Marvels Checklist
Skip all this and just jump to the checklist below

    March 13, 2000 - Click here to view any changes to specific cards that were made after the list was orignially posted.  There will be no more changes to Marvels cards before OP CUP 3.
 

    February 22, 2000 - I finally finished my Guide to Playing Marvels Specials.  The links to this guide are in the Marvels checklist table that is below.  Click on the blue code box in the table to see the guide for that code.

    For the time being, I have not included the related meta rules for each code.  I have provided a set of the most important questions and answers relating to Special Cards.  There is also any other information about that code that might not be implied in it's game text.  Lastly, I have my recommended change to the game text, if any, that might have made it into a final version to make it easier to understand.  Due to the amount of time involved, I decided not to list the meta rules that apply only because all meta rules apply to all cards, only some are more important than others to certain codes, or are canceled out by the text on the card.  If there is enough of a request to list the most relevant meta rules, then I will do it.
    As always, if I have not made things as clear as they should be, or if you have any question at all about what I have posted, feel free to email me at nickw1973@aol.com and ask away.  If any questions are important enough to clarify how to play any of these cards, then I will update this Guide with those questions and answers.  There will be no changes made between March 10 and 26, to allow everyone attending OP CUP 3 to have enough time to prepare to play with and against these cards.
 

    December 12, 1999 - I guess I did not make this clear before, so I will say it now.  This list is in no way  *THE*  final list for The Marvels.  There were still a few cards that required additional playtesting, as well as Ron's final approval on everything.  The posting of this list was only to show how far along the production of The Marvels was before the plug was pulled.
    As we all know, it is not possible to make all previously unplayable characters suddenly playable by simply giving them one new Special each.  If you have read my thoughts about what makes a character playable, then you might agree that, as set designers, we only had that one option.  The only other way to make some of these characters playable, without modifying the existing rules or creating some new types of cards, would have been to create variant characters and locations with better stats, inherent abilities, and teams with Power Grids that matched up.  These types of radical changes were not possible as it did not match the intention of The Marvels, a set that could allow beginners to acquire cards that could not be acquired easily and still have something new for the long time players.  Changes of this order may have been possible and were even on our minds, but we were then thinking much farther into OverPower's future than Marvel had in mind.
 

    The Marvels was the vision of Ron Perazza.  He had an idea in mind when this set was first constructed and much of the work was his.  The Reserves gave feedback based on the first list of Specials that were to be reprinted and then we came up with most of the new mechanics.  During an official OverPower AOL chat, a card for Wolverine was recommended.  Once we had a chance to play test it, we decided it was a good card to use.
    Enough with the history already, and now for the card list.

Special cards
    The blue background in the Code box is to show the new mechanics we created.
    The red background in the Game Text box is to show the all-new cards for the one new character and the reprinted ones.
    The rest of the cards were to be reprints of previous cards.
 
Character
Card Name
Game Text
Code
OPD
Play
Angel
High Flyer
Avoid 1 Attack
AG
 
Def
Angel
Millionaire
Playboy
Discard one Fighting Power card usable by (Character) to draw 4 cards from top of the Draw Pile. May keep duplicates.
JA
Y
Off
Angel
Aerial
Combat
Cards with a Fighting icon do not count toward (Character's) Spectrum or Cumulative KO for remainder of game.
FQ
Y
Off
Angel
Avenging
Angel
Acts as a level 4 Strength or Intellect attack. Attack is not affected by Special cards already in play.
NJ 
 
Off
Beast
 Stars &
Garters
Play during battle. For remainder of game, any attack made on (Character's) team may be moved to Stars & Garters. (Character's) team may not defend. Stars & Garters is discarded after 1 Hit.
EB 
Y
Off
Beast
 Drop Kick
Acts as a level 9 Fighting attack.
AS 
Y
Off
Beast
 Analyze
Negates the effect of any 1 Special card played by Opponent.
AO 
 
Both
 Beast
 Acrobatics
Only attacks made with Universe cards may be played against (Character) for remainder of battle.
CD 
 
Both
 Captain
America
Energy
Replica 
Acts as a level 6 Energy attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, (Character) may use it. If drawn card is not an attack, discard it to the Dead Pile.
OF
Y
Off
 Captain
America
 Sentinel
of Liberty
Acts as a level 7 Intellect attack. If successful, (Character) may move 1 Mission Card from the Defeated Missions Pile, to the Reserve Missions Pile.
GB 
Y
Off
 Captain
America
 Mighty
Shield
Teammate may avoid 1 attack of 9 or less.
AD 
 
Def
 Captain
America
 Stars &
Stripes
Avoid 1 attack.
AG 
 
Def
Cyclops
Focused
Force 
Acts as a level 9 Energy attack. If successful, (Character) or (Character's) teammates may not defend (Character) with Special cards for remainder of game.
FT
 
Off
 Cyclops
 Battle Savvy
Avoid 1 Attack 
AG 
 
Def
 Cyclops
 Wide Beam
Acts as a level 7 Fighting attack
AR 
 
Off
 Cyclops
 Remove Visor
Acts as a level 6 Energy attack. May combine with 1 Energy card for a single attack.
BO 
Y
Off
Dr. Strange
Spell of
Protection 
(Character) or teammate may avoid 1 attack of 6 or less. May be played from Reserve.
AD 
 
Def
 Dr. Strange
 Crimson Bands
of Cytorak
 Target Character may not attack for remainder of battle.
AV 
Y
Off
 Dr. Strange
 Eldritch Blasts
Acts as a level 2 Energy attack. May make 2 additional attacks.
DG 
 
Off
 Dr. Strange
 Necromancy
 Play in current battle to resurrect any KO'd teammate next battle. Teammate is discarded at end of next battle.
 CK
Y
Off
Henry Pym
Mass
Reduction 
Opponent must discard a number of cards equal to the number of Mission cards Opponent Ventured this battle. Cards may be Placed or in Hand.
FR
Y
Off
 Henry Pym
 Ant-Man
 (Character) may avoid any numerical attack.
 AD
 
Def
 Henry Pym
 Yellowjacket
 Acts as a level 4 Fighting attack. May make 1 additional attack.
 AA
 
Off
 Henry Pym
 Giant-Man
 (Character) Strength Rating increases to 7 for remainder of game.
 AY
Y
Both
Hulk
Savage 
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.
NN
 
Off
 Hulk
 Green
Goliath
 Acts as a level 4 Strength attack, may combine with 1 Fighting card for a single attack.
 AE
 
Off
 Hulk
 Hulk Smash
 Acts as a level 8 Strength attack +1 for each hit on (Character) permanent record.
AS
Y
Off
 Hulk
 Power Leap
 Acts as a level 9 Fighting attack.
AS
Y
Off
Human Torch
Strategic
Burn 
Target Character may not attack or play Special cards for remainder of Battle.
FN
Y
Off
 Human Torch
 Fire Cage
 (Character) and target Character may not attack for remainder of battle.
AX 
 
Off
 Human Torch
 Nova
Burst
 Acts as a level 11 Energy attack, (Character) may not attack for remainder of battle.
AS 
Y
Off
 Human Torch
 Flame On
 Avoid 1 attack.
AG 
 
Def
Iceman 
Frozen
Prison 
Acts as a level 6 Fighting attack. If successful, Target Character may not play Special cards for remainder of battle.
FU
 
Off
 Iceman
 Ice Armor
 Avoid 1 attack.
AG 
 
Def
 Iceman
 Blood Chill
 Acts as a level 10 Energy attack.
AS 
Y
Off
 Iceman
 Ice Tactics
 Target Character must discard 1 Placed card of (Character) choice.
AI 
 
Off
Invisible
Woman
Conceal 
(Character's) Teams Placed cards may not be played, moved or discarded by Opponent for remainder of game.
FS
Y
Both
 Invisible
Woman
 Protective
Wall
 (Character) or teammate may avoid 1 attack of 9 or less.
AD 
 
Def
 Invisible
Woman
 Team
Coordination
 Acts as a level 3 Intellect attack, each Front Line teammate may make 1 additional attack.
FE 
 
Off
 Invisible
Woman
 Invisible Ram
 Acts as a level 9 Strength attack.
AS 
Y
Off
Iron Man
Armored
Avenger 
Teammate may avoid 1 attack made with a Power Card. (Character) may draw 1 card from top of Draw Pile. Discard duplicates.
LO 
 
Def
 Iron Man
 Heat Seeking
Missile
 Acts as a level 8 Energy, Strength, or Fighting attack.
AQ 
Y
Off
 Iron Man
 Radar Warning
 Avoid 1 attack.
AG 
 
Def
 Iron Man
 Stealth Armor
 Target Character must discard 1 Placed card of (Character) choice.
AI 
 
Off
Jean Grey 
TK Shield 
 Play during battle. For remainder of game, any attack made on (Character's) team may be moved to TK Shield. (Character's) team may not defend. TK Shield is discarded after 1 Hit.
EB 
Y
Off
 Jean Grey
 Phoenix Effect
Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack.
AE 
 
Off
 Jean Grey
 Mental
Deflection
 Avoid 1 attack.
AG 
 
Def
 Jean Grey
 Telekinesis
 Acts as a level 9 Strength attack.
AS 
Y
Off
Mr. Fantastic
Elasticity 
Play with any Power card defense. Power card is returned to (Character's) Hand.
FV
Y
Def
 Mr. Fantastic
 Inventive
Genius
 Draw 3 cards. Discard duplicates.
HQ 
Y
Off
 Mr. Fantastic
 Fantastic Mind
 Acts as a level 7 Intellect attack.
AR 
 
Off
 Mr. Fantastic
 Protect
Teammate
 Teammate may avoid 1 attack of 9 or less.
AD 
 
Def
Namor 
The Avenging
Son 
Acts as a level 6 Fighting attack. If successful, opponent -4 to Venture total.
HO 
 
Off
 Namor
 Imperious
Rex
 Acts as a level 7 Energy, Strength, or Fighting attack.
AQ 
Y
Off
 Namor
 Neptune's
Armor
 Only Energy attacks may be played against (Character) for remainder of battle.
CD 
 
Both
 Namor
 Land, Sea,
and Air
 Acts as a level 4 Energy attack. (Character) may make 1 additional Strength and/or 1 additional Fighting Power card attack.
CY 
 
Off
Professor X
Mental Bolt 
Acts as a level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, (Character) may use it. If drawn card is not an attack, discard it to the Dead Pile.
OF
Y
Off
 Professor X
 Mindwipe
 Acts as a level 8 Energy, Strength, Fighting, or Intellect Attack.
AQ
Y
Off
 Professor X
 Read Mind
 Avoid 1 attack.
AG
 
Def
 Professor X
 Psionic Hold
 Target character may not attack for remainder of battle.
AV
Y
Off
Silver Surfer 
Stellar Bolt 
Acts as a level 6 Energy attack. Cannot be defended by a card with an Energy icon.
AP 
 
Off
 Silver Surfer
 Double Power
Blast
 Acts as a level 4 Energy attack. May combine with 1 Energy card for a single attack.
AE 
 
Off
 Silver Surfer
 Energy
Protection
 Teammate may avoid 1 attack of 9 or less
AD 
 
Def
 Silver Surfer
 Power Cosmic
 Acts as a level 8 Energy, Strength, or Fighting attack
AQ 
Y
Off
Spider-Man 
With Great
Power... 
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "With Great Power…" on top of Draw Pile. Reshuffle Draw Pile.
OP
 
Off
 Spider-Man
 Over The Edge
Acts as a level 4 Fighting attack. May combine with 1 Strength card for a single attack.
AE 
 
Off
 Spider-Man
 Web
Target character may not attack for remainder of battle.
AV 
Y
Off
 Spider-Man
 Wall Crawl
Avoid 1 attack.
AG 
 
Def
Thing
Stonewall
Play on target Character as an attack. For remainder of battle, Target Character may not attack or use Special cards unless Opponent also discards 2 cards per attack. Cards may be Placed or in Hand.
OD 
Y
Off
 Thing
 Rock Skin
 Avoid 1 attack.
AG 
 
Def
 Thing
 Temper
Tantrum
 Acts as a level 4 Strength attack, may make 1 additional attack.
AA 
 
Off
 Thing
 Clobberin'
Time
 Acts as a level 10 Strength attack.
AS 
Y
Off
Thor 
Unfettered
Might 
Acts as a level 12 Fighting attack. If successful, (Character) or (Character's) teammates may not defend (Character) with Special cards for remainder of game.
FT
Y
Off
 Thor
 Airborne
Avenger
 Avoid 1 attack.
AG 
 
Def
 Thor
 Power of Asgard
 Acts as a level 8 Energy, Strength, or Fighting attack
AQ 
Y
Off
 Thor
 Mystic Uru
Metal
 Acts as a level 4 Strength attack, may make 1 additional attack.
AA 
 
Off
Wasp 
Effective
Leader 
For remainder of battle, if (Character) can block a Power card attack with an equal value Power card, (Character)'s Power card hits attacker.
BS 
Y
 Both
 Wasp
 Shrink From Harm
 Acts as a level 9 Energy Power card. May only be used to defend. May defend (Character) or teammate.
MH
 
Def
 Wasp
 Wasp Sting
 Acts as a level 4 Strength or Intellect attack. May make 1 additional attack.
GI 
 
Off
 Wasp
 Adept
Socialite
 Opponent must move 1 Mission Card from his Reserve Missions Pile to his Defeated Missions Pile.
JM 
Y
Off
Adam
Warlock 
Detachment 
 Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
OC 
Y
Off
 Alpha Flight
Madison
JeffriesTM
 Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
 OJ
Y
Off
 Banshee
Disruptive Yell 
 Play in current battle. Next battle, Opponent may not Place any cards with a Fighting icon.
 FX
 
Off
 Bishop
 Change
the Future
 Play in current battle. Negates the effect of next Event card played by Opponent. Opponent may still draw for played Event. (Character) may draw 1 card from top of Draw Pile.
 OG
Y
Off
 Black Cat
 Lucky Break
 Acts as a level 6 Intellect attack. If not successful, Opponent -3 to Venture total.
 FG
Y
Off
 Black
Panther
 Vessel of the
Panther God
 Acts as a level 10 Intellect attack.
 AS
Y
Off
 Black Widow
 Disinformation
 Play with any Power card usable by (Character). Opponent must discard one or more cards whose combined Value is equal to or greater than twice the Value of (Character's) card. Cards may be Placed or in Hand.
 OK
Y
Off
 Cable
 Surveillance
 Look at top 8 cards of Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
 FK
Y
Off
 Captain
Britain
 Britain's
Champion
 Play during battle. For remainder of game, any attack made with a Special Card against (Character's) team may be moved to Britain's Champion. (Character's) team may not defend. Britain's Champion is discarded after 1 Hit.
 EB
 
Off
 Captain
Mar-Vell
 Cosmic
Avenger
 Acts as a level 7 Strength or Energy attack. If not successful, (Character) is -2 to attack for remainder of battle.
 NX
 
Off
 Colossus
 Stoic
Defender
 Teammate may avoid 1 attack made with a Special Card. (Character) may draw 1 card from top of Draw Pile. Discard duplicates.
 LO
 
Def
 Daredevil
 Guardian Devil
 (Character) or teammate may avoid 1 attack of 9 or less.
 AD
 
Def
 Dazzler
 Rebel Defense
 Target Teammate moves into Reserve for remainder of battle.
 IA
 
Off
 Deadpool
 Knock 'em
Silly
 Play during battle as an attack. Target Character must discard 1 card for each Hit currently in his Hits to Current Battle and Permanent Record. Cards may be Placed or in Hand.
 OM
 
Off
 Deathlok
 Calculate
Weakness
 Target Character's Team loses Inherent Abilities and are considered to have no Inherent Abilities for remainder of Battle. 
 NG
Y
Off
 Doc Samson
 Out-Think
 Opponent must immediately discard all Special cards in play that affect the "remainder of the Battle" or the "remainder of the Game".
 KL
 
Off
 Domino
 Demolitions
 Acts as a level 6 Intellect attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
 OJ
 
Off
 Elektra
 Reclaim Honor
 Acts as a level 7 Strength or Intellect attack. If not successful, (Character) is -2 to attack for remainder of battle.
 NX
 
Off
 Falcon
 Resourceful
Fighter
 For remainder of game, (Character) may Draw 1 card from top of Draw Pile for each Basic Universe card played by (Character). Discard duplicates.
 FY
 
Off
Forge
Battle of Wits
Only Intellect attacks may be played against (Character) for remainder of battle.
 CD
 
Both
Gambit
Thief of Hearts
Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
 FK
Y
Off
Ghost Rider
Play With Fire
Draw 3 cards. Discard duplicates.
 HQ
Y
Off
Havok
Collateral
Damage
 Acts as a level 7 Intellect attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile.
 OA
Y
Off
Hawkeye
 Action Leader
 Remove all hits from Target Teammates Permanent Record and Current Battle, and switch places with Reserve. May be played from Reserve.
 OR
Y
Off
Heroes
For Hire
 Call on the
Hire Power!
 Teammate may make 1 Energy or Intellect attack at +4
 BI
Y
Off
Jubilee
 Wolvie Style
 Acts as a level 7 Any-Power attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of Battle. 
 NG
 
Off
Ka-Zar
 Law of
the Jungle
Opponent's team may not use cards with an Energy icon for reminder of battle.
 EY
Y
Off
Longshot
Stroke of Luck 
 Acts as a level 5 Energy attack. If successful, (Character) may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
 OB
 
Off
Maggot
 Chow Time
 Acts as a level 5 Energy attack. If successful, (Character) may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.
 GM
Y
Off
Marrow
 Bone Shard
 Target Character must discard 1 Placed card of (Character's) choice.
 AI
 
Off
Maverick
 Reaction Time
Acts as a level 6 Energy attack.
 AR
 
Off
 Morph
 Thwart Plan
 Play in current battle. Next battle, Opponent may not Place any cards.
 FX
Y
Off
Multiple
Man
 Take the Hit
 Play during battle. For remainder of game, any attack made with a Power Card against (Character's) team may be moved to Take The Hit. (Character's) team may not defend. Take The Hit is discarded after 1 Hit.
 EB
 
Off
New Warriors
 RageTM
 Opponent's team may not use cards with a Strength icon for reminder of battle.
 EY
Y
Off
Nick Fury
 Secure
Perimeter
 Opponent may not play any Activator Cards for remainder of battle.
 LS
Y
Off
Nightcrawler
Tactical
Teleport
 Acts as a level 6 Intellect attack. If successful, opponent must discard one Tactic card. Card may be Placed or in play.
 FP
 
Off
Phoenix
Warn &
Change 
 Teammate may avoid 1 attack made with a Universe Card. (Character) may draw 1 card from top of Draw Pile. Discard duplicates.
 LO
 
Def
Polaris
 Direct
Energy Flow
 Play during battle. For remainder of game, any attack made with a Power Card against (Character's) team may be moved to Direct Energy Flow. (Character's) team may not defend. Direct Energy Flow is discarded after 1 Hit.
 EB
 
Off
Psylocke
 Astral Assault
 For remainder of battle, any Special played by (Character) or (Character's) teammates may not be Negated until "Astral Assault" is Negated.
 MP
 
Off
Punisher
 Suppress Enemy
 Acts as a level 9 Strength or Intellect attack.
 AS
Y
Off
Quicksilver
 Quick Mix
 (Character) may switch entire Permanent Record of any two of Opponents Front Line teammates.
 CA
Y
Off
Reyes
 Form Force
 Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
 CC
 
Both
Rogue
 Power Wipe
 Acts as a level 6 Energy attack. If successful, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
 NT
 
Off
Sabra
 Loyal Soldier
 Acts as a level 9 Fighting Power card. May only be used to defend. May defend (Character) or teammate.
 MH
 
Def
Scarlet Spider
 Scarlet Savior
 Teammate may avoid 1 attack.
 AD
 
Def
Scarlet Witch
 Warp
Probability
Field
 Play in current battle. Next battle, Opponent may not Place any cards with a Strength icon.
 FX
 
Off
Shadowcat
 Phased
Disruption
 Acts as a level 6 Fighting attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
 OJ
 
Off
Shang-Chi:
Master of
Kung Fu
 Swift
Counteract
 Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.
 OQ
 
Def
She Hulk
 Legal Defense
 Teammate may avoid 1 attack made with a Universe Card. (Character) may draw 1 card from top of Draw Pile. Discard duplicates.
 LO
 
Def
Silver Sable
 Rescue Mission
 Teammate may avoid 1 attack of 9 or less. May be played while (Character) is in Reserve.
 AD
 
Def
Spider-Girl
 Girl Power
 Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.
 AQ
Y
Off
Spider-Woman
 Coordinated
Effort
 (Character's) Team's attacks with a Fighting icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
 FW
Y
Off
Storm
 Decisive Plan
 Play during Battle. Each player may only have 1 Mission Card Ventured this battle. Move all other Mission cards back to piles Ventured from.
 ON
 
Off
Strong Guy
 Backstage
Bouncer
 Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
 HN
 
Off
Sunfire
 Controlled Burn
 Acts as a level 4 Strength attack, may be played from Reserve. If successful, (Character) may continue to attack while in Reserve. 
 MT
 
Off
The
Inhumans
 Royal Family
 Avoid 1 attack made with a Special card or remove 1 Special card hit from (Character) or teammate.
 EE
 
Both
The
Starjammers
 Stick Together
 Play during Battle. Next Battle, Opponent may not play any Any-Character Special Cards.
 LS
Y
Off
Thunderbird
No Future Plans 
 Play in current battle. Next battle, Opponent may not Place any Special cards.
 FX
 
Off
Thunderbolts
 HawkeyeTM
 Target Character's Team is -10 to Venture total this battle.
 OI
Y
Off
Vision
 Compute
Victory
 Discard 1 Fighting Power card usable by (Character). Show Opponent up to 5 cards usable by (Character) from Hand. Draw equal number from Draw Pile. Discard duplicates.
 NR
Y
Off
War
Machine
 Fight it Out
 Play during Battle. Each player may only have 1 Mission Card Ventured this battle. Move all other Mission cards back to piles Ventured from.
 ON
 
Off
White
Queen
 Business Partner
 (Character) may play any Power cards playable by Target Teammate for remainder of game.
NF
Y
Off
Wolverine
 Standoff
 Only (Character) and Target Character may attack, be attacked or defend this battle. Neither player may concede this battle.
 FD
Y
Off
X-Man
 Mind Slam
 Acts as a level 7 Fighting attack
 AR
 
Off
X-Men:
Original Team
 Team
Coordination
 Play during battle. For remainder of game or until any Character has been KO'd, Opponent may not Venture more than 2 Mission Cards per Battle. 
OH
 
Off

New Character cards

 
Energy
Fighting
Strength
Intellect
Angel
2
7
4
3
Wasp
6
6
1
4

    Galactus and Beyonder would have been reprinted in The Marvels.  Galactus was planned to be E: 8, F: 8, S: 8, I: 8 with an Inherent Ability of "Counts as 24 points to deckbuilding."  Beyonder would have been given a more accurate Inherent Ability, one that would explain which Specials Beyonder may and may not play.
    We did not finalize the Inherent Ability for either of the "new" characters.  Wasp's recommended IA was "May use Energy Power cards to defend any Strength attack."
 
 

Take a look at what DC3 might have been

Back to my main OP page
 

Disclaimer: All marked and implied trademarks on this page belong to Marvel, Marvel Comics, or whatever, and not me.

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