deck at any time.

Nightcrawler, Fuzzy Elf (MOR-017R) Character, 4, X-Men, 7/7 can attack as though he had flight and range.

Pay 3 endurance >>> Target character can attack as though it had flight and range this turn.

Nightcrawler, Kurt Wagner (MOR-018U) Character, 2, X-Men, 3/2 Nightcrawler can attack as though he had flight and range.

Nightcrawler cannot be stunned while attacking.

Nightcrawler, Swashbuckler (MXM-018C) Character, 3, X-Men, 6/3 Mutant — Energy Discard a card >>> The controller of target character moves it to a different position. Use this power only once per turn.

Nightcrawler, Teleporting Teammate (MXS-006U) Character, 4, X-Men, 9/6 Activate (Exhaust this character) >>> Target X-Men defender you control has reinforcement this attack. (Characters attacking a character with reinforcement cannot cause breakthrough.)

Nighthawk, Kyle Richmond (MAV-059C) Character, 5, Squadron Supreme, 9/9 Reservist

Leader: Characters adjacent to Nighthawk can attack hidden characters.

Equipped characters adjacent to Nighthawk get +1 ATK / +1 DEF.

Nightmare, Dark Lord of Dreams (MMK-151C) Character, 7, Underworld, 15/14, Range 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.

Nightmaster, Demon Slayer (DCR-058R) Character, 5, Shadowpact, 9/9 You may pay 20 endurance rather than pay Nightmaster's recruit cost while you control a Shadowpact character and five or more resources.

Pay 1 resource point >>> Gain 5 endurance. Use this power only once per turn.

Nightmaster, Jim Rook (DCR-057C) Character, 1, Shadowpact, 2/1 You may pay 3 endurance rather than pay Nightmaster's recruit cost while you control a Shadowpact character.

Whenever you play a Magic plot twist, Nightmaster gets +2 ATK this turn, and you lose 2 endurance.

Nightshade, Eve Eden (DCR-059C) Character, 1, Shadowpact, 1/1, Range 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-060C) Character, 4, Shadowpact, 8/6, Range 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.

Nimrod, Mutant Hunter (MOR-140U) Character, 5, Sentinel, 9/9, Flight, Range When comes into play, if you control another Sentinel character, put a repair counter on Nimrod.

If Nimrod would become stunned and has a repair counter, instead, remove a repair counter from Nimrod and exhaust him.

No Evil Shall Escape Our Sight, Construct (DGL-203C) Plot Twist, 3 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 with either of the chosen affiliations have both of them.

No Fear (MFF-026C, MSM-030C) Plot Twist, 1 Choose one: Target attacker gets +3 ATK while attacking a character with greater cost this attack; or target defender gets +3 ATK while defending against a character with greater cost this attack.

No Hope (DCR-151R) Plot Twist, 1 Play No Hope only if you control a Villains United character.

Target character loses and cannot have reinforcement this turn.

Ongoing: Pay 1 resource point >>> Target player loses 3 endurance. Use this power only once per turn.

No Man Escapes the Manhunters (DGL-204C) Plot Twist, 2 Target character gets -3 DEF while defending this turn. If that character is hidden, its controller moves it to his visible area.

No Man's Land (DOR-091U) Location, 1 As an additional cost to flip No Man's Land, discard an Arkham Inmates character card.

Activate >>> Exhaust target unprotected character. Use this power only during your attack step.

No Mercy (DCR-152C) Plot Twist, 2 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.

No Rest for the Wicked (MMK-129C) Plot Twist, 3 Target attacker gets +3 DEF this attack. If that character has the Crime Lords affiliation, it gets an additional +3 DEF while protected this attack, and an additional +3 DEF while attacking a character with greater cost this attack.

Noah Baxter, CEO, Baxter Industries (MFF-008C) Character, 1, Fantastic Four, 1/2

Not on My Watch (DJL-186U) Plot Twist, 2 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.

Not So Fast (MOR-204U) Plot Twist, 2 As an additional cost to play Not So Fast, discard a card.

Negate target effect from a non-ongoing plot twist with cost 1 or less.

Nova, Richard Rider (MSM-009U) Character, 6, Spider-Friends, 11/12, Flight Whenever Nova attacks, you may discard a Spider-Friends character card. If you do, Nova gets +X ATK this attack, where X is the cost of the card you discarded.

Nth Metal (DJL-187C) Equipment, 0 Whenever equipped character attacks or defends, you may power-up that character.

Nuke, Renegade Super Soldier (MMK-108C) Character, 6, Crime Lords, 10/10, Range Exhaust a Crime Lords character you control >>> Nuke gets +2 ATK / +2 DEF this attack step.

Null Time Zone (MAV-183R) Plot Twist, 1 Play 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.

Oa (DGL-035R) Location, 2 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.

Oberon, Micro Manager (DJL-057U) Character, 1, JLI, 3/2 Loyalty

Activate >>> Power-up target attacker or defender you control.

Obsidian, Todd James Rice (DCR-216U) Character, 4, Emerald Enemies, 8/6, Flight 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.

Ocean Master, Son of Atlan (DJL-093C) Character, 6, Injustice Gang, 11/11, Range Discard two cards >>> Put a +1 ATK / +1 DEF counter on target Injustice Gang character you control.

O-Force (MHG-216R) Plot Twist, 3 Ongoing: Characters your opponents control attack each turn if able while you control an X-Statix character.

Ogre, Weaponsmith (MAV-104U) Character, 1, Thunderbolts, 1/2 Activate >>> Target attacker you control gets +1 ATK / +1 DEF this attack. If you control four or more resources, instead, put a +1 ATK / +1 DEF counter on that attacker.

Olapet, Green Lantern of Southern (DGL-021C) Character, 2, Green Lantern, 2/3, Flight, Range 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, put it into your hand, and shuffle your deck. Gain 1 resource point.

Oliver Queen <> , Emerald Archer (DJL-199U) Character, 4, Green Lantern, 9/6, Range Reservist, Willpower 1

Pay 2 endurance >>> KO target character with cost 1 or less. Use this power only once per turn.

Oliver Queen <> Green Arrow, Hard-Traveling Hero (DJL-016C) Character, 5, JLA/Green Lantern, 9/9, Range 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.

Omega Beams (DSM-126R) Plot Twist, 3 As an additional cost to play Beams, exhaust a Darkseid's Elite character you control.

Remove all stunned characters from the game.

Omen, Lilith Clay (DOR-046R) Character, 1, Teen Titans, 0/2 Exhaust a Teen Titans character you control >>> Look at the top X cards of your deck, where X is the cost of the character you exhausted. Put those cards on the top of your deck in any order.

One-Two Punch (MFF-027C, MOR-205C) Plot Twist, 1 Target attacker gets +1 ATK / +2 DEF this attack.

Only a Friend Can Betray You (DGL-135C) Plot Twist, 1 Target attacker you control gets +2 DEF this attack. If that attacker has the Manhunter affiliation, you may return a character card from your KO'd pile to your hand.

Onslaught, Psionic of Xavier and Magneto (MOR-169R) Character, 9, 21/21, Flight, Range At the start of your attack step, choose a team affiliation. Stun all characters with the chosen affiliation.

Optitron (DOR-058R) Location, 1 Pay 1 resource point, discard a Teen Titans character card >>> Search your deck for a Teen Titans character card, reveal it, put it into your hand, and shuffle your deck. Use this power only once per turn.

Orb, Drake Shannon (MMK-152R) Character, 1, Underworld, 0/1, Range 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.

Orbital Sentinel Base (MOR-148U) Location, 3 Activate, KO a ready Army Sentinel character you control >>> KO target stunned character.

Orinda (DGL-136R) Location, 3 Whenever an Army Manhunter character comes into play under your control, you may move it to your hidden area.

Orion, Dog of War (DSM-047R) Character, 8, New Gods, 17/17, Flight, Range Activate >>> Remove target attacker from this attack.

Cosmic: Pay 3 endurance, discard a New Gods character card >>> Negate target effect from a non-ongoing plot twist.

Orion, True Son of Darkseid (DSM-048C) Character, 6, New Gods, 13/11, Flight, Range Cosmic: Remove a cosmic counter from Orion >>> Remove a cosmic counter from any number of target characters your opponents control. Use this power only if you control another New Gods character.

Orphan, Good Guy (MMK-059C) Character, 7, X-Statix, 14/15 Other X-Statix defenders you control get +1 DEF for each X-Statix character you control.

Orphan, Guy Smith (MMK-060C) Character, 3, X-Statix, 3/6 As an additional cost to recruit Orphan, reveal an X-Statix character card from your hand.

Orphan gets +1 ATK for each resource you control while you control no other characters.

Orphan, Mr. Sensitive (MMK-061R) Character, 5, X-Statix, 10/11 At the start of the combat phase, if you control a character you recruited this turn, exhaust Orphan.

Osborn Industries (MSM-024U) Location, 1 Activate, discard a Sinister Syndicate character card >>> Draw a card.

Activate, discard two cards >>> Draw a card.

Oscorp Board Room (MSM-100U) Location, 3 Activate, KO a Sinister Syndicate character you control >>> Target player discards a card. Use this power only during the combat phase.

Other-Earth (MAV-075R) Plot Twist, 3 Play Other-Earth only if you control a Squadron Supreme character.

If you have played no other plot twists this turn, characters your opponents control get -2 DEF while defending this turn, and lose and cannot have reinforcement this turn.

You cannot play plot twists this turn.

Out of the Darkness (MMK-217C) Plot Twist, 3 The controller of target hidden character moves it to his visible area. That character gets - 3 DEF this turn.

Outback Stronghold (MMK-192R) Location, 2 Activate, exhaust an X-Men character you control >>> Whenever target stunned X-Men character you control next recovers this combat phase, ready it.

Overexposed (MMK-084C) Plot Twist, 2 Play Overexposed only if you control an X-Statix character.

The controller of target hidden character moves it to his visible area. That character gets +3 ATK while its controller controls no other characters this turn.

Overload (MOR-206U) Plot Twist, 1 Stun target character with ATK greater than twice its printed ATK.

Overpowered (MOR-207U) Plot Twist, 1 Each opponent who controls more stunned characters than you puts the top five cards of his deck into his KO'd pile.

Ovoid Mentor, Alien Mentalist (MFF-018C) Character, 3, Doom, 4/3 Exhaust a character you control >>> Ovoid Mentor gets +1 ATK this attack.

Owl, Leland Owlsley (MMK-109R) Character, 3, Crime Lords, 5/3, Flight Crime Lords characters you control have flight.

Boost 1: When comes into play, move target character with cost 1 or less an opponent controls into your front row.

Owlman, Crime Syndicate (DGL-085C) Character, 4, Anti-Matter, 8/6 Concealed—Optional (You may have this character come into play in the hidden area.)

Boost 2: Whenever a defender an opponent controls becomes stunned, that player loses endurance equal to its cost. (If you paid the boost cost this turn, this card has this text.)

Pacification (MHG-037U) Plot Twist, 4 Ongoing: At the start of the combat phase, if you have more cards in hand than an opponent, you may put a cosmic counter on a cosmic Heralds of Galactus character you control.

Pack Tactics (MXM-185C) Plot Twist, 1 Target character gets +2 ATK while defending this turn and has flight and range this turn.

Pack Tactics has the Physical trait in your hand, deck, and KO'd pile.

Paibok, The Power Skrull (MHG-188C) Character, 5, Skrull, 9/9, Range At the start of the combat phase, if Paibok has three or more team affiliations, put a cosmic counter on him.

Cosmic: Skrull characters you control get +2 ATK while in combat with a character with fewer team affiliations.

Pan, Manhunter Duplicate (DGL-126R) Character, 4, Manhunter, 8/6 Whenever Pan causes breakthrough to a player, name a card. Search that player's deck for all non-character cards with that name and remove them from the game. That player shuffles his deck.

Panacea Potion (MAV-076U) Plot Twist, 3 If you have no cards in hand, recover target stunned Squadron Supreme character you control and put a +1 ATK / +1 DEF counter on it.

Pantha, Subject X-24 (DOR-047C) Character, 1, Teen Titans, 1/1 gets +2 ATK while attacking.

Parademon, Apokoliptian Ally (DCR-161C) Character, 3, Secret Six, 4/4, Flight, Range Remove from the game >>> Whenever a Secret Six character you control with cost 4 or greater becomes stunned this turn, you may put Parademon into your front row if you don't control a character named Parademon. Use this power only if Parademon is in your hand.

Parademons, Army (DGL-155U) Character, 1, Darkseid's Elite, 2/1, Flight Whenever attacks, you may replace target non-ongoing plot twist an opponent controls.

Paralyzing Kiss (DOR-092U) Plot Twist, 2 Play Paralyzing Kiss only if you control five or fewer resources.

Attackers cannot cause breakthrough while attacking an Arkham Inmates character this turn.

Parasite, Rudy Jones (DSM-081C) Character, 4, Revenge Squad, 6/6 Parasite does not come into play with a cosmic counter.

Whenever Parasite stuns a character, put a cosmic counter on Parasite.

Cosmic: Parasite gets +4 ATK / +4 DEF.

Pariah, Herald of Doom (DCR-170R) Character, 5, Crisis, 9/9, Flight, Range 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.

Path of Destruction (DSM-159C) Plot Twist, 2 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.

Paul Ebersol <> , Problem Solver (MAV-140R) Character, 1, Masters of Evil, 2/1, Range Characters you control cannot be stunned by effects from non-ongoing plot twists your opponents control.

Paul Ebersol <> Techno, Gadgeteer (MAV-105C) Character, 2, Thunderbolts, 3/2, Range Discard Paul Ebersol >>> Target Thunderbolts attacker or defender with cost 3 or less you control gets +2 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-106C) Character, 5, Thunderbolts, 10/8, Range When Paul Ebersol comes into play, each player may return a card from his KO'd pile to his hand.

Pawn of the Black King (DCR-113R) Plot Twist, 4 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.

Peace in Our Time (MAV-077U) Plot Twist, 2 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.

Penal Colony (MHG-079C) Location, 2 Terraform

As an additional cost to flip Penal Colony, discard a Kree character card.

Activate >>> Return target character you control to its owner's hand.

Penance Stare (MMK-038U) Plot Twist, 1 As an additional cost to play Stare, KO a stunned Marvel Knights character you control.

Target opponent loses endurance equal to that character's cost.

Perry White, Chief (DSM-015R) Character, 1, Team Superman, 1/1 At the start of the combat phase, if is protected, look at target face-down resource an opponent controls. You may replace that resource.

Personal Force Field (MOR-208U) Equipment, 1 Equipped character gets +3 DEF, has reinforcement, and cannot be the target of plot twist effects.

Personal Nemesis (MFF-028C) Plot Twist, 2 Target character you control gets +1 ATK / +1 DEF this attack.

Pest Control, Construct (DGL-206C) Plot Twist, 3 Exhaust target ready defender you control. That defender gets +4 DEF this attack and cannot ready this turn.

Phantasm, (DOR-048R) Character, 3, Teen Titans, 0/3 Phantasm gets +10 ATK while you have ten or more Teen Titans character cards in your KO'd pile.

Phantazia, Eileen Harsaw (MOR-086C) Character, 1, Brotherhood, 1/1, Range Activate >>> Target defender gets -2 DEF this attack.

Phantom Zone (DSM-129U) Location, 1 Flip 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 >>> Remove target card in a KO'd pile from the game.

Phantom Zone Projector (DSM-160U) Equipment, 0 Equipped character has "Activate >>> Remove target stunned character from the game. Use this power only during the recovery phase."

Phase Shift (MXM-172C) Plot Twist, 1 Target character gets +1 ATK this turn and has flight and range this turn.

Phase Shift has the Energy trait in your hand, deck, and KO'd pile.

Phat, Liv'n Large (MAV-215U) Character, 3, X-Statix, 4/4 Exhaust two non-Army characters you control >>> Put a +1 ATK / +1 DEF counter on Phat.

Phat, William Reilly (MMK-062R) Character, 1, X-Statix, 1/1 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.

Philosopher's Stone (DJL-108R) Equipment, 1 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 card. Search that player's deck for all non-character cards with that name and remove them from the game. That player shuffles his deck.

Phoenix Rising (MXM-031R) Plot Twist, 3 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.

Pier 4 (MSM-117R) Location, 1 Each Fantastic Four character you control can be equipped with up to two equipment.

Piledriver, Wrecking Crew (MAV-141C) Character, 4, Masters of Evil, 8/6 Reservist

Discard , pay 1 resource point >>> Whenever target character becomes stunned this turn, KO it. Use this power only if Piledriver is in your hand.

Pinned (MSM-155U) Plot Twist, 2 Whenever target attacker readies during the combat phase this turn, exhaust it unless its controller discards a card.

Pip the , Protector of the Space Gem (MHG-175U) Character, 2, Infinity Watch, 3/3 When Pip the Troll comes into play, you may search your deck for an equipment card, reveal it, shuffle your deck, and put that card on the top of your deck.

Piper, Rat Charmer (MXM-060C) Character, 6, Morlocks, 12/12 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.

Pit of Madness (DSM-145R) Location, 3 Activate >>> Choose one: Target League of Assassins defender you control gets +2 ATK this attack for each stunned character you control; or target League of Assassins defender you control gets +2 DEF this attack for each stunned character you control.

Plague, Deathwalker (MXM-061C) Character, 2, Morlocks, 5/1 Mutant — Physical Plague cannot have reinforcement.

Pay 1 resource point >>> Move Plague to your hidden area.

Planet Weapon (MHG-080R) Location, 4 Terraform

At the start of the combat phase, each opponent replaces a face-up non– Team-Up resource he controls and loses endurance equal to that resource's cost.

Planet X, Team-Up (MXM-118C) Plot Twist, 2 Play only if you control a Brotherhood character.

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.

Plans Within Plans (DGL-137C) Plot Twist, 1 Ongoing: At the start of the recovery phase, put the top card of your deck into your KO'd pile.

Exhaust a Manhunter character you control, replace Plans Within Plans >>> Return a card from your KO'd pile to your hand.

Plant Man <> Blackheath, Samuel Smithers (MAV-107C) Character, 3, Thunderbolts, 4/4 At the start of your recruit step, you may put target Thunderbolts character card with cost 1 or less from your KO'd pile into your front row if you don't control a character with the same name as that card.

Plasma, Replacement Herald (MHG-017C) Character, 3, Heralds of Galactus, 5/3, Flight, Range Remove a cosmic counter from a character you control >>> Gain 2 endurance.

Cosmic: Plasma gets +2 DEF.

Plasma Blast (DJL-070C) Plot Twist, 2 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.

Plastic Man, O'Brian (DJL-017R) Character, 3, JLA, 0/0, Range Evasion

At the start of the combat phase, 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.

Play Time (DSM-161C) Plot Twist, 1 Target opponent moves target character he controls to a different position.

Playing With Fire (MXS-029U) Plot Twist, 2 As an additional cost to play Playing With Fire, exhaust a Brotherhood character you control.

Target opponent loses 4 endurance.

Playroom (MAV-036C) Location, 2 Whenever one or more Avengers team attackers you control stun a defender, that defender's controller loses 4 endurance.

Plazm, Protoplasmic Protagonist (MMK-063C) Character, 3, X-Statix, 5/2, Flight, Range Boost 3: When Plazm 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.

Pleasant Distraction (MSM-156U) Plot Twist, 2 Play Pleasant Distraction only during your attack step.

Target character cannot attack this turn.

Poison Ivy, Deadly Rose (DJL-094R) Character, 2, Injustice Gang/Arkham Inmates, 3/3 KO another character you control >>> KO a resource you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck. Use this power only once per turn.

Poison Ivy, Kiss of Death (DJL-131C) Character, 4, Secret Society/Arkham Inmates, 7/7 Activate >>> Choose one: Recover target stunned character an opponent controls with cost 2 or less and move it to your support row; or KO target stunned character.

Poison Ivy, Pamela Isley (DOR-074R) Character, 4, Arkham Inmates, 6/7 Whenever Poison Ivy stuns a character, if that character would recover this turn, instead, that character cannot be KO'd during the recovery phase this turn. (That character does not recover.)

Poisoned! (DJL-219U) Plot Twist, 1 Target character gets -1 ATK this turn. You may put a plague counter on that character if you control a League of Assassins character.

Polaris, Acolyte (MXM-099C) Character, 5, Brotherhood, 9/9, Flight, Range 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.

Polaris, Lorna Dane (MAV-204U) Character, 4, X-Men, 7/7, Flight, Range At the start of your attack step, characters your opponents control lose flight and range this turn.

Political Pressure (MOR-209R) Plot Twist, 1 Play Political Pressure only during the draw phase.

Each opponent 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 face down.

Post, Kevin Tremain (MSM-120R) Character, 5, Brotherhood, 10/10 When Post comes into play, stun a Brotherhood character you control.

Post gets +2 DEF while defending.

Postman, Memory Thief (MXM-062U) Character, 2, Morlocks, 3/2 Mutant — Mental Evasion

Whenever Postman becomes stunned, you may KO him and replace target non–Team-Up ongoing plot twist.

Power and Wealth (MXM-160R) Plot Twist, 3 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 Armor Elite, Army (DGL-150U) Character, 3, Revenge Squad, 4/4, Flight, Range Activate >>> Target character gets -1 DEF this attack and an additional -1 DEF this attack if you control Lex Luthor.

Power Compressor (MOR-134R) Equipment, 1 Equip only to a character you control named Dr. Doom.

Your opponents cannot use activated character powers.

Power Gem, Infinity Gem (MHG-179C) Equipment, 0 Unique

Whenever equipped character becomes stunned, you may return Power Gem to its owner's hand.

Equipped character gets +3 ATK while attacking a character.

Power Girl, Earth 2 (DCR-018C) Character, 6, JSA, 13/12, Flight 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.

Power Girl, Kara Starr (DJL-058R) Character, 6, JLI, 12/12, Flight Cosmic: Power Girl gets +2 ATK / +2 DEF while protecting a character.

Power Nexus (MSM-111R) Plot Twist, 4 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 that number.

Power Play (MXM-161R) Plot Twist, 7 Play Power Play only if you control three or more hidden Hellfire Club characters.

At the start of the next phase, gain the initiative.

You cannot play plot twists this game.

Power Princess, The Last Utopian (MAV-060R) Character, 7, Squadron Supreme, 16/15, Flight Leader: Whenever a character adjacent to Power Princess causes breakthrough, each player loses 2 endurance for each card in his hand.

Power Princess, Zarda (MAV-061C) Character, 4, Squadron Supreme, 7/7, Flight If Power Princess would cause breakthrough while attacking a character, instead, a character of your choice gets +3 ATK / +3 DEF this turn.

Power Ring, Crime Syndicate (DGL-086C) Character, 5, Anti-Matter, 10/7, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Willpower 5

Boost 2: Power Ring gets +X ATK / +X DEF while in combat, where X is his willpower. (If you paid the boost cost this turn, this card has this text.)

Power Siphon (DJL-109R) Plot Twist, 1 Exhaust target Injustice Gang defender you control. If you do, it gets -1 ATK / +1 DEF this attack for each card in target opponent's hand.

Power Struggle (MHG-122U) Plot Twist, 2 Play Power Struggle only from your resource row.

Target Inhumans attacker or defender you control gets -3 ATK / +3 DEF this attack.

Power Surge (DGL-207U) Plot Twist, 3 Discard up to three cards. Target character gets +1 willpower this turn and an additional +1 willpower this turn for each card you discarded.

Prankster, Oswald Loomis (DSM-082U) Character, 1, Revenge Squad, 1/1 Activate, choose a number >>> Target opponent reveals the top four cards of his deck. That player puts all revealed cards with cost equal to the chosen number into his KO'd pile and the rest on the top of his deck in any order.

Press the Attack (MOR-210U) Plot Twist, 4 Play Press the Attack only if you control four or more exhausted non-stunned characters.

Ready target character.

Pressed into Service, Team-Up (MHG-081C) Plot Twist, 2 As an additional cost to play Pressed into Service, choose two different team affiliations among characters you control.

Ongoing: Crossover the chosen affiliations.

Revealed Kree character cards in your resource row have reservist.

Primary Directive (MOR-149R) Plot Twist, 5 Draw a card for each Army Sentinel character you control, unless an opponent controls a non-stunned character.

Prime Sentinels (MOR-150U) Plot Twist, 1 Ongoing: Whenever an opponent plays a plot twist from his resource row, that opponent loses 1 endurance for each non-stunned Sentinel character you control.

Prince Khufu <> Hawkman, (DCR-019C) Character, 2, JSA, 3/2, Flight Vengeance: Whenever Prince Khufu becomes stunned, you may KO him. If you do, search your deck for a card that shares a name or identity with Prince Khufu, reveal it, put it into your hand, and shuffle your deck.

Prismatic Shield, Construct (MAV-197C) Plot Twist, 1 Target defender you control has reinforcement while defending this turn. If that defender has two or more team affiliations, choose a character adjacent to it. That character has reinforcement while defending this turn.

Prison Break (DOR-093U) Plot Twist, 1 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.

Prison Planet (DGL-071R) Location, 1 Visible Emerald Enemies characters you control get +2 ATK.

Characters you control lose and cannot have reinforcement, and cannot team attack.

Prisoner of a Mad God (DGL-072R) Plot Twist, 4 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.

Prodigy, Richie Gilmore (MSM-047C) Character, 3, Spider-Friends, 4/4 Spider-Friends characters with cost 3 or less you control get +3 ATK while defending against a character with greater cost.

Professor Emil Hamilton, Garrulous Genius (DSM-016C) Character, 2, Team Superman, 1/3 Discard a Team Superman character card >>> Put a cosmic counter on target cosmic character you control. Use this power only once per turn.

Professor , Psycho-Analyst (DOR-075C) Character, 2, Arkham Inmates, 1/3 Each opponent cannot 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 opponent discards a card.

Professor Ivo, Anthony Ivo (DJL-162C) Character, 2, 2/3 Evasion

When 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.

Professor X, Charles Xavier (MOR-019C) Character, 5, X-Men, 8/8, Range When comes into play, if you control another X-Men character, target player discards a card.

Activate >>> Target player discards a card. Use this power only during the combat phase.

Professor X, Friend of Mutants (MXS-007R) Character, 7, X-Men, 15/14, Range X-Men characters in your front row get +2 ATK.

X-Men characters in your support row get +2 DEF. (These powers affect Professor X.)

Professor X, Headmaster (MXM-019R) Character, 4, X-Men, 7/8, Range Mutant — Mental Free >>> Draw a card. Use this power only once per turn and only during the recovery phase.

Leader: Characters adjacent to Professor X gain the X-Men affiliation.

Professor X, Mental Master (MMK-191R) Character, 8, X-Men, 18/18, Range 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.

Professor X, Mutant Mentor (MMK-181R) Character, 1, X-Statix, 2/2, Range 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.

Professor X, World's Most Powerful Telepath (MOR-020R) Character, 7, X-Men, 16/14, Range Recruit Professor X only if you control an X-Men character.

Activate >>> Exhaust target character with cost 5 or less. That character's controller loses endurance equal to that character's ATK.

Professor Xavier's Mansion (MOR-035R) Location, 4 At the start of the recovery phase, if you control three or more non-stunned X-Men characters, each opponent discards two cards.

Project (MAV-118R) Plot Twist, 2 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.

Project (MAV-078R) Plot Twist, 3 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.

Project: Wide Awake (MOR-151U) Plot Twist, 2 As an additional cost to play Project: Wide Awake, exhaust a non-Army Sentinel character you control.

Ready target Army Sentinel character.

Prometheus, Darker Knight (DJL-095C) Character, 7, Injustice Gang, 15/16, Range Discard an Injustice Gang character card >>> Target attacker or defender gets -2 DEF this attack. Use this power only once per attack.

Prowler, Hobie Brown (MSM-004C) Character, 1, Spider-Friends, 1/1 Whenever causes breakthrough, draw a card, then discard a card.

Psi-Link (MXM-176R) Plot Twist, 2 Play -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 character cards in your hand, deck, and KO'd pile with either the Mental or the chosen trait are Mutants and have both traits.

Psimon, Dr. Simon Jones (DOR-125R) Character, 7, Fearsome Five, 12/13, Range Loyalty

Your opponents cannot recruit characters with cost 6 or less.

Your opponents cannot play plot twists with cost 6 or less.

Psionic Storm (MXM-177C) Plot Twist, 2 Target attacker you control gets +2 ATK this attack and also has invulnerability this attack if it is a Mental character.

Psyche-Globe (MAV-184U) Plot Twist, 3 As an additional cost to play Psyche-Globe, exhaust a Kang Council character you control.

Search your deck for a card named Kang, reveal it, put it into your hand, and shuffle your deck.

Psychic Armor (MXM-178C) Plot Twist, 1 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-179R) Plot Twist, 3 Play Psychic Struggle only if you control a Mental character.

Negate target plot twist or location effect targeting a character you control.

Psycho-Pirate, Roger Hayden (DJL-132R) Character, 8, Secret Society, 18/17, Range At the start of the combat phase, you may remove up to six cards in your KO'd pile from the game. If you do, move target character to your front row if its cost is less than or equal to the number of cards you removed.

Psychoville (MMK-218C) Location, 4 Activate >>> The controller of target hidden character moves it to his visible area. At the start of the recovery phase this turn, that character's controller moves it to his hidden area. Use this power only during the combat phase.

Activate >>> Target hidden character you control gets +1 DEF this attack.

Psylocke, Armored Empath (MXM-020C) Character, 4, X-Men, 8/7, Range 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 in combat.

Psylocke, Betsy Braddock (MOR-021C) Character, 3, X-Men, 3/4 Whenever Psylocke causes breakthrough to an opponent, that opponent discards a card.

Puma, Thomas Fireheart (MSM-048C) Character, 4, Spider-Friends, 7/8 has evasion while attacking.

Boost 3: When Puma comes into play, he gets +7 ATK / +6 DEF this turn.

Punisher, Executioner (MMK-023C) Character, 5, Marvel Knights, 9/9, Range Punisher gets +1 ATK / +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 5 or less.

Punisher, Judge (MMK-024R) Character, 1, Marvel Knights, 2/1, Range Loyalty

Activate >>> KO target stunned character with cost 3 or less.

Punisher, Jury (MMK-025U) Character, 4, Marvel Knights, 7/6, Range Whenever Punisher attacks or defends, if he is unequipped, you may put an equipment card with cost 1 or less from your hand into play equipped to Punisher.

KO an equipment equipped to Punisher >>> KO target stunned character.

Punisher, Vigilante (MSM-005U) Character, 4, Spider-Friends, 7/5, Range Activate, discard a Spider-Friends character card >>> KO target stunned character.

Punisher's Armory (MMK-039U) Location, 2 Pay 3 endurance >>> Ready Punisher's Armory.

Activate >>> Target Marvel Knights attacker gets +1 ATK this attack.

Puppet Master, Philip Masters (MOR-170C) Character, 2, 0/2 Activate >>> Target player exhausts a ready character he controls.

Purple Man, Subtle Manipulator (MHG-148U) Character, 6, Doom, 12/13 Whenever an opponent uses a character's payment power, exhaust that character.

Purple Man, Zebediah Killgrave (MSM-127U) Character, 3, Doom, 4/4 Activate >>> KO a resource you control. If you do, move target face-down resource an opponent controls to your resource row, and that opponent puts the top card of his deck into his resource row.

Pym Laboratories (MAV-037U) Location, 4 Activate >>> Target character you control can attack hidden characters this turn.

Activate, reveal any number of reservist resources you control >>> Recover target stunned Avengers character you control if its cost is equal to that number. Use this power only during the recovery phase.

Pyro, Flame Thrower (MXS-021U) Character, 5, Brotherhood, 9/9, Range Activate (Exhaust this character) >>> Target opponent loses 4 endurance.

Pyro, Freedom Force (MXM-100C) Character, 1, Brotherhood, 2/1, Range Mutant — Energy Whenever Pyro causes 3 or more breakthrough while attacking a character, target opponent loses 3 endurance.

Pyro, St. John Allerdyce (MOR-087C) Character, 2, Brotherhood, 2/2, Range Activate >>> Target player loses 3 endurance.

Q Energy (DGL-105U) Plot Twist, 3 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 its controller loses endurance equal to its cost.

Q Field (DGL-106C) Plot Twist, 2 Move any number of target hidden Anti-Matter characters you control to your visible area. If you moved one or more characters and Q Field is in your resource row, draw a card.

Quadromobile (DJL-146U) Equipment, 1 Unique

Quadromobile costs 1 less to recruit while you control a Secret Society character.

Equipped character gets +2 ATK and has flight.

KO Quadromobile >>> Return target character or location card from a KO'd pile to its owner's hand.

Quagmire, Jerome Meyers (MAV-062U) Character, 1, Squadron Supreme, 1/2 Discard Quagmire >>> Target attacker or defender gets -2 DEF while exhausted this attack. Use this power only if Quagmire is in your hand.

Quakemaster, Robert Coleman (DJL-133U) Character, 3, Secret Society, 5/4, Range Activate >>> Replace target non–Team-Up location. Use this power only if you control another Secret Society character.

Queen of Fables, Wickedest Witch (DJL-163C) Character, 3, 4/5 Activate >>> Replace target non–Team-Up ongoing plot twist. If you do, search your deck for an Army character card with cost 1, put it into your front row, and shuffle your deck.

Quentin Carnival (MMK-040U) Location, 2 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.

Query and Echo, Double Trouble (DOR-076U) Character, 1, Arkham Inmates, 1/1 Discard Query and Echo >>> Target Arkham Inmates attacker you control gets +2 ATK this attack. Use this power only if Query and Echo is in your hand.

Quick Kill (MMK-041C) Plot Twist, 1 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.

Quicksilver, Inhuman by Marriage (MHG-110C) Character, 2, Inhumans/Avengers, 3/3 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.)

Free >>> Ready Quicksilver. Use this power only once per turn and only if you control no face-down resources.

Quicksilver, Magneto's Son (MXS-022C) Character, 6, Brotherhood, 12/12 At the start of your attack step, exhaust target support row character an opponent controls.

Quicksilver, Mutant Avenger (MAV-020C) Character, 3, Avengers, 4/5 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Whenever one or more team attackers you control stun a defender, ready Quicksilver.

Quicksilver, Pietro Maximoff (MOR-088C) Character, 3, Brotherhood, 3/4 Activate >>> Target player who controls no ready support row characters loses 5 endurance. Use this power only during the combat phase.

Quicksilver, (MOR-089R) Character, 5, Brotherhood, 8/8 Discard a Brotherhood character card >>> Ready Quicksilver. Use this power only once per turn.

Quinjet (MAV-038C) Equipment, 0 Characters you control get +1 DEF while defending with reinforcement and have flight.

Discard Quinjet >>> Move and then power-up target Avengers attacker or defender you control. Use this power only if Quinjet is in your hand.

Qward (DGL-107R) Location, 1 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-108R) Location, 2 Activate >>> Target Anti-Matter attacker you control gets +1 ATK / +1 DEF this attack.

Discard a character card with willpower 1 or greater >>> Ready Qwardian Council Hall.

Qwardian Pincer (DGL-208C) Plot Twist, 1 Target attacker you control gets +1 ATK this attack for each exhausted character with cost 2 or greater you control.

Qwardian Watchdog, Gatekeeper (DGL-087U) Character, 1, Anti-Matter, 5/5 Qwardian Watchdog cannot attack.

Whenever Qwardian Watchdog becomes stunned, move it to your hidden area.

Qwardians, Army (DGL-088C) Character, 1, Anti-Matter, 0/1 Concealed (This character comes into play in the hidden area.)

Whenever a player loses endurance, if that player then has less than 30 endurance and Qwardians is hidden, move it to your visible area.

Rachel Summers <> Phoenix, Phoenix of the Future (MXM-021R) Character, 8, X-Men, 19/21, Flight, Range Mutant — Mental Reservist

Your opponents cannot play plot twists while you control another Mental character.

Radioactive Man, Chen Lu (MAV-142C) Character, 1, Masters of Evil, 2/1 At the start of your recruit step, you may gain 1 resource point. If you do, you cannot recruit characters or equipment this turn. Spend this resource point only to pay the cost of a payment power.

Radioactive Man, Reformed Renegade (MAV-108U) Character, 6, Thunderbolts, 12/11 Whenever Radioactive Man becomes stunned while ready, you may stun target character with cost 4 or less.

Ragdoll, Resilient (DCR-162C) Character, 4, Secret Six, 7/6 Vengeance: Whenever Ragdoll becomes stunned, you may discard a character card. If you do, recover Ragdoll at the start of the recovery phase this turn.

Ragman, Patchmonger (DCR-061U) Character, 2, Shadowpact/Gotham Knights, 3/3 Vengeance: Whenever 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-062C) Character, 5, Shadowpact/Gotham Knights, 10/8 Vengeance: Whenever Ragman becomes stunned, you may remove up to two character cards in target player's KO'd pile from the game. Put a +1 ATK / +1 DEF counter on Ragman for each card you removed.

Ragman, Rory Regan (DGL-160R) Character, 4, Gotham Knights, 8/5, Flight 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.

Rain of Acorns, Construct (DGL-209U) Plot Twist, 1 Ongoing: Exhaust a character with willpower 1 or greater you control >>> Exhaust target unprotected character. Use this power only during your attack step.

Raising Hell (MXM-162C) Plot Twist, 2 You may KO a Hellfire Club character you control. If you do, KO target stunned character with cost 4 or less.

Rallying Cry! (DJL-188C) Plot Twist, 2 Target character you control gets +2 ATK / +1 DEF while attacking this turn and has range this turn.

Rama Khan, Elemental (DJL-164C) Character, 7, 15/15, Range Willpower 5

Locations you control have "Activate >>> Power-up target attacker or defender you control. Use this power only once per turn."

Rama-Tut, Pharaoh from the 30th Century (MOR-116R) Character, 2, Doom, 2/2 When Rama-Tut comes into play, if you recruited him and you control Dr. Doom, you may return target plot twist card from your KO'd pile to your hand.

Random Punks, Army (MOR-171C) Character, 1, 2/1, Range When Punks comes into play, all players lose 1 endurance.

Rann (DCR-195C) Location, 3 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.

Rapier (MSM-157U) Equipment, 0 Equipped character gets +3 ATK while in combat with a front row character.

Ra's al Ghul, Immortal Villain (DOR-104C) Character, 4, League of Assassins, 7/7 Loyalty

When Ra's al Ghul comes into play, turn all locations your opponents control face down.

Your opponents cannot flip locations.

Ra's al Ghul, Master (DOR-105C) Character, 6, League of Assassins, 12/12 Loyalty

When Ra's al Ghul comes into play, replace any number of resources you control.

Ra's al Ghul, The Demon's Head (DOR-106R) Character, 8, League of Assassins, 17/17 Loyalty

Locations you control are not unique.

Characters without the League of Assassins affiliation lose all team affiliations, and their payment powers cannot be used.

Ra's al Ghul, Eternal Nemesis (DBM-018C) Character, 4, League of Assassins, 7/7 Whenever Ra's al Ghul causes breakthrough while attacking a character, KO that character.

Ra's al Ghul, Undying (DBM-019R) Character, 7, League of Assassins, 15/15 Whenever Ra's al Ghul becomes stunned, you may return him to his owner's hand. If you do, gain 7 endurance.

Ratcatcher, Otis Flannegan (DOR-077U) Character, 1, Arkham Inmates, 1/1 Whenever a character becomes stunned, each opponent loses 1 endurance.

Raven, Daughter of (DOR-049R) Character, 7, Teen Titans, 14/14, Flight, Range Loyalty

Pay 1 endurance >>> Characters and locations target player controls cannot ready this turn. Use this power only during the recovery phase.

Ray Palmer <> The Atom, World's Smallest Hero (DJL-018R) Character, 1, JLA, 2/1 Concealed

Return Ray Palmer to his owner's hand >>> Negate target effect targeting a JLA character you control.

Reality Gem, Infinity Gem (MHG-180R) Equipment, 0 Unique

Whenever equipped character becomes stunned, you may return Reality Gem to its owner's hand.

When Reality Gem comes into play, you may discard a card. If you do, replace target face-up resource.

Reaper, Vampire Armageddon (MMK-153C) Character, 4, Underworld, 12/1 Concealed (This character comes into play in the hidden area.)

At the start of the build phase, KO a character you control.

Rebellion on Oa (DGL-138R) Plot Twist, 2 As an additional cost to play Rebellion on Oa, exhaust a Manhunter character you control.

Each opponent who controls fewer stunned characters than you KO's all stunned characters he controls.

Rebirth (MXM-032C) Plot Twist, 2 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.

Recharge the Sun (DJL-200R) Plot Twist, 4 You may stun any number of characters you control with total willpower greater than the cost of target Green Lantern character. If you do, ready that character.

Recharging the Ring (DGL-210C) Plot Twist, 3 Exhaust any number of characters you control each with willpower 1 or greater. Replace up to X resources you control and gain X endurance, where X is the number of characters you exhausted.

Reciting the Oath (DGL-036U) Plot Twist, 3 As an additional cost to play Reciting the Oath, exhaust four characters you control.

Ongoing: Characters you control have reinforcement while you control a Green Lantern character.

Reconnaissance (MOR-211U) Plot Twist, 1 Look at each opponent's face-down resources.

Reconstruction Program (MOR-152C) Plot Twist, 2 Choose one: Return target character card from your KO'd pile to your hand; or return up to three target Army Sentinel character cards from your KO'd pile to your hand.

Red Shift, Rift Walker (MHG-018R) Character, 5, Heralds of Galactus, 10/9, Flight, Range 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.

Red Star, Leonid Kovar (DOR-050U) Character, 4, Teen Titans, 7/6, Range Whenever 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.

Red , John Smith (DJL-019C) Character, 2, JLA, 2/3, Flight, Range If a team attacker you control would become stunned, instead, you may stun .

When Red Tornado is put into a KO'd pile from play, you may return him to his owner's hand.

Redstone, Michael (MAV-063U) Character, 5, Squadron Supreme, 8/11 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

If Redstone would cause breakthrough while attacking a character, instead, that character's controller loses 6 endurance.

Reed's Workshop (MFF-011U) Location, 3 Activate >>> Target Fantastic Four defender you control gets +1 DEF this attack.

Reform the League (DJL-032C) Plot Twist, 1 Ongoing: Discard a character card >>> Power-up target JLA attacker or defender you control. Use this power only once per turn.

Reign of (DGL-171R) Plot Twist, 2 Ongoing: Characters you control lose and cannot gain team affiliations other than Deathstroke.

Reign of Terror (MOR-135R) Plot Twist, 4 Play Reign of Terror only from your hand and only if you recruited Dr. Doom this turn.

Return any number of target characters with combined cost 3 or less to their owners' hands.

Rejuvenation (MSM-101U) Plot Twist, 4 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.

Relentless (MHG-038C) Plot Twist, 4 Target Heralds of Galactus attacker you control gets +2 ATK this attack.

Draw a card.

Relentless Pursuit (DCR-196C) Plot Twist, 2 The controller of target character moves it to his visible area. Characters you control get +1 ATK while attacking that character this turn.

Relocation (MOR-212R) Plot Twist, 3 As an additional cost to play Relocation, discard a card.

Exchange the positions of Relocation and target location an opponent controls.

Remake the World (DOR-116R) Plot Twist, 3 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, that opponent puts the top card of his deck face down into his resource row.

Remnant Fleet (MHG-082C) Plot Twist, 2 Return target Kree character you control to its owner's hand. You may return another character you control to its owner's hand.

Remoni-Notra <> Star Sapphire, Obsessed Warrior Princess (DGL-057C) Character, 5, Emerald Enemies, 9/7, Flight, Range Willpower 4

Whenever an attacker you control stuns a defender and that attacker's willpower is greater than that defender's cost, KO that defender.

Remoni-Notra <> Star Sapphire, Zamoran Champion (DJL-134U) Character, 6, Secret Society/Emerald Enemies, 12/13, Flight, Range Willpower 3

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.

Removed from Continuity (DCR-197R) Plot Twist, 2 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.

Rem-Ram, Acolyte (MXM-101C) Character, 1, Brotherhood, 1/2 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 rest on the bottom of your deck.

Repel Attack (MAV-039C) Plot Twist, 1 Target leader defender you control gets +1 DEF this attack for each non-stunned character adjacent to it. If that defender has the Avengers affiliation, it has reinforcement this attack.

Repulsor Ray (MAV-040C) Plot Twist, 2 Target attacker you control gets +2 ATK this attack. If that attacker has the Avengers affiliation, your opponents cannot use character payment powers this turn.

Resistance is Useless (DJL-189C) Plot Twist, 2 Target attacker you control gets +1 ATK / +1 DEF this attack and an additional +1 ATK / +1 DEF this attack if it is unaffiliated.

Retribution (MXM-076C) Plot Twist, 1 Target Morlocks character you control gets +2 ATK this attack and an additional +1 ATK this attack for each stunned character you control.

Retrieval Protocol <> OMAC Robot, Army (DCR-097C) Character, 2, Checkmate, 2/2, Flight, Range 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.

Return Fire! (DCR-153C) Plot Twist, 1 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.

Return of Donna Troy (DCR-207U) Plot Twist, 2 Choose one: Return target character card from your KO'd pile to your hand; or return target Teen Titans character you control to its owner's hand.

Revenge Pact (DSM-092R) Plot Twist, 3 Ongoing: Pay 3 endurance, discard a card >>> Reveal the top five cards of your deck. Put a revealed Revenge Squad character card into your hand and the rest on the bottom of your deck. Use this power only once per turn.

Revitalize (DCR-198C) Plot Twist, 3 Exhaust any number of characters you control. Recover target stunned character if its cost is less than the combined cost of the characters you exhausted.

Rex Tyler <> Hourman, Inventor of Miraclo (DCR-020R) Character, 3, JSA, 3/3 Free >>> Rex Tyler gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

Rhino, Alex O'Hirn (MSM-020C) Character, 3, Sinister Syndicate, 7/4 At the start of your recruit step, KO unless you pay 4 endurance.

Richard Tyler <> Hourman, Man of the Hour (DCR-021U) Character, 4, JSA, 5/5 Free >>> Richard Tyler gets +4 ATK / +4 DEF this attack, and each opponent gains 3 endurance. Use this power only once per turn.

Rick Jones, A Hero's Best Friend (MAV-021U) Character, 1, Avengers, 1/1 Reservist, Concealed

You may discard an Avengers character card rather than pay 's recruit cost.

Activate, return Rick Jones to his owner's hand >>> Target defender you control has reinforcement this attack.

Ricochet, Johnny Gallo (MSM-049C) Character, 3, Spider-Friends, 3/5 Evasion

Characters you control with evasion cannot be the target of plot twist or payment effects an opponent controls.

Riddle Me This (DOR-094U) Plot Twist, 2 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.

Ride of the Black Racer (DSM-127R) Plot Twist, 3 As an additional cost to play Ride of the Black Racer, discard two Darkseid's Elite character cards.

Choose one: KO target stunned character; or recover target stunned character you control.

Rigged Elections (DOR-095R) Plot Twist, 1 Ongoing: Exhaust an Arkham Inmates character you control >>> Put a ballot counter on Rigged Elections. If there are 25 or more ballot counters on Rigged Elections, you win the game.

Rise from the Grave (MSM-158R) Plot Twist, 2 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.

Rise to Power (MSM-124R) Plot Twist, 6 As an additional cost to play Rise to Power, discard a Brotherhood character card with cost 3 or less.

Search your deck for a Brotherhood character card with cost 6 or greater, reveal it, put it into your hand, and shuffle your deck.

Roberto Da Costa, Heir to the Throne (MXM-142C) Character, 4, Hellfire Club, 8/6, Range Mutant — Energy Concealed—Optional

Leader: Characters adjacent to Roberto Da Costa gain the Hellfire Club affiliation.

Whenever a Mutant adjacent to Roberto Da Costa attacks or defends, power-up that Mutant.

Robot Destroyer, Army (MOR-117R) Character, 5, Doom, 9/8, Range Activate, stun Robot Destroyer >>> Stun target character with cost 4 or less. Use this power only if you control Dr. Doom.

Robot Enforcer, Army (MOR-118C) Character, 4, Doom, 6/6, Range When Robot Enforcer attacks, if you control another Army Doom character, target player discards a card.

Robot Seeker, Army (MOR-119C) Character, 3, Doom, 3/4, Range When Robot Seeker comes into play, choose a character name.

Whenever Robot Seeker attacks a character with the chosen name, Robot Seeker gets +3 ATK this attack.

Robot , Army (MOR-120C) Character, 2, Doom, 2/2, Range Activate >>> Exhaust target character with cost 2 or less. Use this power only if you control another Doom character.

Rocket Central (MAV-079R) Location, 2 Squadron Supreme characters you control get +2 ATK while you have no cards in hand.

Rocket Racer, Robert Farrell (MSM-050C) Character, 1, Spider-Friends, 1/1 Evasion

Spider-Friends characters protecting have reinforcement.

Pay 1 endurance >>> Move Rocket Racer.

Rocket Red, Manhunter Sleeper (DGL-127C) Character, 5, Manhunter, 13/13, Flight, Range As an additional cost to recruit , KO two Manhunter characters you control.

Rocket Red #4, Dmitri Pushkin Gorki (DJL-059C) Character, 3, JLI, 4/3, Flight, Range Activate >>> Rocket Red #4 gets +1 DEF this turn for each resource you control.

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.

Rogue, Anna Marie (MXM-022C) Character, 7, X-Men, 16/14, Flight Mutant — Energy Whenever Rogue stuns an attacker, gain endurance equal to that character's cost.

Rogue, Anna Raven (MOR-090C) Character, 3, Brotherhood, 4/4, Flight Whenever Rogue attacks a character, exhaust that character.

Rogue, Energy Drain (MXS-008C) Character, 3, X-Men, 4/4, Flight Whenever Rogue stuns a character, gain 2 endurance.

Rogue, Power Absorption (MOR-022R) Character, 4, X-Men, 7/7, Flight At the start of the combat phase, Rogue gains target character's activated powers this turn. If any of the powers use that character's name, instead, use this character's name.

Rogue, Powerhouse (MOR-023U) Character, 6, X-Men, 12/11, Flight Recruit Rogue only if you control an X-Men character.

Whenever Rogue stuns a defender, KO that character.

Rogue, Total Transformation (MHG-189R) Character, 6, Skrull/X-Men, 12/12, Flight Mutant — Energy Concealed—Optional

Whenever Rogue stuns a character, search that character's controller's deck for a card with the same printed name and version as that character. You may put that card into your front row exhausted and then KO Rogue. That player shuffles his deck.

Roll Call! (DJL-033C) Plot Twist, 2 Gain 1 endurance for each JLA character you control.

If you control two or more JLA characters, draw two cards, then discard two cards.

Ronan the Accuser, Starforce (MHG-061C) Character, 4, Kree, 8/7, Range Cosmic: Your opponents cannot flip locations or play plot twists from their resource rows.

Ronan the Accuser, Supreme Public Accuser (MHG-062R) Character, 7, Kree, 15/16, Range Loyalty—Reveal

At the start of the combat phase, each opponent replaces all face- up resources he controls.

Cosmic: Activate >>> Stun target character if its cost is less than the number of face-down resources its controller controls. Use this power only during the combat phase.

Rook Control (DCR-114U) Location, 4 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.

Roscoe Sweeny, Fixer (MMK-110U) Character, 1, Crime Lords, 0/1 Activate, pay 1 endurance >>> Search your deck for a Crime Lords character card with cost equal to the number of resources you control, reveal it, put it into your hand, shuffle your deck, and discard a card.

Rose <> Thorn, Rose Forrest (DSM-017U) Character, 3, Team Superman, 4/4 Rose gets +3 ATK / +3 DEF while attacking and -3 ATK / -3 DEF while defending.

Rose Psychic, Ghost Detective (DCR-063C) Character, 3, Shadowpact, 5/3 Concealed—Optional

At the start of the combat phase, lose 3 endurance.

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.

Rot Lop Fan, F-Sharp Bell of the Deeps (DGL-022C) Character, 4, Green Lantern, 7/6, Flight, Range 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.

Rough House (MMK-130C) Plot Twist, 3 Play Rough House only if you control a Crime Lords character.

Characters you control get +2 DEF while defending with reinforcement this turn.

Roulette, Hellion (MXM-143R) Character, 2, Hellfire Club, 3/3 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.

Roy Harper <> Arsenal, Knight (DCR-098C) Character, 5, Checkmate/Teen Titans, 9/9, Range Exhaust two locations you control >>> gets +1 ATK this turn.

Activate, KO a resource you control >>> Stun target attacker with ATK less than Roy Harper's ATK.

Roy Harper <> Arsenal, Sharpshooter (DOR-051C) Character, 3, Teen Titans, 4/3, Range 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.

Roy Harper <> , Mercurial Marksman (DSM-136R) Character, 1, Teen Titans, 1/1, Range Put Roy Harper on the top of owner's deck >>> KO target character with cost 1 or less.

Exhaust a Teen Titans character you control >>> Roy Harper gets +1 ATK this turn.

Royal Decree (DSM-162U) Plot Twist, 3 Choose two team affiliations among characters you control. If you chose New Gods and another affiliation, draw a card.

Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

Royal Egg-Matrix (DJL-110U) Location, 1 Activate >>> Return an Army Injustice Gang character card from your KO'd pile to your hand.

Ruins of Avalon (MXM-119R) Location, 3 Activate, replace a reservist resource you control >>> Target Brotherhood attacker you control gets +3 ATK this attack.

Running Interference (DJL-071U) Plot Twist, 1 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.

Ruul Warrior, Army (MHG-063C) Character, 3, Kree, 3/6 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Ruul Warrior gets +3 ATK / -3 DEF while you control more characters than an opponent.

S.T.A.R. Labs (DGL-144R) Location, 2 Pay 3 resource points >>> Put a cosmic counter on target cosmic character you control.

Pay 1 resource point >>> Put a cosmic counter on target cosmic Team Superman character you control. Use this power only once per turn.

S.T.A.R. Labs Orbital Platform (DJL-192C) Location, 2 S.T.A.R. Labs Orbital Platform is not unique.

Activate >>> Target protected attacker or defender you control gets +1 DEF this attack.

Sabretooth, Feral Rage (MOR-091R) Character, 4, Brotherhood, 11/7 As an additional cost to recruit , discard a Brotherhood character card.

Sabretooth, Killer Instinct (MXS-023C) Character, 5, Brotherhood, 9/9 Sabretooth gets +2 ATK for each stunned character your opponents control.

Sabretooth, Savage Killer (MXM-102R) Character, 5, Brotherhood, 11/8 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.

Sabretooth, Victor Creed (MOR-092C) Character, 6, Brotherhood, 13/11 If Sabretooth is in your front row and would become stunned, instead, you may pay 10 endurance. If you do, exhaust Sabretooth and move him to your support row.

Sadistic Choice (MSM-025U) Plot Twist, 3 Play Sadistic Choice only if you control a Sinister Syndicate character.

KO target stunned character unless its controller discards two cards.

Safety in Numbers (DJL-072U) Plot Twist, 2 Play Safety in Numbers only if you control three or more JLI team attackers.

Ready target attacker you control. That attacker cannot be stunned this attack.

Sage, Tessa (MXM-144C) Character, 2, Hellfire Club, 3/2 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.

Sage, Xavier's Secret Weapon (MXM-023C) Character, 3, X-Men, 5/4 Mutant — Mental Plot twists cost your opponents 2 more to play.

Locations cost your opponents 2 more to flip.

Saint Anna, Sympathetic Healer (MMK-064C) Character, 4, X-Statix, 6/7 Activate >>> Target character gets +1 DEF this attack for each X-Statix character other than Saint Anna you control.

Salakk, Green Lantern of Slyggia (DGL-023U) Character, 1, Green Lantern, 1/2, Flight, Range Willpower 2

Salvage (MOR-213R) Plot Twist, 1 Return target equipment or location card from your KO'd pile to your hand.

Ongoing: At the start of your resource step, you may pay 4 endurance. If you do, turn Salvage face down.

Sam Scudder <> Mirror Master, Reflective Rogue (DJL-096U) Character, 3, Injustice Gang, 3/6 Whenever an opponent discards a card, you may draw a card and discard a card.

San, The Alienated One (MHG-111C) Character, 2, Inhumans, 2/4 Concealed—Optional (You may have this character come into play in the hidden area.)

When San comes into play in the hidden area, you may search your deck for a location card, reveal it, shuffle your deck, and put that card on the top of your deck.

Sand, Sanderson Hawkins (DCR-022C) Character, 4, JSA, 7/7 Vengeance: Whenever Sand becomes stunned and you control no other ready characters, recover Sand at the start of the recovery phase this turn.

Sandman, William Baker (MSM-084R) Character, 6, Sinister Syndicate, 8/8 When comes into play, put six +1 ATK / +1 DEF counters on him.

Whenever Sandman becomes stunned, remove all counters from him.

Saracen, Muzzafar Lambert (MMK-111C) Character, 4, Crime Lords, 7/7, Range Crime Lords defenders you control with reinforcement get +2 ATK.

Sarge Steel, Knight (DCR-099U) Character, 2, Checkmate, 3/3, Range If a character protected by Sarge Steel would become stunned, instead, you may stun Sarge Steel.

Boost 1: When Sarge Steel comes into play, you may KO target character with cost 1.

Sasha Bordeaux, Autonomous Prototype (DCR-101C) Character, 7, Checkmate, 14/14, Range At the start of the combat phase, if you have played no plot twists this turn, you may have Checkmate characters you control get +2 ATK / +2 DEF this turn. If you do, you cannot play plot twists this turn.

Sasha Bordeaux, Knight (DCR-100C) Character, 2, Checkmate, 3/2, Range Sasha Bordeaux gets +1 ATK / +1 DEF while equipped.

Knight team attackers you control get +1 ATK.

Satanus, Evil Incarnate (DSM-083R) Character, 6, Revenge Squad, 6/6, Range Whenever Satanus stuns a defender, recover that defender and move it to your support row. That character gains the Revenge Squad affiliation. (You control that character.)

Satellite HQ (DJL-034C) Location, 2 Activate >>> Characters you control with cost 4 or greater can attack hidden characters this turn.

Activate >>> Target JLA attacker gets +X DEF this attack, where X is its willpower.

Sauron, Dr. Karl Lykos (MOR-093C) Character, 4, Brotherhood, 7/6, Flight gets +1 ATK for each stunned character in play.

Savage Beatdown (MOR-214R) Plot Twist, 4 Target attacker gets +5 ATK this attack.

Savage Land (MOR-103U) Location, 1 Activate >>> Target Brotherhood attacker you control gets +1 ATK / -1 DEF this attack for each resource you control.

Scaleface, Dragon Lady (MXM-063C) Character, 6, Morlocks, 16/9 Mutant — Physical Scaleface cannot have reinforcement.

Whenever Scaleface attacks, if you control two or more stunned characters, defenders lose and cannot have reinforcement this attack.

Scandal, Savage Spawn (DCR-163C) Character, 6, Secret Six, 13/11 Remove Scandal from the game >>> If you control a Secret Six character, search your deck for an ongoing plot twist card, reveal it, put it into your hand, and shuffle your deck. Use this power only if Scandal is in your hand.

Scanner, Acolyte (MXM-103C) Character, 5, Brotherhood, 10/9 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.

Scarab, Qwardian Conglomerate (DGL-089U) Character, 2, Anti-Matter, 3/2, Range Concealed—Optional (You may have this character come into play in the hidden area.)

gets -3 ATK / +3 DEF while visible.

Scarecrow, Fearmonger (DJL-135C) Character, 5, Secret Society/Arkham Inmates, 10/9 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.

Scarecrow, Professor Jonathan Crane (DOR-078R) Character, 5, Arkham Inmates, 8/8 Whenever Scarecrow stuns an attacker, return that character to its owner's hand.

Whenever Scarecrow becomes stunned by a defender, return Scarecrow to his owner's hand.

Boost X: When Scarecrow comes into play, return all characters with cost X or less your opponents control to their owners' hands. For each character returned, put two +1 ATK / +1 DEF counters on Scarecrow.

Scarecrow, Psycho Psychologist (DJL-097C) Character, 5, Injustice Gang, 9/9 Pay 3 endurance >>> Target player loses X endurance, where X is the number of cards in his hand. Use 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.

Scarlet Spider, (MSM-051C) Character, 6, Spider-Friends, 10/12 Other Spider-Friends characters you control get +2 ATK while attacking.

Reveal >>> Cards named Spider-Man are not unique this turn. Use this power only if Scarlet Spider is in your hand.

Scarlet Spider <> Spider-Man, Successor (MMK-201R) Character, 2, Spider-Friends, 2/3 Whenever a character named Spider-Man comes into play under your control, you may move it to your hidden area.

Scarlet Witch, Eldritch Enchantress (MMK-195R) Character, 2, Brotherhood, 2/2, Range When 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.

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

Scarlet Witch, Mistress of Chaos Magic (MAV-022C) Character, 5, Avengers, 9/9, Range Discard an Avengers character card >>> Your opponents cannot use character payment powers this turn. Use this power only during the combat phase.

Scarlet Witch, Wanda Maximoff (MOR-094C) Character, 5, Brotherhood, 9/10, Range Whenever an opponent uses a character's activated power, that opponent loses 5 endurance.

Scorn, Ceritak (DSM-018C) Character, 5, Team Superman, 8/8 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.

Scorpia, Elaine Colls (MMK-207U) Character, 4, Sinister Syndicate, 6/7 Concealed (This character comes into play in the hidden area.)

Whenever Scorpia stuns a character with cost 3 or less, KO that character.

Scorpion, Fatal Sting (MAV-143U) Character, 3, Masters of Evil, 5/4 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Pay 1 resource point >>> Whenever stuns a character this turn, KO that character.

Scorpion, MacDonald Gargan (MSM-085C) Character, 5, Sinister Syndicate, 9/8 Pay 2 endurance >>> Exhausted characters your opponents control lose reinforcement this turn.

Boost 2: When Scorpion comes into play, exhaust any number of target characters with combined cost 5 or less.

Scott Free <> Mister Miracle, Escape Artist (DSM-049R) Character, 5, New Gods, 8/9, Flight Loyalty, Evasion

Cosmic: Activate, remove a cosmic counter from Scott Free >>> Remove target attacker from this attack. Use this power only if Scott Free is defending.

Scott Free <> Mister Miracle, Man of a Thousand Escapes (DJL-060U) Character, 3, JLI/New Gods, 4/5, Flight Evasion

Ally: Whenever a character with cost 3 or less you control becomes powered-up, that character has invulnerability this turn.

Search and Destroy (MOR-153U) Plot Twist, 3 As an additional cost to play Search and Destroy, stun a ready Army Sentinel character you control.

Stun target character with cost 3 or less. That character's controller reveals his hand and discards all character cards that share a name with that character.

Sebastian Shaw, Black King (MXM-145R) Character, 7, Hellfire Club, 16/16 Mutant — Physical Concealed—Optional

Leader: KO two hidden Hellfire Club characters adjacent to >>> Ready Sebastian Shaw. Use this power only once per turn and only during the combat phase.

Secret Checkmate HQ (DCR-115C) Location, 1 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.

Secret Files (DJL-111C) Plot Twist, 2 Play Secret Files only if you control an Injustice Gang character.

Each player in turn searches his deck for an affiliated character card, reveals it, puts it into his hand, and shuffles his deck.

Secret Origins (DJL-190R) Plot Twist, 3 You may discard a card. If you do, search your deck for a character card with cost equal to that of the greatest-cost character any opponent controls, reveal it, put it into your hand, and shuffle your deck.

Secret Sanctuary (DJL-035U) Location, 2 Activate, exhaust any number of JLA characters you control >>> Return target character card from your KO'd pile to your hand if its cost is less than or equal to the total willpower of the characters you exhausted.

Secret Six Victorious (DCR-168R) Plot Twist, 5 Ongoing: At the start of your recruit step, if you control exactly six characters with the printed Secret Six affiliation, you win the game.

Sector 2814 (DGL-211U) Location, 1 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.

Seek Cover (MAV-198C) Plot Twist, 1 Target non-leader character you control has "Leader: Characters adjacent to this character get +1 DEF" this turn.

Seiobo's Garden (DCR-211R) Location, 2 Activate >>> Put a +1 ATK / +1 DEF counter on target stunned League of Assassins character you control.

Selene, Black Queen (MXM-146C) Character, 6, Hellfire Club, 12/9 Mutant — Energy Concealed

Whenever stuns a defender, gain endurance equal to that character's cost.

Senator Kelly, Anti-Mutant Advocate (MOR-141U) Character, 1, Sentinel, 1/1 Activate >>> Target player loses endurance equal to the number of Army Sentinel characters you control.

Sensei, Martial Arts Master (DGL-169U) Character, 6, League of Assassins, 13/11 At the start of the combat phase, if you control another League of Assassins character, you may put the top card of your deck face down into your resource row. If you do, at the start of the recovery phase this turn, KO a resource you control.

Sentinel Mark I, Army (MOR-142C) Character, 2, Sentinel, 2/2, Flight, Range Activate, stun Sentinel Mark I >>> Stun target character with cost 1 or less.

Sentinel Mark II, Army (MOR-143C) Character, 3, Sentinel, 4/3, Flight, Range Activate, discard a Sentinel character card >>> Negate target activated character effect.

Sentinel Mark III, Army (MSM-134C) Character, 2, Sentinel, 1/2, Flight, Range Army Sentinel characters you control get +1 ATK while attacking.

Sentinel Mark IV, Army (MOR-144U) Character, 4, Sentinel, 5/6, Flight, Range Sentinel Mark IV gets +1 ATK for each other non-stunned Army Sentinel character you control.

Sentinel Mark V, Army (MSM-133C) Character, 4, Sentinel, 7/7, Flight, Range Army Sentinel characters you control have reinforcement while Sentinel Mark V is ready.

Boost 1: When Sentinel Mark V comes into play, put two +1 ATK / +1 DEF counters on it.

Sentinel Mark VI, Army (MXM-205U) Character, 4, Sentinel, 7/6, Flight, Range Sentinel Mark VI gets +2 ATK / +2 DEF while in combat with a Mutant.

Sentry #459, Advance Guard (MHG-064C) Character, 6, Kree, 12/12, Flight, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Whenever you recruit a character, Sentry #459 gets +1 ATK / +1 DEF this turn.

Senyaka, Acolyte (MXM-104C) Character, 3, Brotherhood, 5/4, Range Mutant — Energy Reservist

Whenever you recruit a non-Army character from your resource row, target opponent loses 2 endurance.

Boost 1: gets +1 ATK for each face- down resource you control. (If you paid the boost cost this turn, this card has this text.)

Serifan, Forever People (DSM-050C) Character, 2, New Gods, 2/2, Range Cosmic: New Gods characters you control have invulnerability.

Sewer System (MXM-077U) Location, 4 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.

Shadow Creatures, Army (DGL-090U) Character, 1, Anti-Matter, 1/1, Flight Concealed (This character comes into play in the hidden area.)

Willpower 1

Shadow of the Bat (DBM-026C) Plot Twist, 1 Target character you control gets +1 ATK / +1 DEF this attack.

Shadow Step (MMK-174C) Plot Twist, 2 Play Shadow Step only if you control an Underworld character.

The controller of target hidden character moves it to his visible area. If that player has six or more character cards in his KO'd pile, that character gets +1 ATK / +1 DEF this turn and has flight and range this turn.

Shadowcat, Katya (MXM-024C) Character, 2, X-Men, 3/3 Mutant — Energy Discard a card >>> Move Shadowcat to your hidden or visible area. Use this power only once per turn.

Shadowcat, (MOR-024C) Character, 1, X-Men, 1/1 Activate >>> Target defending X-Men character gets +1 DEF this attack.

Shadowcat, Pride of the X-Men (MSM-106U) Character, 3, X-Men, 3/5 Evasion

Activate >>> Return target X-Men character you control to its owner's hand.

Shadows of the Past (DGL-170R) Plot Twist, 3 Play Shadows of the Past only during your attack step.

Characters your opponents control lose all team affiliations while you control a League of Assassins character this turn. Characters you control cannot cause breakthrough while attacking a character this turn.

Shadow-Thief, Carl Sands (DJL-098C) Character, 3, Injustice Gang, 4/4 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.

Shake it Off (DJL-191C) Plot Twist, 2 Target defender gets +1 DEF this attack. If that character is an ally character, instead, you may power-up that defender.

Shake, Rattle, and Roll (MXM-120R) Plot Twist, 2 Play 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.

Shakedown (MMK-131C) Plot Twist, 3 Crime Lords characters you control get +2 ATK this turn. Characters you control cannot attack this turn.

Shakti, Mage General (MHG-149C) Character, 1, Doom, 1/2, Range Whenever a character you control is put into a KO'd pile during the combat phase, target character gets -2 DEF this turn.

Shaligo, Deep Six (DSM-112C) Character, 2, Darkseid's Elite, 3/2, Flight Pay 1 endurance >>> Turn target face-up resource an opponent controls face down.

Shang Chi, Master of Fu (MMK-026U) Character, 2, Marvel Knights, 2/1 Shang Chi gets +2 ATK / +2 DEF while in combat with a character with neither flight nor range.

Shape, Malleable Mutant (MAV-064U) Character, 2, Squadron Supreme, 6/1 Shape gets -1 ATK for each card in your hand.

Shape gets +1 DEF for each resource you control.

Shape Change (DOR-160U) Plot Twist, 1 Put the top card of your deck into your KO'd pile. Target defender you control gets -X ATK / +X DEF this attack, where X is the cost of the card you put into your KO'd pile.

Sharon Ginsberg, Corrupt Counsel (MMK-210C) Character, 4, 7/6, Flight Discard Sharon Ginsberg and another card >>> Draw a card. Use this power only if Sharon Ginsberg is in your hand.

Shatterax, Starforce (MHG-065C) Character, 5, Kree, 9/8, Flight, Range Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

At the start of the combat phase, characters that came into play under your control this turn get +2 ATK while in combat with a character with greater cost this turn.

Shaw Industries (MXM-163U) Location, 4 While you control exactly one visible character, it gets +1 ATK / +1 DEF and an additional +1 ATK / +1 DEF while you control two or more hidden Hellfire Club characters.

Shayera Thal <> , Thanagarian Enforcer (DJL-020C) Character, 3, JLA, 5/4, Flight, Range Ally: Whenever a character you control becomes powered-up, you may discard a card. If you do, search your deck for a card named Katar Hol or an equipment card, reveal it, put it into your hand, and shuffle your deck.

Shazam, The Sorcerer (DCR-064R) Character, 7, Shadowpact, 15/16, Range 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.

She-Hulk, Gamma Bombshell (MAV-023C) Character, 5, Avengers, 10/7 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Replace a reservist resource you control >>> She-Hulk has invulnerability this attack. Use this power only once per turn.

She-Hulk, Green Jeans (MFF-009C, MOR-059C) Character, 5, Fantastic Four, 8/9 At the start of the combat phase, She-Hulk gets +1 ATK this turn for each front row character target opponent controls.

She-Hulk, Jennifer Walters (MOR-058U) Character, 3, Fantastic Four, 4/4 She-Hulk gets +2 ATK / +2 DEF while ready.

Shelob, Queen of Spiders (MMK-154U) Character, 1, Underworld, 2/1 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.

She-Thing, Sharon Ventura (MOR-060C) Character, 2, Fantastic Four, 3/3 Whenever She-Thing attacks a character, KO all equipment equipped to that character.

Shimmer, Selinda Flinders (DOR-126U) Character, 2, Fearsome Five, 2/2 Activate >>> Target player exhausts X ready characters he controls, where X is the number of Fearsome Five characters you control. Use this power only during your attack step.

Shinobi Shaw, White King (MXM-147C) Character, 5, Hellfire Club, 10/9 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.

Shock Troops (DGL-212C) Plot Twist, 1 Target character you control gets +2 ATK / +2 DEF this attack if it has the same cost as another character you control.

Shocker, Herman Schultz (MSM-086C) Character, 4, Sinister Syndicate, 7/6, Range Activate >>> Target opponent chooses a front row character he controls and a support row character he controls. Exhaust those characters. Use this power only during your attack step.

Shocker, Vibro- Villain (MAV-144R) Character, 2, Masters of Evil, 3/2, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Activate, pay up to 3 resource points >>> Stun target character if its cost is equal to the number of resource points you paid.

Shrapnel Blast (MXM-078U) Plot Twist, 2 Target Morlocks attacker or defender you control gets +4 ATK / +4 DEF this attack if you control three or more stunned characters.

Shriek, Frances Barrison (MSM-087U) Character, 2, Sinister Syndicate, 2/1, Range Other characters get +1 ATK.

Shrink (MAV-199U) Plot Twist, 2 Target attacker gets -2 ATK / +2 DEF this attack.

Siege Perilous (MSM-112R) Location, 1 Whenever an X-Men character you control recovers, put a rebirth counter on Perilous.

Remove three rebirth counters from Siege Perilous >>> Recover target stunned character. Use this power only during the combat phase.

Signal Flare (MOR-073R) Plot Twist, 3 Search your deck for a Fantastic Four character card, reveal it, put it into your hand, and shuffle your deck. If you put a card into your hand, discard a Fantastic Four character card.

Silver Banshee, Siobhan McDougal (DSM-084C) Character, 3, Revenge Squad, 5/3, Flight, Range Cosmic: Activate >>> KO target stunned character.

Silver Sable, Silver Sablinovia (MSM-052C) Character, 2, Spider-Friends, 2/2, Range Characters named you control get +1 ATK / +1 DEF.

Boost 1: When comes into play, search your deck for a card named Wild Pack, put it into your front row, and shuffle your deck.

Silver Sabre, Freedom Force (MXM-105C) Character, 3, Brotherhood, 5/3 Mutant — Physical Whenever Silver Sabre causes 3 or more breakthrough while attacking a character, you may recover and ready Silver Sabre, and he cannot cause breakthrough this turn.

Silver Sorceress, Laura Cynthia Neilsen (DJL-061C) Character, 3, JLI, 5/3, Range 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 this turn, that character's controller moves it to his visible area.

Silver Surfer, Harbinger of Oblivion (MHG-021R) Character, 7, Heralds of Galactus, 16/16, Flight, Range Loyalty—Reveal

Cosmic: Remove three cosmic counters from characters you control >>> Remove from the game. If you do, players skip the combat phase this turn. Use this power only during the build phase.

Silver Surfer, Righteous Protector (MHG-020C) Character, 5, Heralds of Galactus, 9/9, Flight, Range Cosmic: Remove a cosmic counter from Silver Surfer >>> Whenever a character with cost 4 or less becomes stunned during the combat phase this turn, return it to its owner's hand.

Silver Surfer, Skyrider of the Spaceways (MHG-019U) Character, 2, Heralds of Galactus, 3/2, Flight, Range 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, Norrin Radd (MSM-114R) Character, 8, Fantastic Four, 19/19, Flight, Range At the start of the combat phase, you may discard a Fantastic Four character card. If you do, gain the initiative.

Silvermane, Silvio Manfredi (MSM-088C) Character, 2, Sinister Syndicate, 0/2 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.

Sinestro, Corrupted by the Ring (DJL-136R) Character, 5, Secret Society/Emerald Enemies, 8/9, Flight, Range Willpower 1

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.

Sinestro, Green Lantern of Korugar (DGL-024R) Character, 6, Green Lantern, 12/12, Flight, Range Willpower 6

Whenever an attacker stuns a defender you control other than Sinestro, stun that attacker.

Sinestro, Lantern in Exile (DGL-091C) Character, 6, Anti-Matter, 13/11, Flight, Range Willpower 5

Activate >>> The controller of target visible character moves that character to his hidden area.

Sinestro, Villain Reborn (DCR-137C) Character, 4, Villains United/Emerald Enemies, 8/6, Flight, Range Willpower 3

Vengeance: Whenever Sinestro becomes stunned, your opponents cannot play plot twists this turn.

Sinestro, Enemy of the Corps (DGL-058R) Character, 7, Emerald Enemies, 16/14, Flight, Range Willpower 6

At the start of the recovery phase, each opponent with endurance less than the total willpower of characters you control loses the game.

Sinestro Defiant (DGL-073C) Plot Twist, 1 Target defender you control gets +2 ATK this attack. If that defender has the Emerald Enemies affiliation, you may KO a resource you control. If you do, whenever an attacker or defender becomes stunned this attack, KO it.

Sinister Citadel (DJL-147U) Location, 2 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.

Sinister Salvo (MSM-026U) Plot Twist, 1 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.

Sinister Six (MSM-159U) Plot Twist, 2 Play 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 gain the Sinister Syndicate affiliation. (This is in addition to other affiliations.)

Sintariis, High Kronamaster (MHG-066R) Character, 1, Kree, 2/1 Reservist

When Sintariis comes into play, you may search your deck for a Kree character card, reveal it, shuffle your deck, and put that card on the top of your deck.

Skinner, Psychotic Shredder (MMK-155C) Character, 3, Underworld, 4/2 Concealed (This character comes into play in the hidden area.)

Discard a card >>> Skinner gets +1 ATK / +1 DEF this turn.

Skrull Soldier, Army (MOR-159C) Character, 2, Skrull, 2/2, Range Activate >>> Target attacker gets +1 ATK this attack for each support row character you control named Skrull Soldier.

Skymax, Skrullian Skymaster (MAV-065C) Character, 6, Squadron Supreme, 14/10, Flight, Range At the start of your recruit step, if Skymax is in your KO'd pile, you may return him to your hand. If you do, discard a card.

Skymax cannot be stunned while he is attacking and you have no cards in hand.

Slaughter Swamp (DJL-148C) Location, 2 Activate, discard a card >>> Return target character card from a KO'd pile to its owner's hand.

Whenever you recruit a Secret Society character with cost 3 or greater, ready Slaughter Swamp.

Sleeper Agent, Manhunter Sleeper (DGL-128C) Character, 4, Manhunter, 5/4 Reveal Sleeper Agent >>> If you control a Manhunter character, put Sleeper Agent face up into your front row. Use this power only during your recruit step and only if Sleeper Agent is in your resource row.

Slig, Deep Six (DSM-113C) Character, 3, Darkseid's Elite, 4/4 Cosmic: Activate >>> KO target stunned character if its cost is less than the number of face-down resources you control.

Slipstream, Qwardian Conglomerate (DGL-092C) Character, 3, Anti-Matter, 4/3 Concealed—Optional (You may have this character come into play in the hidden area.)

gets +1 ATK while hidden.

Pay 3 endurance >>> Ready Slipstream. Use this power only once per turn and only if Slipstream is visible.

Sluk, Byron Spencer (MMK-065C) Character, 3, X-Statix, 4/4 KO Sluk >>> Target X-Statix defender cannot be stunned this attack.

Boost 1: When Sluk comes into play, he gets +3 ATK this turn.

Smiles, Everyone! (DSM-142R) Plot Twist, 2 Play Smiles, Everyone! only if you control an Arkham Inmates character.

Whenever target exhausted defender becomes stunned this turn, KO it.

Smoke Screen (MSM-031C) Equipment, 1 KO Smoke Screen >>> Target attacker cannot be stunned this attack.

Snapper Carr, Cool Daddy-O (DJL-021U) Character, 1, JLA, 1/1 Equipped JLA defenders you control have reinforcement.

Activate >>> Power-up target equipped attacker or defender you control.

SNIKT! (MXM-033R) Plot Twist, 3 As an additional cost to play SNIKT!, discard an X-Men character card.

Target attacker or defender you control gets +4 ATK this attack.

Sniper, Rich van Burian (MMK-112C) Character, 2, Crime Lords, 3/1, Range Concealed (This character comes into play in the hidden area.)

Crime Lords characters you control have range.

Sold Out (MMK-132R) Plot Twist, 2 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 1 or less an opponent controls to your front row. (You control that character.)

Soldiers of New Genesis, Army (DGL-147U) Character, 1, New Gods, 2/2 Cosmic: Soldiers of New Genesis has invulnerability.

Solo, James Bourne (MSM-006C) Character, 2, Spider-Friends, 4/1, Range As an additional cost to recruit , reveal a Spider-Friends character card from your hand.

Solomon Grundy, on a Monday (DGL-178C) Character, 5, 10/10 At the start of your recruit step, if Solomon Grundy is in your KO'd pile, you may return him to your hand. If you do, discard a card.

Boost 2: Solomon Grundy comes into play with five +1 ATK / +1 DEF counters on him.

Solomon Grundy, Buried on Sunday (DJL-137R) Character, 7, Secret Society, 15/15 Solomon Grundy gets +3 ATK / +3 DEF while defending against exactly one 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.

Sonar, Dastardly Discord (DGL-059C) Character, 1, Emerald Enemies, 1/1, Flight, Range Willpower 1

Activate >>> Target player exhausts a ready character he controls. Use this power only during your attack step.

Sonic Disruption (MAV-159C) Plot Twist, 1 Target defender you control gets +1 DEF this attack. If that defender has the Masters of Evil affiliation, target attacker cannot ready this turn.

Sonic Gun (MSM-160U) Equipment, 0 Whenever equipped character attacks a defender, exhaust that defender.

Equipped character has "Activate >>> Remove all +1 ATK / +1 DEF counters from target character."

Sorcerer's Treasure (DJL-149R) Plot Twist, 2 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.

Soul Gem, Infinity Gem (MHG-181U) Equipment, 0 Unique

Whenever equipped character becomes stunned, you may return Soul Gem to its owner's hand.

Whenever equipped character stuns a character with lesser cost, return that stunned character to its owner's hand.

Soul World (MHG-182U) Location, 2 Terraform

Activate, pay 4 endurance >>> Return target character card from your KO'd pile to your hand. If that card has the Infinity Watch affiliation, gain 2 endurance.

South American Sentinel Base (MOR-154U) Location, 2 Activate >>> Return target Army Sentinel character card from your KO'd pile to your hand.

Sovereign Superior (MXM-121U) Plot Twist, 2 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.

Space Bears, Construct (DGL-179C) Character, 3, 5/5 Reveal Space Bears, exhaust any number of characters you control with total willpower 4 or greater >>> Put Space Bears into your front row. At the start of the recovery phase this turn, KO Space Bears. Use this power only during the combat phase and only if Space Bears is in your hand.

Space Gem, Infinity Gem (MHG-183U) Equipment, 0 Unique

Whenever equipped character becomes stunned during the combat phase, you may return Space Gem and the equipped character to their owners' hands.

Special Delivery (MXM-186U) Plot Twist, 2 Target Physical attacker you control cannot be stunned this attack.

Spectral Slaughter, Magic (DCR-076R) Plot Twist, 4 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.

Speed Demon, Second Chance Speedster (MAV-109U) Character, 3, Thunderbolts, 5/4 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.

Speed Demon, James Sanders (MSM-089C) Character, 1, Sinister Syndicate, 1/1 Evasion

Speed Demon cannot be equipped.

Pay 1 endurance >>> Ready Speed Demon. He cannot attack this turn. Use this power only once per turn.

Spheres of Solitude (MAV-185U) Plot Twist, 2 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.

Spider Senses (MSM-012U) Plot Twist, 2 Target Spider-Friends defender gets +3 DEF this attack.

Spider Slayers (MSM-102U) Plot Twist, 2 Choose a character name. Sinister Syndicate characters you control get +2 ATK while attacking a character with that name this turn.

Ongoing: At the start of your resource step, you may pay 4 endurance. If you do, turn Spider Slayers face down.

Spider-Man, New Fantastic Four (MOR-061R) Character, 3, Fantastic Four, 3/4 When Spider-Man comes into play, put three web counters on him.

Activate, remove a web counter from Spider-Man >>> Put a -1 ATK counter on target character.

Spider-Man, Peter Parker (MAV-209R) Character, 4, Spider-Friends, 7/7 Evasion

Pay 1 endurance >>> Stunned Spider-Friends characters you control cannot be the target of effects your opponents control this turn.

Characters you control with evasion get +1 DEF while attacking and +1 ATK while defending.

Spider-Man, The Spectacular Spider-Man (MMK-027C) Character, 6, Marvel Knights, 12/12 Loyalty

Activate >>> Target opponent exhausts all characters he controls. Use this power only during your attack step.

Spider-Man, Alien Symbiote (MSM-053C) Character, 5, Spider-Friends, 9/9 Evasion

If Spider-Man would become powered-up, instead, you may put a +1 ATK / +1 DEF counter on him.

Whenever Spider-Man becomes stunned by a character an opponent controls, remove all counters from Spider-Man.

Spider-Man, Cosmic Spider-Man (MSM-054R) Character, 8, Spider-Friends, 17/17, Flight, Range Spider-Friends attackers you control cannot be stunned.

At the start of the combat phase, Spider-Man gets +1 ATK / +1 DEF this turn for each non-stunned character target opponent controls.

Spider-Man, Friendly Neighborhood Spider-Man (MSM-007C) Character, 3, Spider-Friends, 4/5 Attackers cannot be stunned while Spider-Man is team attacking.

Spider-Man, The Amazing Spider-Man (MSM-008R) Character, 7, Spider-Friends, 14/16 Discard a Spider-Friends character card >>> Exhaust target character if it has a cost less than or equal to the cost of the card you discarded.

Spider-Tracer (MSM-065R) Plot Twist, 1 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.

Spin Doctoring (MMK-085R) Plot Twist, 3 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 cannot cause breakthrough this turn.

Spiral, Freedom Force (MXM-106R) Character, 6, Brotherhood, 12/13 Whenever causes 3 or more breakthrough while attacking a defender, you may stun target character with cost 5 or less adjacent to that defender.

Spiral, Ricochet Rita (MOR-172C) Character, 4, 7/7 Spiral can attack as though she had flight and range.

When Spiral is put into your KO'd pile from play, you may return another card named Spiral from your KO'd pile to your hand.

Spirits of Vengeance (MAV-220R) Plot Twist, 2 Ongoing: Whenever an Underworld character you control attacks or defends, 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.

Spoiler, Stephanie Brown (DOR-019U) Character, 1, Gotham Knights, 1/1 Whenever you draw a card, you may gain 1 endurance.

Spoiler, Wildcard (DBM-009C) Character, 2, Gotham Knights, 2/2 When Spoiler comes into play, draw a card.

Spoiler <> Robin, The Girl Wonder (DSM-133U) Character, 2, Gotham Knights, 2/2 Evasion

Activate >>> Target Gotham Knights defender gets +X ATK this attack, where X is that character's cost.

Spoor, Acolyte (MXM-107C) Character, 4, Brotherhood, 7/7 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.

Squadron City (MAV-080R) Location, 2 Activate >>> Target Squadron Supreme character you control gets +3 ATK while attacking this turn. Whenever that character causes breakthrough this turn, it cannot ready this turn.

Staged Attack (DJL-073C) Plot Twist, 2 Target defender you control gets +1 DEF this attack. If that defender has the JLI affiliation and cost 4 or less, it has invulnerability this attack.

Star of the Show (MMK-086R) Plot Twist, 1 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.

Stardust, Merciless Warrior (MHG-022C) Character, 4, Heralds of Galactus, 8/6, Flight, Range Discard a Heralds of Galactus character card with cost 4 or greater >>> Power-up target attacker or defender you control.

Starforce Strike (MHG-083C) Plot Twist, 3 Target defender you control gets +2 ATK this attack. If that character has the Kree affiliation, you may return it to its owner's hand at the start of the recovery phase this turn.

Stargate (MHG-084R) Location, 2 Activate, discard a card >>> Return a character you control with cost 2 or greater to its owner's hand. If you do, search your deck for a Kree character card, reveal it, put it into your hand, and shuffle your deck. Use this power only during your recruit step.

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

Starlings, Army (DGL-060U) Character, 1, Emerald Enemies, 1/1, Flight 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 cards named Starlings, put them into your front row, and shuffle your deck.

Starro the Conqueror, Intergalactic Starfish (DJL-165R) Character, 8, 18/18, Flight When 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.

State of the Union (DSM-093R) Plot Twist, 2 Ongoing: Resources you control cannot be the target of plot twist effects your opponents control while you control a non-stunned Revenge Squad character.

Stealing the Light (DGL-213C) Plot Twist, 2 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.

Steel Wind, Cyborg Cyclist (MMK-156C) Character, 2, Underworld, 1/4, Range Activate >>> Put the top card of your deck into your KO'd pile.

Steppenwolf, Darkseid's General (DSM-114C) Character, 5, Darkseid's Elite, 9/8, Range Cosmic: Pay 3 endurance >>> Characters your opponents control lose reinforcement this turn. Use this power only if you control another Darkseid's Elite character.

Boost 1: When comes into play, Darkseid's Elite characters get +2 ATK while attacking this turn.

Stepping Between Worlds, Magic (DCR-077C) Plot Twist, 3 Play Stepping Between Worlds only during the combat phase and only if you control a Shadowpact character.

The controller of target unequipped, unprotected character moves it to his hidden area. Lose endurance equal to that character's cost.

Stick, Leader of the (MMK-028U) Character, 3, Marvel Knights, 5/4 Pay 1 endurance >>> Target Marvel Knights character you control can be the target of plot twist effects you control as though it had all team affiliations this turn.

Sticky Situation (MSM-066U) Plot Twist, 2 Remove target Spider-Friends defender you control from this attack. (When an attack concludes, if there is no defender, all attackers ready.)

Stilt-Man, Wilbur Day (MMK-113R) Character, 2, Crime Lords, 3/2 Whenever a character an opponent controls gains one or more counters or 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.

St'nlli, Super-Qwardian (DGL-093C) Character, 6, Anti-Matter, 12/11, Flight, Range 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.

Stolen Power (MAV-160C) Plot Twist, 3 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.

Stonewall, Freedom Force (MXM-108U) Character, 5, Brotherhood, 9/10 Mutant — Physical Whenever Stonewall causes 3 or more breakthrough while attacking a character, characters you control get +3 ATK this turn.

Stopped Cold (DSM-163C) Plot Twist, 2 Target character gets -1 ATK / -1 DEF while attacking this turn and loses flight this turn.

Storm, Gold Leader (MXM-025C) Character, 6, X-Men, 12/12, Flight, Range Mutant — Energy Leader: Characters adjacent to Storm have flight.

Whenever a character adjacent to Storm defends against or attacks a character with flight, power-up that adjacent character.

Storm, Leader of the Morlocks (MXM-064C) Character, 4, Morlocks, 7/7 Reservist, Evasion

Leader: Characters adjacent to Storm gain the Morlocks affiliation.

During the combat phase, characters adjacent to Storm have invulnerability unless they are in combat.

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

Storm, Weather Witch (MOR-026R) Character, 6, X-Men, 11/12, Flight, Range Support row characters your opponents control cannot attack.

At the start of the combat phase, you may move any number of characters you control.

Storm, Wind Control (MXS-009C) Character, 6, X-Men, 12/12, Flight, Range Characters you control have flight. (Characters with flight can attack protected characters.)

Stormfront-1, Team-Up (MAV-119C) Location, 1 When you flip Stormfront-1, choose two team affiliations among characters you control. If you chose Thunderbolts and another affiliation, draw a card.

Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

Straight to the Grave (DJL-150R) Plot Twist, 2 Search your deck for a character card and put it into your KO'd pile. If you control a Secret Society character, also search your deck for a non-character card and put that card into your KO'd pile. Shuffle your deck.

Strange Visitor, Sharon Vance (DSM-019R) Character, 7, Team Superman, 15/13, Flight, Range Loyalty

Cosmic: Activate, remove 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.

Strategic Retreat (MHG-085R) Plot Twist, 4 Play Strategic Retreat only from your resource row and only during the combat phase.

Return all Kree characters you control to their owners' hands.

Strength of the Grave (MMK-175C) Plot Twist, 4 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.

Sturmer, War Dog (DGL-148R) Character, 3, New Gods, 4/7 Discard Sturmer and another card >>> Search your deck for a New Gods character card with cost 6 or greater, reveal it, put it into your hand, and shuffle your deck. Use this power only if Sturmer is in your hand.

Sturmer cannot attack unless he team attacks.

Sub-Mariner, Ally of Doom (MOR-121R) Character, 7, Doom, 15/16, Flight Recruit Sub-Mariner only if you control Dr. Doom.

Whenever Sub-Mariner attacks a support row character, ready Sub-Mariner.

Sub-Mariner, Atlantean Monarch (MFF-019C) Character, 5, Doom, 9/9, Flight When Sub-Mariner comes into play, if you have the initiative, you may exhaust target character an opponent controls.

Sub-Mariner, Illuminati (MHG-150C) Character, 4, Doom, 7/7, Flight At the start of the combat phase, look at the top three cards of your deck. Put one of those cards on the top of your deck and the rest into your KO'd pile.

Sub-Mariner, (MXM-213U) Character, 5, Avengers, 9/9, Flight 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.

Subterranean Sanctuary (MXM-079R) Location, 3 Whenever a character with cost 3 or greater attacks you directly, gain endurance equal to the number of stunned Morlocks characters you control.

Sucker Punch (MSM-161U) Plot Twist, 1 Characters you control cannot be stunned while attacking exhausted defenders this turn.

Sue Dibny, Charismatic Coordinator (DJL-062C) Character, 1, JLI, 1/1 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.

Suicide, Chris Daniels (MMK-157C) Character, 3, Underworld, 4/5 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 he cannot attack this phase.

Suicide Slums (DSM-094U) Location, 2 Activate >>> Target Revenge Squad character you control gets +2 ATK this attack. Whenever that character becomes stunned this attack, KO it.

Sunder, Callisto's Enforcer (MXM-065C) Character, 5, Morlocks, 14/7 Mutant — Physical Sunder cannot have reinforcement.

Pay 1 resource point >>> Sunder gets +5 DEF this turn. Use this power only once per turn.

Sunfire, Shiro Yoshida (MSM-107R) Character, 5, X-Men, 8/7, Flight, Range Activate, discard an X-Men character card >>> Stun any number of target characters with combined cost 3 or less.

Super Genius (MHG-166C) Plot Twist, 1 Play Super Genius only from your resource row.

Draw a card. If you don't control Dr. Doom, discard a card.

Super Hero Showdown (MXM-201C) Plot Twist, 2 Target attacker or defender you control with two or more team affiliations gets +2 DEF this attack.

Super Skrull, Engineered Super-Soldier (MOR-160R) Character, 6, Skrull, 10/10, Flight, Range Whenever Super Skrull attacks, you may discard a card. If you do, Super Skrull gets +3 ATK / +3 DEF this attack, ready all front row Army Skrull characters you control, and each opponent loses 3 endurance.

Whenever Super Skrull defends, you may discard up to X cards, where X is the number of attackers. For each card you discarded, Super Skrull gets +3 ATK / +3 DEF this attack, and each opponent loses 3 endurance. If you discarded, ready all front row Army Skrull characters you control.

Super Speed (DSM-033U) Plot Twist, 3 Remove a cosmic counter from target Team Superman character with cost 5 or less you control. If you do, ready that character and that character cannot cause breakthrough this turn.

Super Strength (DSM-164C) Plot Twist, 3 Target attacker you control gets +2 ATK this attack. You may remove a cosmic counter from that attacker. If you do, it gets +2 DEF this attack.

Superboy, (DCR-171R) Character, 5, Crisis/Team Superman, 10/8, Flight, Range Cosmic: Whenever Superboy becomes stunned, gain 3 endurance and target opponent loses 3 endurance.

Supercycle (DSM-058U) Equipment, 1 Equipped character has invulnerability while it has a cosmic counter.

New Gods characters you control get +1 ATK / +1 DEF and have flight.

Superman, Avatar of Peace (DJL-022R) Character, 7, JLA/Team Superman, 17/16, Flight, Range Ally: Whenever a protected character you control becomes powered-up, it has invulnerability this attack.

Leader: Characters adjacent to Superman have flight.

Superman, Big Blue Boy Scout (DOR-020R) Character, 8, Gotham Knights, 20/20, Flight, Range Recruit Superman only if you control Batman.

Superman cannot be stunned while ready.

Superman, Blue (DSM-020R) Character, 5, Team Superman, 9/8, Flight, Range Cosmic: Activate, remove a cosmic counter from Superman >>> Stun target character if its cost is less than or equal to the number of cosmic Team Superman characters you control.

Superman, (DSM-021C) Character, 4, Team Superman, 7/7, Flight, Range Cosmic: Activate >>> Remove target Team Superman defender you control from this attack. Superman becomes a defender.

Superman, Earth 2 (DCR-024C) Character, 6, JSA, 13/12, Flight, Range Ally: Whenever an exhausted character you control becomes powered-up while in combat with a character with greater cost, that exhausted character gets an additional +1 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.

Superman, False Son (DSM-115R) Character, 7, Darkseid's Elite, 16/14, Flight, Range Whenever a front row defender an opponent controls becomes stunned, KO it.

Superman, Kal-El (DSM-022U) Character, 6, Team Superman, 13/12, Flight, Range Pay 2 endurance >>> Move Superman.

Cosmic: A defender protected by Superman has reinforcement and invulnerability.

Superman, Man of Steel (DSM-023R) Character, 8, Team Superman, 20/20, Flight, Range Cosmic: Discard a Team Superman character card >>> Target defender you control has invulnerability this attack.

Superman, Red (DSM-024C) Character, 3, Team Superman, 4/3, Flight, Range Pay 1 endurance >>> Cards named Superman are not unique this turn.

Cosmic: Superman gets +4 ATK while attacking from your front row.

Superman, Returned (DGL-142U) Character, 5, Team Superman, 9/8, Flight, Range Activate >>> Target character has invulnerability this turn. Use this power only during the build phase.

Superman Robots, Army (DSM-025C) Character, 3, Team Superman, 4/4, Flight, Range Resources you control cannot be the target of plot twist effects your opponents control.

Boost 1: When Superman Robots comes into play, characters named Superman Robots get +1 ATK / +1 DEF this turn for each character named Superman Robots you control.

Supermanhunter, Kryptonite Armor (DGL-129C) Character, 6, Manhunter, 13/11, Flight, Range Pay 3 endurance >>> Remove any number of counters from target character an opponent controls.

Supernova (MSM-118U) Plot Twist, 3 As an additional cost to play Supernova, discard two cards or a Fantastic Four character card.

Target character you control gets +6 ATK / -6 DEF and cannot cause breakthrough this attack.

Superwoman, Crime Syndicate (DGL-094C) Character, 6, Anti-Matter, 12/8, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

has invulnerability while visible.

Supply Line (MAV-081U) Plot Twist, 2 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.

Supporting Role (MMK-087C) Plot Twist, 1 Target X-Statix character gets +1 DEF this attack for each character you control with cost greater than that X-Statix character.

Supreme Intelligence, Kree Collective (MHG-067R) Character, 8, Kree, 17/17 Concealed

When comes into play, if you control no face-up resources, reveal any number of Kree character cards with different names from your resource row. Put each revealed card into your front row if you don't control a non-Army character with the same name as that card.

Supreme Sanction, Team-Up (MAV-189C) Plot Twist, 2 Play 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 with either the Avengers or Squadron Supreme affiliation have both affiliations.

Revealed character cards in your resource row have reservist.

Supremor, Starforce (MHG-068C) Character, 6, Kree, 14/14 Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

When Supremor comes into play, return a character you control to its owner's hand.

Surprise Attack (MOR-215C) Plot Twist, 0 Target player loses 3 endurance. If that player controls no support row characters, instead, that player loses 5 endurance.

Surrounded (MSM-162C) Plot Twist, 2 Target attacker you control gets +1 ATK / +1 DEF this attack for each character you recruited this turn.

Surveillance Pawn, Army (DCR-102C) Character, 1, Checkmate, 2/1 Concealed

Backup: Activate >>> Non-Army characters you control get +1 ATK this turn. Use this power only during the build phase.

Swan Dive (MMK-042U) Plot Twist, 2 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 character you stunned.

Sweeping Up, Construct (DGL-214C) Plot Twist, 2 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 bottom of your deck and the rest on the top of your deck in any order.

Swift Escape (MOR-216U) Plot Twist, 3 Return target character you control to its owner's hand.

Swing into (MMK-202R) Plot Twist, 2 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.

Swing Line (DBM-027C) Plot Twist, 2 Target character you control gets +2 ATK while attacking this turn and has flight and range this turn.

Sworn Enemies (MHG-204C) Plot Twist, 2 Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if it shares a team affiliation with a defender.

Syphonn, Energy Leech (MHG-211R) Character, 4, Negative Zone, 8/8, Range At the start of the combat phase, if Negative Zone is not in play, stun a non-stunned character you control.

Cosmic: Whenever a character an opponent controls becomes stunned, gain 2 endurance.

System Failure (MAV-200R) Plot Twist, 2 Remove target attacker from this attack if its ATK is greater than twice its printed ATK.

Systematic Torture (DCR-154C) Plot Twist, 2 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.

T. O. Morrow, Thomas Oscar Morrow (DJL-166U) Character, 3, 2/6 Pay 1 resource point >>> You may pay 1 resource point rather than pay the recruit cost of non-Army character cards with cost 2 this turn.

Taa II (MHG-039R) Location, 3 Terraform

Activate, remove a cosmic counter from a Heralds of Galactus attacker or defender you control >>> That character gets +2 DEF this attack.

Tag Team (DOR-161C) Plot Twist, 2 Target defender with reinforcement gets +2 ATK / +2 DEF this attack.

Taking Up the Mantle (DCR-040C) Plot Twist, 1 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.

Takion <> Highfather, Josh Saunders (DSM-051R) Character, 6, New Gods, 11/13, Range Activate, discard a New Gods character card >>> Each player puts the top card of his deck into his resource row. Use this power only during the recovery phase.

Talia, Beloved Betrayer (DCR-138U) Character, 2, Villains United/League of Assassins, 3/3 Vengeance: Whenever Talia becomes stunned, target stunned character cannot be KO'd during the recovery phase this turn.

Talia, Beloved Daughter (DBM-020C) Character, 2, League of Assassins, 2/2 When Talia comes into play, you may search your deck for a card named Ra's al Ghul, reveal it, shuffle your deck, and put that card on the top of your deck.

Talia, Daughter of Madness (DCR-139R) Character, 5, Villains United/League of Assassins, 9/9 Whenever you discard a character card with cost 2 or less, if it is the first card you have discarded this turn, you may put it from your KO'd pile into your front row if you don't control a character with the same name as that card.

Talia, Daughter of the Demon's Head (DOR-107R) Character, 2, League of Assassins, 1/3 Activate >>> Reveal the top two cards of your deck. Put all revealed location cards into your hand and the rest on the bottom of your deck. If you put one or more cards into your hand, discard a card.

Talia, LexCorp CEO (DSM-085U) Character, 1, Revenge Squad, 1/1 Exhaust a location you control >>> Draw a card, then put a card from your hand on the bottom of your deck. Use this power only if you control another Revenge Squad character.

Talla Ron, Lunatic Legion (MHG-069C) Character, 1, Kree, 1/1, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Talla Ron gets +1 ATK for each face-down resource your opponents control.

Tamaran (DOR-059U) Location, 1 Activate, put the top card of your deck into your KO'd pile >>> Power-up target Teen Titans attacker or defender you control. (A powered-up character gets +1 ATK / +1 DEF this attack.)

Tar Baby, Adhesive Ally (MXM-066C) Character, 2, Morlocks, 3/3 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.

Target Acquired (DCR-116C) Plot Twist, 3 Exhaust any number of locations you control. Target Checkmate attacker or defender you control gets +2 ATK this attack and an additional +1 ATK this attack for each location you exhausted.

Tarot, Hellion (MXM-148C) Character, 3, Hellfire Club, 5/4 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.

Taskmaster, Mnemonic Assassin (MHG-215U) Character, 6, Crime Lords, 12/12, Range At the start of the combat phase, you may choose a character an opponent controls. If you do, 's ATK and DEF become equal to that character's printed ATK and DEF this phase.

Tasmanian Devil, Hugh Dawkins (DJL-063C) Character, 5, JLI, 7/7 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Tasmanian Devil gets +1 ATK for each resource your opponents control.

Tattooed Man, Abel Tarrant (DGL-061U) Character, 2, Emerald Enemies, 6/6, Range Willpower 2

gets -1 ATK / -1 DEF for each resource you control.

Tattooed Man, Living Ink (DJL-100C) Character, 5, Injustice Gang/Emerald Enemies, 7/7, Range 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, put it into your front row, and shuffle your deck. Use this power only once per turn.

Team Spirit (MMK-219U) Plot Twist, 1 If you control four or more stunned characters, recover a stunned character you control. Then, if you still control four or more stunned characters, recover another stunned character you control.

Team Tactics (MOR-217C) Plot Twist, 2 As an additional cost to play Team Tactics, exhaust a character you control.

Target attacker gets +X ATK this attack if it shares a team affiliation with the character you exhausted, where X is the ATK of the character you exhausted.

Team X-change (MMK-188R) Plot Twist, 2 Play -change only if you control an X-Men character and an X-Statix character.

Search your deck for a card named Professor X, reveal it, put it into your hand, and shuffle your deck.

Ongoing: Characters you control with either the X-Men or X- Statix affiliation have both affiliations.

Teamwork (MXM-202U) Plot Twist, 1 You may discard a card. If you do, search your deck for a Team-Up card, reveal it, 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.

Tech Upgrade (MOR-218C) Plot Twist, 2 As an additional cost to play Tech Upgrade, exhaust a character you control.

Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck.

Technarx, Cyborg General (MHG-151C) Character, 3, Doom, 5/3, Range At the start of the recovery phase, if Technarx is in your KO'd pile, you may KO a Doom character you control with cost 2 or greater. If you do, put Technarx from your KO'd pile into your front row exhausted if you don't control a character named Technarx.

Ted Grant <> , Golden Age Pugilist (DCR-025C) Character, 3, JSA, 4/4 Ted Grant gets +3 ATK while exhausted.

Ted Kord <> Blue Beetle, Heir of the Scarab (DJL-064C) Character, 1, JLI, 2/1, Range Activate, discard a card >>> Search your deck for a card named Booster Gold or an equipment card, reveal it, put it into your hand, and shuffle your deck.

Teen Titans Go! (DOR-060C) Plot Twist, 2 Ready all Teen Titans characters that have team attacked this turn. Those characters cannot cause breakthrough this turn.

Teleport Tube (DJL-036R) Plot Twist, 2 Play Teleport Tube only if you control a JLA attacker.

Remove all attackers you control from this attack and ready them.

Tempus, Menace out of Time (MAV-180C) Character, 6, Kang Council, 13/11, Range 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 exactly one visible character, it gets +1 ATK / +1 DEF.

Termination Sequence (MSM-137R) Plot Twist, 2 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 character you KO'd.

Terra, Tara Markov (DOR-052R) Character, 4, Teen Titans, 6/7, Range Loyalty

Activate >>> Replace a location you control. If you do, stun target character with cost 3 or less.

Terragenesis (MHG-123U) Plot Twist, 3 Ongoing: Whenever a cosmic Inhumans character you control recovers, you may discard a card. If you do, put a cosmic counter on that character.

Terrax, Harbinger of Ruin (MHG-024R) Character, 6, Heralds of Galactus, 11/13, Flight, Range Cosmic: Replace a location you control >>> Target opponent stuns a non-stunned character he controls with cost 4 or less. Use this power only once per turn.

Terrax, The Tamer (MHG-023R) Character, 4, Heralds of Galactus, 6/8, Flight, Range Cosmic: Activate, replace a location you control >>> Target opponent stuns a non- stunned character he controls with cost 3 or less.

Terrax, Tyros (MSM-128R) Character, 8, Doom, 19/19, Flight, Range At the start of the combat phase, each player replaces all locations he controls. Then, KO all characters with cost less than or equal to the number of locations replaced.

Terry Sloane <> Mr. Terrific, Golden Age Gold Medalist (DCR-026C) Character, 1, JSA, 1/1 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.

Thanagar (DCR-199C) Location, 3 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-200C) Plot Twist, 1 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.

Thanos, Alpha and Omega (MHG-208R) Character, 8, 20/20, Flight, Range Cosmic: Whenever attacks, each opponent KO's half the characters he controls, rounded down.

Thanos, Protector of the Reality Gem (MHG-176R) Character, 6, Infinity Watch, 12/13, Flight, Range Cosmic: Free >>> Characters your opponents control attack this turn if able. Use this power only once per turn.

The Acolytes (MXM-122R) Plot Twist, 3 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.

The Alley (MXM-080U) Location, 2 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 Beautiful Dreamer, Dreamweaver (MXM-067C) Character, 3, Morlocks, 4/5 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.

The (MOR-036R) Equipment, 2 Unique

Characters you control have flight.

X-Men characters you control get +2 ATK / +2 DEF.

Whenever equipped character becomes stunned, KO The Blackbird.

The Brave and the Bold (DOR-162U) Plot Twist, 2 Play The Brave and the Bold 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 with either the Gotham Knights or Teen Titans affiliation have both affiliations.

The , Crime Broker (DCR-142C) Character, 7, Villains United, 14/16 Concealed

Discard a Villains United character card >>> Target player loses 2 endurance.

The Calculator, Evil Oracle (DCR-141C) Character, 3, Villains United, 5/3 Concealed

Return a character you control to its owner's hand >>> Target Villains United character you control gets +2 ATK / +2 DEF this turn. Use this power only once per turn.

The Calculator, Noah Kuttler (DCR-140C) Character, 1, Villains United, 1/1 Vengeance: Whenever The Calculator becomes stunned, you may return him to his owner's hand.

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 Castle (DJL-066U) Location, 2 Activate >>> Target JLI defender with cost 4 or less has reinforcement this attack.

The Conclave, Magic (DCR-078R) Plot Twist, 2 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 Creeper, Jack Ryder (DJL-218R) Character, 3, Gotham Knights, 5/3 Evasion

Whenever The Creeper recovers, draw a card.

The Creeper gains the team affiliations of each character you control.

The (MMK-176C) Equipment, 1 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."

The Demon, Etrigan (DOR-138R) Character, 8, 18/18, Range When The Demon comes into play, each opponent KO's all resources he controls unless he pays 8 endurance.

The Demon, Jason Blood (DOR-137R) Character, 4, 7/7 Whenever The Demon becomes stunned, search your deck for a different version of The Demon, reveal it, put it into your hand, and shuffle your deck.

Pay 1 endurance >>> Reveal a face-down resource you control. If it is a non-ongoing plot twist card, turn it face up and draw a card. Use this power only once per turn.

The Demon's Head (DSM-146R) Plot Twist, 2 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, put it face down into your resource row, and shuffle your deck.

The Devil We Know (MHG-167C) Plot Twist, 2 Target defender you control gets +2 ATK this attack. If that character has the Doom affiliation, whenever an attacker or defender becomes stunned this attack, KO that attacker or defender.

The Enemy Within (MHG-168R) Plot Twist, 2 Ongoing: At the start of the recovery phase, if three or more Doom characters were put into your KO'd pile from play this turn, you may put one of those cards from your KO'd pile into your front row exhausted. If you do, remove from the game all other character cards in your KO'd pile that were put there from play this turn.

The Evil Eye (MXM-171C) Plot Twist, 2 As an additional cost to play The Evil Eye, exhaust an Energy character you control.

Target opponent loses 5 endurance.

The Exchange (DSM-130R) Plot Twist, 2 Discard any number of character cards. Search your deck for a Darkseid's Elite or New Gods character card with cost less than or equal to the combined cost of the cards you discarded, reveal it, put it into your hand, and shuffle your deck.

The Fall of Oa (DGL-139R) Plot Twist, 3 Ongoing: Exhaust a Manhunter character you control >>> Target player puts the top card of his deck into his KO'd pile. Then, if that player has no cards in his deck, put your deck into your hand.

The Fallen One, The Forgotten (MHG-025C) Character, 6, Heralds of Galactus, 12/12, Flight, Range Discard a card with cost 4 or greater >>> Put a cosmic counter on target cosmic character you control. Use this power only once per turn.

Cosmic: Whenever The Fallen One stuns a defender, if you have more cards in hand than that character's controller, you may return that character to its owner's hand.

The Family (MMK-133C) Plot Twist, 6 Crime Lords characters you control have reinforcement while defending this turn.

The Forsaken, Team-Up (MXM-081C) Plot Twist, 2 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 General, Wade Eiling (DJL-084R) Character, 6, Injustice Gang, 13/10, Range At the start of the combat phase, target character loses leader and all leader powers this turn.

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.

The Great Refuge (MHG-124R) Location, 2 Terraform

The Great Refuge is not unique.

When you flip The Great Refuge, search your deck for an Inhumans character card with cost less than or equal to the number of face-up resources you control. Reveal that card, put it into your hand, and shuffle your deck.

The Hand, Army (MMK-114C) Character, 2, Crime Lords, 2/1 Concealed (This character comes into play in the hidden area.)

Activate >>> Target attacker gets -2 DEF this attack.

The Hellfire Club (MXM-164C) Location, 3 Hidden attackers you control get +1 ATK.

Activate >>> Move target Hellfire Club character with concealed you control to your hidden or visible area.

The Herald Ordeal, Team-Up (MHG-040C) Plot Twist, 2 As an additional cost to play The Herald Ordeal, choose two different team affiliations among characters you control.

Ongoing: Crossover the chosen affiliations.

Discard a Heralds of Galactus character card >>> Gain 2 endurance. Use this power only once per turn.

The Hill (MXM-082C) Location, 4 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.

The Infamous Seven (MHG-086U) Plot Twist, 2 Target Kree defender you control gets +1 DEF this attack for each non-stunned support row character you control.

The Infinity Gauntlet (MHG-184R) Equipment, 10 Unique

You may discard six Infinity Gem cards with different names rather than pay The Infinity Gauntlet's recruit cost.

Exhaust equipped character >>> Stun target character. Use this power only once per turn.

The , Emperor Joker (DSM-141R) Character, 8, Arkham Inmates, 17/17 Loyalty

When The Joker comes into play or recovers, each opponent with no cards left in his deck loses the game.

Whenever a card leaves an opponent's deck, if that player has no cards left in his deck, he loses the game.

Pay 1 endurance >>> If an opponent would lose endurance this turn, instead, that opponent removes from the game that number of cards from the top of his deck.

The Joker, Headline Stealer (DJL-089C) Character, 4, Injustice Gang/Arkham Inmates, 8/7 Each opponent cannot play plot twists from his hand with cost less than the number of cards in his hand.

The Joker, Joker's Wild (DOR-079R) Character, 3, Arkham Inmates, 3/3 Loyalty

If you would mulligan and The Joker is in your hand, instead, you may reveal The Joker. If you do, put your hand on the bottom of your deck and draw five cards. You cannot mulligan this game.

Boost 2: When The Joker comes into play, discard your hand and draw five cards.

The Joker, Laughing Lunatic (DOR-080C) Character, 4, Arkham Inmates, 7/6 Whenever The Joker defends, target opponent chooses a card from your hand at random. Reveal that card. If you revealed an Arkham Inmates character card, that opponent loses endurance equal to that card's cost. Repeat this process from that opponent choosing a card to the endurance loss until you have done it once for each attacker.

The Joker, Permanent Vacation (DCR-209R) Character, 7, Arkham Inmates/Injustice Gang, 16/14 Free >>> Each opponent draws cards equal to the number of cards in his hand. Use this power only once per turn.

The Joker, The Clown Prince of Crime (DOR-081R) Character, 7, Arkham Inmates, 13/13 Loyalty

Discard an Arkham Inmates character card >>> Stun target character if its cost is equal to that of the card you discarded. Use this power only once per turn and only during your attack step.

The Kent Farm (DGL-145R) Location, 2 Team Superman characters you control get +3 ATK / +3 DEF while team attacking.

Team Superman characters you control cannot attack characters unless they team attack.

The Kyln (MHG-205C) Location, 2 Terraform

The Kyln is not unique.

As an additional cost to flip The Kyln, exhaust a character you control.

When you flip The Kyln, target stunned character cannot be recovered or KO'd during the recovery phase this turn.

The Lunatic Legion (MHG-087U) Plot Twist, 8 The Lunatic Legion costs 1 less to play for each Kree character you recruited this turn.

If you have played no other plot twists this turn, characters you control get +2 ATK this turn.

The Manhunters are a Myth (DGL-140R) Plot Twist, 1 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 twist effects this turn; or you cannot be the target of plot twist effects this turn.

The , Jonathan Smythe (DJL-130C) Character, 3, Secret Society, 4/4, Range Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.)

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.

The Monitor, Guardian of the Multiverse (DCR-172R) Character, 9, Crisis, 24/22, Flight, Range Characters and resources you control cannot be KO'd by effects your opponents control.

Whenever a character you control becomes stunned, recover it.

The Mutant Menace (MOR-104U) Plot Twist, 3 Target player loses 1 endurance for each Brotherhood character you control.

The New Brotherhood (MOR-105U) Plot Twist, 1 Ongoing: Brotherhood characters you control get +2 ATK while you control four or fewer resources.

The Oblivion Bar (DCR-079U) Location, 1 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.

The Outside World (MHG-125C) Plot Twist, 3 As an additional cost to play The Outside World, exhaust an Inhumans character you control.

Recover target stunned character you control if its cost is less than or equal to the number of face-up resources you control. If you do, move it to your hidden area.

The , Arms Merchant (DCR-210U) Character, 3, Arkham Inmates, 5/5 When The Penguin comes into play, each player draws a card and then discards two cards or a location card.

The Penguin, Oswald Chesterfield Cobblepot (DOR-082C) Character, 3, Arkham Inmates, 3/3 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 >>> The Penguin gets +2 ATK / +2 DEF this attack.

The Phantom , Fallen Angel (DCR-065C) Character, 7, Shadowpact, 17/14, Flight, Range Willpower 5

Remove The 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.

The Phantom Stranger, Wandering Hero (DCR-027U) Character, 7, JSA, 14/17, Flight, Range 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.

The Plunder Plan (DJL-145C) Plot Twist, 3 Put up to three Secret Society character cards from your KO'd pile on the bottom of your deck. Target defender you control gets +1 DEF this attack for each card you put on the bottom of your deck.

The Pogo Plane (MOR-074R) Equipment, 1 Unique

Equip only to a Fantastic Four character you control.

Equipped character has flight and reinforcement.

Discard a card, put The Pogo Plane on the bottom of your deck >>> Search your deck for a location card, reveal it, put it into your hand, and shuffle your deck.

The Power Cosmic (MOR-136R) Plot Twist, 5 KO all resources you control. If you control Dr. Doom, gain the initiative at the start of the next phase.

The Power Cosmic Unleashed (MHG-041C) Plot Twist, 3 Put a cosmic counter on target cosmic Heralds of Galactus attacker or defender you control.

The Prophecy Fulfilled (DSM-059R) Plot Twist, 4 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 opponent with 0 or less endurance loses the game.

The Punishers, Army (MHG-026C) Character, 1, Heralds of Galactus, 2/2, Flight, Range As an additional cost to recruit The Punishers, reveal a card with cost 4 or greater from your hand.

The Rapture (MHG-206U) Plot Twist, 2 Ongoing: At the start of the combat phase, if you control no face-down resources, put the top card of your deck face down into your resource row and then KO a resource you control.

The , Edward Nygma (DOR-083U) Character, 3, Arkham Inmates, 2/4 Activate, discard an Arkham Inmates character card >>> Target opponent discards a card. If that card's cost is not equal to the cost of the card you discarded, that opponent discards an additional card. Use this power only during the recovery phase.

The Ring Has Chosen (DGL-215U) Plot Twist, 2 Search your deck for an affiliated character card with cost less than or equal to the total willpower of characters you controlled as you played The Ring Has Chosen. Reveal that card, put it into your hand, and shuffle your deck. Discard a card.

The Rock of (DCR-041R) Location, 4 At the start of your attack step, ready each JSA character you control that was exhausted as your attack step started and exhaust each other character you control.

The Rose, Shadowy Lieutenant (MMK-115U) Character, 2, Crime Lords, 2/2, Range 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 Rose, (MSM-090R) Character, 2, Sinister Syndicate, 2/3 Locations cost your opponents 3 more to flip.

The Royal Guard (MHG-126R) Plot Twist, 2 Target Inhumans character you control gets +2 ATK / +2 DEF while attacking this turn and has flight this turn.

The , Contract Killer (MMK-116C) Character, 5, Crime Lords, 9/9 The Russian gets +3 ATK while in combat with a character with neither flight nor range.

The Science Spire (DCR-155R) Location, 3 Activate, return a Villains United character you control to its owner's hand >>> Draw X cards and then discard X cards, where X is the cost of the character you returned.

The Shark, Karshon (DJL-099C) Character, 3, Injustice Gang, 6/5, Flight, Range Willpower 2

The Shark gets -2 ATK / -1 DEF while an opponent has five or fewer cards in his hand.

The Shark, T. S. Smith (DGL-062C) Character, 1, Emerald Enemies, 0/1, Flight, Range Willpower 1

The Shark gets +1 ATK for each face-up resource you control.

The (DOR-117R) Equipment, 1 Unique, Transferable

Equip only to a League of Assassins character.

Equipped character gets +1 ATK for each location you control.

The (MMK-203R) Plot Twist, 2 Ongoing: Discard a card named Spider-Man >>> Power-up target Spider-Friends attacker or defender you control.

The (DSM-060R) Location, 3 Replace The Source >>> Replace target plot twist an opponent controls. Search that opponent's deck, hand, and KO'd pile for all cards with the same name as that plot twist and remove them from the game. That opponent shuffles his deck. Use this power only if you control a New Gods character.

The Spectre, Soulless (DCR-182R) Character, 8, 17/17, Flight, Range Concealed

Vengeance: Whenever The Spectre becomes stunned, stun all characters.

The Spike, Angry Young Mutant (MMK-066C) Character, 4, X-Statix, 10/7, Range Whenever The Spike becomes stunned, KO him unless you control two or more other X- Statix characters.

The Substructure (MHG-127C) Location, 2 Terraform

Activate >>> Replace a face-down resource you control. If you replaced an Inhumans character card, you may put that card from your KO'd pile into your hand and then discard a card.

The Time Keepers (MAV-186C) Plot Twist, 1 Target defender you control gets +1 DEF this attack and an additional +1 DEF this attack if it is named Kang.

The Underworld Star (DOR-127U) Plot Twist, 1 As an additional cost to play The Underworld Star, discard a Fearsome Five character card.

Search your deck for a Fearsome Five character card, reveal it, put it into your hand, and shuffle your deck.

The Uni-Power (MHG-207C) Plot Twist, 2 Target character you control has flight and range this turn and can attack hidden characters this turn. When that character attacks for the first time this turn, power-up that character.

The Watchtower (DJL-038R) Location, 2 Activate, discard a card >>> Reveal the top four cards of your deck. Put a revealed JLA character card into your hand and the rest on the bottom of your deck.

The , William Zard (DJL-139C) Character, 2, Secret Society, 2/3, Range 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.

The , Wrecking Crew (MAV-145C) Character, 6, Masters of Evil, 13/12 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.

The Wrecking Crew (MAV-161C) Plot Twist, 2 Target Masters of Evil attacker you control gets +2 ATK this attack. Non-Army characters you control that share a cost or version with that attacker and that are adjacent to it get +2 ATK while attacking this turn.

Thermite, Sam Yurimoto (MAV-066C) Character, 1, Squadron Supreme, 2/1, Range Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

If would cause breakthrough, instead, each player discards a card.

Thing, Ben (MOR-062C) Character, 3, Fantastic Four, 5/5 KO an equipment with cost X equipped to Thing >>> Stun target character with cost less than or equal to X.

Thing, Heavy Hitter (MOR-063R) Character, 5, Fantastic Four, 11/11 Recruit Thing only if you control a Fantastic Four character.

Thing, Rockhead (MHG-112C) Character, 4, Inhumans/Fantastic Four, 6/8 Cosmic—Surge: Thing gets +3 ATK / +1 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.)

Thing, Strongman (MFF-010C) Character, 6, Fantastic Four, 14/12

Thing, The Ever-Lovin' Blue-Eyed Thing (MOR-064U) Character, 7, Fantastic Four, 16/16 When Thing comes into play, if you control another Fantastic Four character, return all characters with cost 3 or less that your opponents control to their owners' hands.

Thinking Outside the Box (MSM-163R) Plot Twist, 1 Ongoing: You draw cards from the bottom of your deck instead of the top.

Thor, God of Thunder (MAV-024R) Character, 8, Avengers, 20/20, Flight, Range Leader: Each Avengers character adjacent to Thor gets +X ATK, where X is that character's cost.

Thor, Odinson (MAV-025R) Character, 4, Avengers, 8/7, Flight, Range As an additional cost to recruit Thor, reveal an Avengers character card from 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 that card's cost.

Thornn, Lucia Callasantos (MXM-068R) Character, 3, Morlocks, 7/2 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.

Thornn, Feral Hunter (MSM-121U) Character, 1, Brotherhood, 1/1 Discard a card >>> Thornn gets +2 ATK this attack. Use this power only once per turn.

Threat Neutralized (DCR-117U) Plot Twist, 1 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.

Thuggee, Army (DOR-108C) Character, 1, League of Assassins, 1/1, Range Whenever Thuggee attacks, target player loses 1 endurance.

Thunder, Gan Williams (DOR-139U) Character, 3, 4/4 Whenever Thunder stuns a defender, exhaust all other characters in the same row as that defender.

Thunder Jet (MAV-120C) Equipment, 0 Equipped character gets +2 ATK and has flight.

While equipped character has the Thunderbolts affiliation, whenever it attacks a character, you may exhaust that character.

Thunderball, Wrecking Crew (MAV-146C) Character, 5, Masters of Evil, 10/9 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

At the start of the combat phase, if you recruited no characters this turn, gets +3 ATK / +3 DEF this turn and has invulnerability this turn.

Thunderbolt, Yz (DCR-028R) Character, 5, JSA, 9/8, Flight, Range 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.

Thunderbolts Plaza (MAV-121R) Location, 3 Activate >>> Target Thunderbolts attacker or defender you control gets +3 ATK this attack. Target opponent may ready a character or location he controls.

Thunderous Onslaught (DGL-109C) Plot Twist, 1 Target attacker you control gets +2 ATK this attack. If that attacker is hidden and has the Anti-Matter affiliation, you may move it to your visible area. If you do, it cannot be stunned this attack.

Tibetan Monks, Army (MOR-122C) Character, 1, Doom, 1/1 Activate >>> Target Dr. Doom gets +2 ATK / +2 DEF this attack.

Tiger Shark, Todd Arliss (MAV-147C) Character, 3, Masters of Evil, 6/3 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)

Pay 1 resource point >>> Tiger Shark gets +2 ATK / +2 DEF this turn. Use this power only once per turn.

Tim Drake <> Robin, The Boy Wonder (DOR-021C) Character, 2, Gotham Knights, 3/2 Activate >>> Target Gotham Knights attacker gets +X ATK this attack, where X is its cost.

Tim Drake <> Robin, Young Detective (DOR-053C) Character, 2, Teen Titans, 2/3 If a team attacker you control would become stunned, instead, you may choose another team attacker you control. If you do, stun the chosen character.

Boost 2: When Tim Drake comes into play, Teen Titans characters you control cannot be stunned while attacking this turn.

Tim Drake <> Robin, Protégé (DBM-010C) Character, 3, Gotham Knights, 4/3 Activate >>> Target Gotham Knights character you control gets +3 ATK this attack.

Time (MXM-034R) Plot Twist, 2 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.

Time Gem, Infinity Gem (MHG-185R) Equipment, 0 Unique

Whenever equipped character becomes stunned, you may return Time Gem to its owner's hand.

Whenever a player plays a non-ongoing plot twist, return Time Gem to its owner's hand. If you do, discard a card and negate that plot twist's effect.

Time Platform (MSM-164R) Equipment, 2 Unique, Transferable

KO Time Platform >>> Negate target effect from a non- ongoing plot twist.

Time Thief (MHG-169R) Plot Twist, 3 Play Time Thief only if you control Dr. Doom or Kang.

Search an opponent's deck for a card and remove it from the game. That player shuffles his deck.

Tinkerer, Phineas Mason (MSM-091R) Character, 1, Sinister Syndicate, 1/1 At the start of the recovery phase, if you control more non-stunned characters than each opponent, put a +1 ATK / +1 DEF counter on target character you control.

Titania, Big Bad Bully (MFF-020C) Character, 3, Doom, 4/4 gets +1 ATK for each character in your front row.

Titania, Mary MacPherran (MOR-123C) Character, 4, Doom, 7/8 Whenever Titania becomes the target of a plot twist effect, she gets +1 ATK this turn.

Titania, Temper Tantrum (MHG-152C) Character, 4, Doom, 7/6 KO a resource you control or a character you control >>> Titania gets +2 ATK / +2 DEF this turn. Use this power only once per turn.

Titania, Vengeful (MAV-148C) Character, 5, Masters of Evil, 10/8 When you recruit Titania, if you control a Masters of Evil character, gain 1 resource point. Spend this resource point only to pay the cost of a payment power.

Titanium Sword (MMK-043U) Equipment, 1 Titanium Sword costs 1 less to recruit while you control a Marvel Knights character.

Whenever equipped character stuns a character, that stunned character's controller loses 3 endurance.

Titannus, Alien Conqueror (MHG-190C) Character, 7, Skrull, 14/14, Flight, Range Cosmic: Whenever Titannus attacks or defends, he gets +1 ATK / +1 DEF this attack for each team affiliation he has.

Titans Tower (DOR-061U) Location, 2 Activate, discard a Teen Titans character card >>> Target Teen Titans attacker or defender gets +X ATK this attack, where X is the cost of the card you discarded.

T-Jet (DOR-062U) Equipment, 1 Unique, Transferable

Characters you control have flight.

Whenever a Teen Titans character you control becomes powered-up, that character gets +1 ATK / +1 DEF this attack. (This is in addition to all other modifiers from becoming powered-up.)

Toad, Hopalong (MXM-109C) Character, 1, Brotherhood, 1/2 Mutant — Physical Evasion

Discard a Physical card >>> gets +2 ATK this turn and has flight this turn. If Toad would become stunned this turn, instead, you may return him to his owner's hand.

Toad, Leaping Lackey (MXS-025C) Character, 4, Brotherhood, 7/7 Pay 2 endurance >>> Toad gets +2 ATK while attacking this turn and has flight this turn. Use this power only once per turn. (Characters with flight can attack protected characters.)

Toad, Mortimer Toynbee (MOR-095C) Character, 2, Brotherhood, 3/2 If Toad would become stunned, instead, you may return him to his owner's hand.

Token Resistance (DJL-193C) Plot Twist, 2 Ongoing: Exhaust a character you control that is protecting a character >>> Target character gets -1 ATK this turn.

Tom Thumb, Thomas Thompson (MAV-067C) Character, 2, Squadron Supreme, 2/3 Concealed—Optional

Equipped characters you control get +1 ATK / +1 DEF while Tom Thumb is visible.

Discard an equipment card >>> Power-up target attacker or defender you control. Use this power only if Tom Thumb is hidden.

Tomar Re, Green Lantern of Xudar (DGL-025U) Character, 3, Green Lantern, 3/6, Flight, Range Willpower 2

Discard two cards >>> Search your deck for a Construct card, reveal it, put it into your hand, and shuffle your deck. Use this power only once per turn.

Tomar Tu, Green Lantern of Xudar (DGL-026C) Character, 2, Green Lantern, 3/2, Flight, Range Willpower 2

A character protected by Tomar Tu cannot be attacked.

Tombstone, Lonnie Lincoln (MSM-092R) Character, 1, Sinister Syndicate, 3/4 At the start of the your recruit step, KO unless you discard a Sinister Syndicate character card.

Tommy, Runaway (MXM-069C) Character, 1, Morlocks, 2/1 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.

Tomorrow Woman, Trojan Telepath (DJL-167R) Character, 2, 4/3, Flight When comes into play, you may move her to target opponent's front row.

Cosmic: At the start of the combat phase, discard a card.

Tonaja, The Responsible One (MHG-113C) Character, 3, Inhumans, 4/4 Concealed

Cosmic—Surge: Tonaja gets +4 ATK and has flight. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Tooth and Claw (MXS-031C) Plot Twist, 1 Target attacker or defender you control gets +2 ATK / -2 DEF this attack.

Topkick, Parademon Drill Instructor (DSM-116U) Character, 3, Darkseid's Elite, 4/3 Whenever another Darkseid's Elite character comes into play, each opponent 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.

Total Anarchy (DOR-163R) Plot Twist, 1 Ongoing: Whenever a character with cost 3 or less becomes stunned, KO that character.

Tower of Babel (DOR-118R) Plot Twist, 1 Play Tower of Babel only if you control a League of Assassins character.

During each player's attack step this turn, characters that player controls that don't have the League of Assassins affiliation lose all team affiliations.

Toxin, Patrick Mulligan (MXM-206U) Character, 3, Spider-Friends, 4/5 Evasion

Whenever becomes stunned during the combat phase, target opponent loses 2 endurance for each stunned character he controls.

Toy Soldiers (DSM-095U) Plot Twist, 2 Ongoing: Revenge Squad attackers you control get +1 ATK / +1 DEF while you control more characters than each other player.

Tragic Loss (MSM-067U) Plot Twist, 3 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.

Training Theatre (MMK-088U) Location, 2 X-Statix characters you control get +1 ATK / +1 DEF while you control four or more characters.

Traitor to the Cause (DCR-118C) Plot Twist, 3 As an additional cost to play Traitor to the Cause, stun a front row character you control.

Recover target stunned Checkmate character you control.

Transmutation, Magic (DCR-201R) Plot Twist, 3 As an additional cost to play Transmutation, pay 3 endurance.

Replace target non– Team-Up location or non–Team-Up ongoing plot twist.

Trapped in the Sciencells (DGL-216U) Plot Twist, 3 Ongoing: At the start of the recovery phase, each player loses 1 endurance for each face- down resource he controls.

Trevor Fitzroy, White Rook (MXM-149R) Character, 5, Hellfire Club, 9/9 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.

Trial by Fire (DJL-194C) Plot Twist, 1 Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if you control four or fewer resources.

Trial by Sword (DBM-028C) Plot Twist, 1 Target character you control gets +2 ATK / +2 DEF while in combat with a character with greater cost this turn.

Tricked-Out Sports Car (DCR-202C) Equipment, 1 You may exhaust a location you control rather than pay Tricked-Out Sports Car's recruit cost.

Equipped character gets +2 ATK / +1 DEF and has flight and range.

Trickshot (MXS-014C) Plot Twist, 2 Target X-Men attacker or defender you control gets +2 ATK this attack if it is in your front row or +3 ATK this attack if it is in your support row.

Trigon, The Terrible (DOR-140R) Character, 9, 20/20, Range At the start of the combat phase, move all locations to your resource row.

Trigon gets +1 ATK / +1 DEF for each location you control.

Tri-Sentinel, Super Sentinel (MSM-135R) Character, 7, Sentinel, 13/13, Flight, Range Whenever an Army Sentinel character you control becomes stunned, target opponent loses endurance equal to that character's cost.

Boost 1: When Tri-Sentinel comes into play, return all Army Sentinel character cards in your KO'd pile to your hand.

Triton, Aquatic Ambassador (MHG-114R) Character, 4, Inhumans, 7/7 Cosmic—Surge: Pay 3 endurance >>> Return target card from your KO'd pile to your hand. Use this power only once per turn.

Trok, Deep Six (DSM-117C) Character, 4, Darkseid's Elite, 6/6 Trok gets +1 ATK for each face-down resource your opponents control.

True Name, Magic (DCR-080C) Plot Twist, 1 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.

Tryks, Army (MMK-158C) Character, 1, Underworld, 1/1, Flight Discard Tryks >>> Target character gets -1 ATK this attack. Use this power only if Tryks is in your hand.

T-Spheres (DCR-042C) Equipment, 1 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.

Turnabout (MXM-035C) Plot Twist, 2 Target X-Men character you control gets +3 ATK / +3 DEF while in combat with a character with greater cost this turn.

Twin Firearms (DOR-164U) Equipment, 1 Equipped character gets +4 ATK while in your front row.

While in your support row, equipped character gets +2 ATK and has range.

Twist of Fate (MSM-013U) Plot Twist, 1 As an additional cost to play Twist of Fate, discard a Spider-Friends character card.

Reveal the top four cards of your deck. Put a revealed character card into your hand and the rest on the bottom of your deck.

Two Worlds, Team-Up (MAV-041C) Plot Twist, 2 Choose two team affiliations among characters you control. If you chose Avengers and another affiliation and you control another face-up resource named Two Worlds, draw a card.

Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile with either of the chosen affiliations have both of them.

Two-Face, Harvey Dent (DOR-084U) Character, 2, Arkham Inmates, 2/2, Range Activate >>> Flip a coin. If you win the flip, KO target stunned character.

Two-Face, Split Personality (DGL-166R) Character, 7, Arkham Inmates, 16/16, Range If you would mulligan, instead, you may reveal Two-Face from your hand. If you do, put any number of cards from your hand on the top of your deck, then mulligan.

At the start of your attack step, choose even or odd cost. Exhaust each character your opponents control with the chosen kind of cost.

Typhoid Mary, Mary Walker (MMK-117R) Character, 6, Crime Lords, 12/10, Range Discard a Crime Lords character card >>> KO a resource you control. If you do, KO target location. Use this power only during the combat phase and only once per turn.

Tyrant, The Original Herald (MHG-027U) Character, 8, Heralds of Galactus, 19/19, Flight, Range Remove a cosmic counter from another character you control >>> Put a cosmic counter on Tyrant.

Cosmic—Surge: Remove a cosmic counter from Tyrant >>> Target player removes a character he controls from the game. Use this power only once per turn and only during the combat phase.

Ubu, One of Many (DBM-021C) Character, 5, League of Assassins, 9/8 Ubu gets +1 ATK / +1 DEF while protecting a League of Assassins character and an additional +1 ATK / +1 DEF if that character is named Ra's al Ghul. (Stunned characters are not protected.)

Ubu, Ra's al Ghul's Bodyguard (DOR-109C) Character, 3, League of Assassins, 5/6 Loyalty

A character protected by Ubu cannot be attacked.

Ubu Encampment (DBM-024U) Location, 2 Activate, exhaust a League of Assassins character you control >>> Reveal the top card of your deck. If that card is a League of Assassins character card with cost 3 or greater, put that card into your hand. Otherwise, put it on the bottom of your deck.

U-Go-Girl, Edie Sawyer (MMK-067U) Character, 6, X-Statix, 11/13, Flight Discard an X-Statix character card >>> Change the target of target plot twist effect targeting exactly one character. (The new target must be legal.)

U-Go-Girl, Tragic Teleporter (MMK-068U) Character, 4, X-Statix, 7/7, Flight 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.

Ultimate Nullifier (MHG-042R) Equipment, 2 You may discard a Heralds of Galactus character card rather than pay Ultimate Nullifier's recruit cost.

Remove Ultimate Nullifier from the game >>> Negate target effect an opponent controls. Use this power only during the combat phase.

Ultimate Sacrifice (MSM-113R) Plot Twist, 2 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.

Ultimus, Starforce (MHG-070C) Character, 4, Kree, 7/7, Flight, Range Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Ultra-Humanite, Evolutionary Antecedent (DJL-138C) Character, 7, Secret Society, 16/14 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.

Ultra-Humanite, Manipulator (DCR-220R) Character, 8, Secret Society, 19/18 Vengeance: Whenever Ultra-Humanite becomes stunned, you may KO him. If you do, move target character to your front row.

Ultraman, Crime Syndicate (DGL-095C) Character, 7, Anti-Matter, 15/13, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

An Anti-Matter character protected by Ultraman cannot be attacked.

Whenever Ultraman stuns a defender, KO that defender.

Ultron <> Crimson Cowl, Dark Disguise (MAV-149U) Character, 5, Masters of Evil, 9/8, Flight, Range Leader: Defenders lose and cannot have reinforcement while an attacker is adjacent to .

Ultron <> Ultron 11, Army (MHG-153C) Character, 5, Doom/Masters of Evil, 9/8, Flight, Range When Ultron is put into your KO'd pile from play, you may remove four other cards in your KO'd pile from the game. If you do, put Ultron from your KO'd pile into your front row at the start of the next phase.

Ultron <> Ultron 5, Ultimate Evil (MAV-150R) Character, 8, Masters of Evil, 20/19, Flight, Range When you recruit Ultron, gain 5 resource points. Spend these resource points only to pay the costs of payment powers.

If Ultron would become stunned, instead, you may discard a card. If you do, lose 8 endurance and exhaust Ultron.

UN Building, Team-Up (DJL-195C) Location, 2 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.

UN General Assembly (DJL-074R) Plot Twist, 2 You may exhaust a JLI character you control. If you do, search your deck for a character card with two or more team affiliations, reveal it, put it into your hand, and shuffle your deck.

UN Recognition (DJL-075C) Plot Twist, 2 Target JLI defender you control gets +3 ATK this attack. Whenever an attacker becomes stunned this attack, gain 3 endurance.

Under Siege (MAV-162R) Plot Twist, 3 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.

Underground Complex (DGL-141U) Location, 2 Remove two Army Manhunter character cards in your KO'd pile from the game >>> Return an Army Manhunter character card from your KO'd pile to your hand.

Underground Sentinel Base (MOR-155R) Location, 5 Activate >>> You may reveal a face-down Army character card with the printed Sentinel affiliation from your resource row and move it face up to your front or support row. Use this power only during your recruit step.

Unexpected Assault (MXS-032C) Plot Twist, 3 Target character you control gets +2 ATK while attacking this turn and has flight this turn. (Characters with flight can attack protected characters.)

Unexpected Mutation (MSM-068U) Plot Twist, 1 Put the top card of your deck into your KO'd pile. Target Spider-Friends attacker you control gets +X ATK / -X DEF this attack, where X is the cost of the card you put into your KO'd pile.

Unfair Advantage (MAV-163C) Plot Twist, 3 Play 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.

United We Stand (MAV-201C) Plot Twist, 1 Target non-leader character you control has "Leader: Defenders adjacent to this character get +2 ATK" this turn.

Universal Weapon (MHG-088C) Equipment, 3 Universal Weapon costs 1 less to recruit for each Kree character you recruited this turn.

Equipped character gets +3 ATK / +3 DEF.

Unlikely Allies (MOR-219U) Plot Twist, 2 Play Unlikely Allies only if you control a Doom character and an X-Men character.

Draw a card.

Ongoing: Characters you control, as well as cards in your hand, deck and KO'd pile with either the Doom or X-Men affiliation have both affiliations.

Unmasked (MSM-165U) Plot Twist, 1 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.

Unstable Molecules (MOR-220C) Equipment, 0 Equipped character gets +1 DEF.

KO Unstable Molecules >>> Equipped character gets +3 DEF this turn.

Unthinkable (MHG-170R) Plot Twist, 3 Target Doom attacker or defender you control gets +4 ATK this attack or +2 DEF this attack. At the start of the recovery phase this turn, KO that character.

Untouchable (MMK-134R) Plot Twist, 2 Play 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.

Unus, Angelo Unuscione (MOR-096U) Character, 2, Brotherhood, 2/2 Activate >>> Unus gets +2 DEF this attack.

Unuscione, Acolyte (MXM-110U) Character, 4, Brotherhood, 6/8 Mutant — Mental Reservist

Activate, discard an Energy card >>> Exhaust target character with cost 3 or less. Draw a card.

Up, Up, and Away (DSM-165C) Plot Twist, 2 Target character gets +1 ATK / +1 DEF while attacking this turn and has flight this turn.

Uppercut, Construct (DGL-217C) Plot Twist, 1 Target attacker you control gets +X ATK this attack, where X is its willpower. That attacker cannot cause breakthrough this attack.

Uprising (MMK-135U) Plot Twist, 2 Crime Lords characters you control get +2 ATK while in combat with a character with greater cost this turn.

USS Argus (DOR-063R) Location, 3 You cannot draw cards during the draw phase.

Activate >>> Look at the top four cards of your deck. Put one of them into your hand and the rest on the bottom of your deck. Use this power only during the build phase and only if you control a Teen Titans character.

Utility Belt (DOR-031U) Equipment, 0 Equip only to a Gotham Knights character.

Equipped character can attack as though it had flight and range and has "Activate >>> Negate target payment effect."

Utopia Isle (MAV-082U) Location, 2 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.

Valentina Vostok <> Negative Woman, Bishop (DCR-103C) Character, 4, Checkmate, 8/6, Range Concealed

Backup: Activate >>> Characters your opponents control get -3 DEF while Valentina Vostok remains exhausted this turn. Use this power only during the build phase.

Valeria Richards, Daughter of Doom (MMK-193R) Character, 1, Fantastic Four, 0/1 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.

Valeria Von Doom, Heir to Latveria (MHG-154C) Character, 1, Doom/Fantastic Four, 1/1, Range You may discard a card rather than pay Valeria Von Doom's recruit cost.

You are considered to control Dr. Doom.

Whenever you play a plot twist from your resource row, draw a card and then discard a card.

Valkyra, of New Genesis (DJL-214U) Character, 5, New Gods, 10/8, Range Cosmic: Valkyra gets +2 DEF.

Leader: Cosmic attackers adjacent to Valkyra get +3 DEF.

Vanessa Fisk, Mob Matron (MMK-118C) Character, 1, Crime Lords, 1/1 Concealed (This character comes into play in the hidden area.)

Discard >>> Characters you control get +1 ATK while hidden this turn. Use this power only if Vanessa Fisk is in your hand.

Varnae, First Vampire (MMK-159R) Character, 7, Underworld, 15/13, Flight 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-160C) Character, 5, Underworld, 7/9, Range 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 while attacking a character with the same name as that card this turn. Use this power only once per turn.

Venom, Alien Symbiote (MSM-093R) Character, 4, Sinister Syndicate, 7/7 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.

Venom, (MSM-021U) Character, 6, Sinister Syndicate, 12/12 Whenever Venom stuns a character, KO that character unless its controller pays 6 endurance.

Ventriloquist <> Scarface, Arnold Wesker (DOR-085R) Character, 1, Arkham Inmates, 0/1, Range Ventriloquist gets +2 ATK while in your front row.

Activate >>> Front row Arkham Inmates characters get +1 ATK while attacking this turn. Use this power only if Ventriloquist is in your support row.

Venus Dee Milo, Dee Milo (MMK-069R) Character, 6, X-Statix, 10/13, Flight, Range Pay 5 endurance, return 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-070U) Character, 3, X-Statix, 3/5, Flight, Range Concealed (This character comes into play in the hidden area.)

Activate >>> Return target X-Statix character you control to its owner's hand.

Vermin, Sewer Rat (MAV-212U) Character, 2, Sinister Syndicate, 3/2 When you recruit , you may search your deck for a 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 card named Vermin from your hand into your front row exhausted.

Vic Stone <> Cyborg, Human Machine (DOR-054C) Character, 4, Teen Titans, 6/6, Range Boost X: When Vic Stone comes into play, search your deck for an equipment card with cost X or less, equip it to him, and shuffle your deck.

Vicarious Living (DJL-196U) Plot Twist, 3 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.

Victor Von Doom II, Doomed Heir (MFF-021C) Character, 4, Doom, 7/6, Flight, Range When Victor Von Doom II comes into play, search your deck for a card named Dr. Doom, reveal it, put it into your hand, and shuffle your deck.

Victor Von Doom II, Son of Doom (MOR-124U) Character, 5, Doom, 8/8, Flight, Range You are considered to control Dr. Doom.

At the start of the combat phase, an opponent chooses one of the following: Victor Von Doom II gets +2 ATK this turn; or Victor Von Doom II gets +2 DEF this turn; or that opponent loses 5 endurance.

Viper, White Warrior Princess (MXM-150C) Character, 2, Hellfire Club, 2/2 Concealed—Optional (You may have this character come into play in the hidden area.)

Visible characters you control get +1 ATK.

Virman Vundabar, Military Leader of Apokolips (DGL-156U) Character, 4, Darkseid's Elite, 6/8 Activate >>> Exhaust target character if its cost is less than the number of face-down resources its controller controls.

Vision, Synthetic Humanoid (MAV-026C) Character, 6, Avengers, 13/11, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Pay 1 endurance >>> Negate target effect from a non-ongoing plot twist. Use this power only if Vision is in combat.

Vivisector, Lunatic Lycanthrope (MMK-071C) Character, 5, X-Statix, 10/8 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-072C) Character, 2, X-Statix, 2/2 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.

Volcana, Marsha Rosenberg (MOR-125U) Character, 3, Doom, 3/3, Range Recruit Volcana only if you control Dr. Doom.

Activate >>> Target player loses endurance equal to the number of face-up resources you control.

Volcana, Raging (MFF-022C) Character, 4, Doom, 7/6, Range Activate >>> Target player loses 3 endurance.

Volcanic Base (MSM-125R) Location, 1 At the start of the recovery phase, if you have no cards in hand, draw a card. If you control a Brotherhood character, draw an additional card, then discard a card.

Vulture, Adrian Toomes (MSM-022C) Character, 1, Sinister Syndicate, 2/1, Flight As an additional cost to recruit , reveal a Sinister Syndicate character card from your hand.

Whenever Vulture causes breakthrough, gain that much endurance.

V-Wing (MAV-122U) Equipment, 0 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 in combat with a character with greater cost this turn. Use this power only if V- Wing is in your hand.

Vykin, Forever People (DSM-052U) Character, 2, New Gods, 2/3, Range Pay 1 endurance >>> Other characters with cost 2 or less cannot ready this turn. Use this power only during the recovery phase.

Wake the Dead (MMK-178U) Plot Twist, 1 Search your deck for an Underworld character card with the same name as a character in play or a character card in your KO'd pile, reveal it, put it into your hand, and shuffle your deck.

Waking the Ancestors (MHG-128C) Plot Twist, 1 As an additional cost to play Waking the Ancestors, exhaust an Inhumans character you control.

Target character cannot ready this turn.

Walk Through Walls (MAV-042R) Plot Twist, 4 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.

Wall of Will, Construct (DJL-037C) Plot Twist, 2 Exhaust target JLA defender you control. If you do, lose 3 endurance and that defender gets +X DEF this attack, where X is its willpower.

Wally West <> Kid Flash, Fastest Teen Alive (DSM-137R) Character, 2, Teen Titans, 3/2 Pay 1 endurance >>> Ready . He cannot cause breakthrough this turn. Use this power only once per turn and only if Wally West was powered-up this turn.

War of Attrition (MAV-202R) Plot Twist, 2 Replace target face-up resource an opponent controls. That opponent may replace a face- up resource you control.

War On Humanity (MOR-106U) Plot Twist, 1 Ongoing: At the start of the recovery phase, each opponent loses 1 endurance for each non-stunned Brotherhood character you control.

War Wagon (MMK-044C) Equipment, 1 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."

War Without End (DJL-208R) Plot Twist, 2 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.

Warskrull, Skrull Infiltrator (MHG-191U) Character, 2, Skrull, 3/2 Reveal and KO Warskrull >>> Search your deck for a card named Act of Defiance, reveal it, put it face down into your resource row, and shuffle your deck. Use this power only if Warskrull is in your resource row.

Warworld (DSM-096R) Location, 3 Flip Warworld only if you control a Revenge Squad character.

If an attacker would cause breakthrough while attacking a defender, instead, that defender's controller loses endurance equal to that attacker's cost.

Wasp, Janet Van Dyne-Pym (MAV-027C) Character, 2, Avengers, 2/3, Flight, Range Concealed—Optional (You may have this character come into play in the hidden area.)

Leader: Team attackers adjacent to cannot be stunned.

Watch the Birdie! (DCR-203C) Plot Twist, 2 The controller of target character moves it to his visible area. That character gets -3 ATK while defending this turn.

Wave of Sentinels (MSM-138R) Plot Twist, 3 Army Sentinel characters you control get +3 ATK / +3 DEF while attacking a character that has already been attacked this turn.

Wayne Enterprises (DOR-032R) Location, 1 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 / +1 DEF this attack.

Wayne Manor (DOR-033U) Location, 1 Exhaust a Gotham Knights character you control >>> Gain 1 endurance.

Weapon of Choice (MMK-220R) Plot Twist, 2 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.

Weaponers of Qward, Army (DGL-096C) Character, 2, Anti-Matter, 2/2, Range Concealed (This character comes into play in the hidden area.)

Activate >>> Target character gets -1 DEF this turn.

Weather Wizard, Mark Mardon (DCR-143C) Character, 2, Villains United, 2/3, Flight, Range Vengeance: Whenever becomes stunned, characters you control get +1 ATK / +1 DEF this turn and have flight this turn.

Web Shooters (MMK-204R) Equipment, 1 Web Shooters costs 1 less to recruit onto a character named Spider-Man.

Equipped character has "Activate >>> Target character gets -2 ATK this attack."

Werewolf by Night, Jack Russell (MMK-161C) Character, 2, Underworld, 2/2 Concealed (This character comes into play in the hidden area.)

At the start of the combat phase, Werewolf by Night gets +1 ATK / +1 DEF this turn if you have the initiative. Otherwise, put the top card of your deck into your KO'd pile.

Wesley Dodds <> , Golden Age Gunman (DCR-029U) Character, 2, JSA, 2/3 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.

Wheel of Misfortune (DJL-197U) Plot Twist, 2 Negate target power-up effect. You may power-up an unaffiliated attacker or defender you control.

Wheel of Plagues (DOR-119R) Equipment, 1 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.

Equipped character has "Activate, pay 5 endurance >>> Put a plague counter on target character."

Whirlwind, David Cannon (MAV-151U) Character, 4, Masters of Evil, 8/6, Flight, Range Pay X resource points >>> Exhaust target character if its cost is less than X.

Whisper A'Daire, Cold-Blooded Manipulator (DOR-110C) Character, 5, League of Assassins, 8/9 Whenever Whisper A'Daire causes breakthrough to a player, that player chooses a card from his hand and puts it on the top of his deck. If you control seven or more resources, instead, that player puts all cards in his hand on the top of his deck in any order.

Whisper A'Daire, Serpent-Tongued Seductress (DBM-022C) Character, 1, League of Assassins, 2/1 Whisper A'Daire gets +1 ATK / +1 DEF while you control a character named Kyle Abbot.

White Tiger, Hector Ayala (MAV-210U) Character, 5, Spider-Friends, 9/10 Evasion (Stun this character >>> Recover this character at the start of the recovery phase this turn.)

has invulnerability while defending against exactly one attacker.

Whizzer, Stanley Stewart (MAV-068U) Character, 5, Squadron Supreme, 9/9 Pay 2 endurance >>> Ready . Use this power only once per turn and only if you have no cards in hand.

Wild Pack, Army (MSM-055C) Character, 1, Spider-Friends, 1/1, Range Wild Pack gets +1 ATK while team attacking.

Wild Ride (MMK-045R) Plot Twist, 1 Search your deck for a Marvel Knights character card, reveal it, put it into your hand, and shuffle your deck. Lose endurance equal to that card's cost.

Wild Sentinel, Army (MOR-145C) Character, 1, Sentinel, 1/1, Range When Wild Sentinel comes into play, it gets +1 ATK this turn.

Wildebeest, Army (DOR-141C) Character, 2, 2/1 can team attack with characters named Wildebeest.

Activate >>> Gain 1 resource point. Spend this resource point only to recruit a card named Wildebeest. Use this power only during your recruit step.

Will O' The Wisp, Jackson Arvad (MSM-056R) Character, 4, Spider-Friends, 7/7, Flight Evasion

Whenever Will O' The Wisp recovers, put a +1 ATK / +1 DEF counter on him.

Willworld (DGL-218R) Location, 1 Activate >>> Reveal the top two cards of your deck. Put all revealed character cards with willpower 1 or greater into your hand and the rest on the bottom of your deck. Discard a card for each card you put into your hand.

Windstorm (MAV-203C) Plot Twist, 2 Target character with cost 2 or greater you control has flight this turn. That character gets +2 ATK while attacking this turn and an additional +2 ATK while attacking this turn if you control another character with the same cost as that character.

Win-Lose Deal (MAV-123U) Plot Twist, 1 As an additional cost to play Win-Lose Deal, exhaust a Thunderbolts character you control.

Draw two cards. Each opponent may draw two cards.

Winslow Schott <> , Crooked Craftsman (DSM-086U) Character, 1, Revenge Squad, 1/1 Whenever Winslow Schott attacks, you may reveal a face-down resource you control. If you revealed a Revenge Squad character card, replace that card and Winslow Schott gets +1 ATK this attack.

Whenever Winslow Schott defends, for each attacker, you may reveal a face-down resource you control. For each Revenge Squad character card you revealed, Winslow Schott gets +1 ATK this attack and replace that card.

Witch Woman, Linda Littletrees (MXM-211U) Character, 4, Underworld, 7/8, Range Remove two character cards in your KO'd pile from the game >>> Target opponent cannot play more than one plot twist during the combat phase this turn.

Witchfire, Rebecca Carstairs (DCR-066C) Character, 4, Shadowpact, 8/6, Flight, Range Willpower 3

Whenever Witchfire stuns a character and you have 25 or less endurance, gain endurance equal to that character's cost.

Witching Hour (MMK-179R) Plot Twist, 7 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 cost 2 or less. During your recruit step this turn, while each of those cards is in your KO'd pile, you may recruit it, and it has "Pay 2 endurance >>> Put this card into your front row. Then, if it's unique, put each other unique character you control with this card's name into its owner's KO'd pile."

With Prejudice (DJL-151C) Plot Twist, 3 Reveal the top four cards of your deck. Target character you control gets +1 ATK this turn for each Secret Society character card you revealed. Put all revealed character cards into your KO'd pile and the rest on the bottom of your deck.

Wolverine, Adamantium Claws (MXS-010C) Character, 5, X-Men, 10/9 Pay 2 endurance >>> gets +3 ATK / -3 DEF this attack. Use this power only once per turn.

Wolverine, Berserker Rage (MOR-027R) Character, 7, X-Men, 15/13 Whenever Wolverine stuns a character with cost 4 or less, ready Wolverine.

Wolverine, James Howlett (MOR-028U) Character, 5, X-Men, 8/8 If Wolverine is in your front row and would become stunned, instead, you may discard an X-Men character card. If you do, exhaust Wolverine and move him to your support row.

Wolverine, Logan (MOR-029C) Character, 3, X-Men, 6/6 As an additional cost to recruit Wolverine, reveal an X-Men character card from your hand.

Wolverine, New Fantastic Four (MOR-065R) Character, 4, Fantastic Four, 8/6 Whenever Wolverine attacks a character that has already been attacked this turn, Wolverine gets +5 ATK this attack.

Wolverine, Patch (MXM-189R) Character, 4, 8/8 Mutant — Physical Discard an unaffiliated character card >>> Wolverine gets +3 ATK this turn. Use this power only once per turn.

Wolverine, Skrunucklehead (MHG-192C) Character, 3, Skrull/X-Men, 5/4 Mutant — Physical Wolverine gains the team affiliations of each character in play.

Cosmic—Surge: Wolverine gets +5 ATK.

Wolverine, The Best at What He Does (MXM-026C) Character, 5, X-Men, 11/7 Mutant — Physical Whenever Wolverine becomes stunned, recover him at the start of the recovery phase this turn.

Wonder Man, Simon Williams (MAV-028U) Character, 6, Avengers, 12/12, Flight, Range Reservist

When comes into play, reveal up to five face-down resources you control. You may stun target character if its cost is less than the number of reservist cards you revealed.

Wonder Woman, Avatar of Truth (DJL-024R) Character, 4, JLA, 8/7, Flight 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.

Wonder Woman, Earth 2 (DCR-030C) Character, 5, JSA, 10/9 Willpower 3

Earth 2 defenders you control have reinforcement.

Wonder Woman, Princess Diana (DJL-023C) Character, 7, JLA, 16/15, Flight 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.

World War III (DJL-112R) Plot Twist, 3 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.

Worldeater Apparatus (MHG-043U) Location, 2 Exhaust any number of characters you control with combined cost 4 or greater >>> Gain 3 endurance. Use this power only if you control a Heralds of Galactus character.

World's Finest (DOR-165C) Plot Twist, 2 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 with either of the chosen affiliations have both of them.

World's Greatest Heroes, Team-Up (DJL-154C) Plot Twist, 2 Play World's Greatest Heroes 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 affiliation have both affiliations.

World's Greatest Heroes cannot be the target of effects your opponents control.

Worldship (MHG-044U) Location, 1 As an additional cost to flip Worldship, reveal a Heralds of Galactus character card with cost 4 or greater from your hand.

Whenever a character with cost 3 or less becomes stunned during the combat phase, return that character to its owner's hand.

Worthington Industries, X-Corp (MXM-036R) Location, 2 Activate >>> Reveal the top three cards of your deck. You may put one revealed X-Men character card into your hand. Put the rest on the bottom of your deck. If you put a card into your hand, discard a card.

Wundagore Citadel (MXM-123C) Location, 2 Activate >>> If target Brotherhood character you control would cause breakthrough this turn, instead, it causes 3 additional breakthrough.

Wyatt Wingfoot, Keewazi Adventurer (MSM-115U) Character, 1, Fantastic Four, 1/1 Activate, return to his owner's hand >>> Target defender you control has reinforcement this attack.

Discard Wyatt Wingfoot >>> Target Fantastic Four character gets +1 DEF this attack. Use this power only if Wyatt Wingfoot is in your hand.

X-23, Laura Kinney (MXM-190R) Character, 3, 8/4 Mutant — Physical As an additional cost to recruit X-23, discard two cards.

X-23 gains the X-Men affiliation while you control another X-Men character.

Xallarap, Anti- (DGL-097C) Character, 3, Anti-Matter, 9/9, Flight, Range 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.

Xavier Institute For Higher Learning (MXS-015U) Location, 3 Activate (Exhaust this location) >>> Target X-Men attacker or defender you control gets +1 ATK / +1 DEF this attack.

Xavier's (MOR-037R) Plot Twist, 5 Ongoing: At the start of the recovery phase, if there are no stunned characters in play, you may discard an X-Men character card. If you do, put a dream counter on Xavier's Dream. Then, if there are three or more dream counters on Xavier's Dream, you win the game.

Xavier's School, For Gifted Youngsters (MOR-038U) Location, 1 Activate >>> Ready target X-Men character you control with cost 3 or less. That character cannot attack this turn.

X-Corp: Amsterdam, X-Corp (MXM-037C) Location, 3 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-038C) Location, 2 Activate >>> Target X-Men character you control and all other characters you control with the same cost as that character get +1 ATK this turn.

X-Corp: Paris, X-Corp (MXM-039C) Location, 1 Activate >>> Look at the top X cards of your deck, where X is the number of X-Corp locations you control. Put any number of those cards on the bottom of your deck and the rest on the top of your deck in any order.

X-Corporation (MOR-039U) Location, 2 Activate, discard a card >>> Gain 2 endurance. If the discarded card was an X-Men character card, instead, gain 4 endurance.

X-Men United, Team-Up (MXM-040C) Plot Twist, 2 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.

Xorn, Shen (MXM-027C) Character, 3, X-Men, 4/5, Range Mutant — Energy Free >>> Recover target stunned character you control. Use this power only once per turn and only during the recovery phase.

X-Ray Vision (DSM-034R) Plot Twist, 3 Ongoing: Each opponent plays with the top card of his deck revealed while you control a Team Superman character.

Exhaust two support row Team Superman characters you control >>> Each opponent puts the top card of his deck into his KO'd pile.

X-Statix Café (MMK-089C) Location, 4 While you control exactly one character and it has the X-Statix affiliation, it gets +2 ATK / +2 DEF.

X-Statix HQ (MMK-090R) Location, 1 Activate, KO a non-stunned X-Statix character you control >>> Gain endurance equal to that character's cost. Draw a card, then discard a card.

X-Treme Maneuver (MXM-041U) Plot Twist, 2 Play 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.

Yancy Street (MOR-075U) Location, 1 Stunned characters you control cannot be the target of effects your opponents control.

Whenever a character you control named Thing becomes stunned, search your deck for a card named Thing, reveal it, put it into your hand, and shuffle your deck.

Yelena Belova <> Black Widow, Enemy Agent (MMK-029R) Character, 4, Marvel Knights, 6/6, Range 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.

Yellow Impurity (DGL-219C) Plot Twist, 2 Target character gets -2 willpower this turn and -2 DEF while defending this turn.

Yellow Power Ring (DGL-110U) Equipment, 0 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)

Equipped character gets +2 willpower and gains the Anti- Matter affiliation.

Yellowjacket, Rita DeMara (MAV-152C) Character, 1, Masters of Evil, 1/2, Flight, Range 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.

Yokal, The Atrocious (DGL-098U) Character, 3, Anti-Matter, 5/2, Range Concealed (This character comes into play in the hidden area.)

Activate, move Yokal from your hidden area to your visible area >>> Yokal has reinforcement while defending this turn.

Zarathos, Spirit of Vengeance (MMK-162C) Character, 5, Underworld, 10/11, Flight, Range As an additional cost to recruit Zarathos, return an Underworld character you control to its owner's hand.

Zatanna, Magical Manipulator (DCR-067C) Character, 3, Shadowpact, 4/5, Range Willpower 2

Whenever you play a Magic plot twist, you may pay 3 endurance. If you do, draw a card.

Zatanna, Showstopper (DCR-068C) Character, 6, Shadowpact, 12/13, Range Willpower 5

Pay 3 endurance >>> If you control another Shadowpact character, draw a card.

Zatanna, Zatanna (DJL-025R) Character, 5, JLA, 9/9, Range Willpower 5

When Zatanna comes into play, you may put a cosmic counter on target cosmic character you control.

Cosmic: Whenever Zatanna attacks or defends, power- up Zatanna.

Zauriel, Guardian Angel (DJL-026C) Character, 3, JLA, 3/5, Flight, Range Willpower 3

Activate, return Zauriel to its owner's hand >>> Recover target stunned character you control.

Cosmic: Zauriel gets +2 ATK.

Zazzala <> , Mistress of the Hive (DCR-144C) Character, 3, Villains United/Injustice Gang, 5/4 Concealed—Optional

Whenever a character leaves play during the combat phase, target opponent loses 2 endurance. (This power triggers if Zazzala leaves play stunned.)

Zazzala <> Queen Bee, Royal Genetrix (DJL-101C) Character, 2, Injustice Gang, 2/3, Range 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.

Zeitgeist, Axel Cluney (MMK-073C) Character, 6, X-Statix, 12/12, Range Cosmic: Activate >>> Remove a cosmic counter from Zeitgeist. If you do, stun target character. Use this power only during the combat phase and only if you control no other characters.

Zero Hour (DGL-220R) Plot Twist, 9 Play Zero Hour only during the combat phase.

Each opponent loses X endurance, where X is the total willpower of characters you control.

Zodiak, Norman Harrison (MMK-163C) Character, 2, Underworld, 3/2, Range Zodiak can team attack as though he had all team affiliations.

Boost 3: When Zodiak comes into play, he gets +1 ATK / +1 DEF this turn for each card in your hand.

Zorba, Deposed Leader of Latveria (MAV-207R) Character, 3, Doom, 5/4 Other Doom characters you control get +1 ATK while you don't control Dr. Doom.