Rare OverPower Singles for Sale

Number of cards purchased together: price per card

So the answer is, you can purchase as many cards as you like at the lower rates. The more you purchase, the less expensive they are!

IMPORTANT NOTE: A few (very few!) of the cards count as more than one card. These cards are marked by square brackets and a number to let you know how many cards they count as. For example, the Galactus Hero card counts as 5 cards. That means if you win the auction you can select Galactus (counts as 5) plus five cards that only count as one. Nearly all of the cards only count as one card!

Here are some examples of the rare and powerful cards available for you to pick!


Galactus Himself
[5]* GALACTUS  <OPL> {VR} [counts as 5 cards]   E: 8   F: 8   S: 8          (24)
       (Galactus has no Special Cards)

Ultra Rare Warlock Promo
   * WARLOCK  <MI> {R}                          E: 7   F: 6   S: 4   I: 6   (23)
       (Warlock has no Special Cards)
Rare DC Any Hero Promos

     * ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]
        Play when opponent's Hero is KO'd. Reserve must skip a battle before
            entering.

     * THE BATCAVE (AJ) (H) <MI> {X} [OPD]
        You may look at top 3 cards in opponent's Draw Pile.
Ultra Rare DC Deal with the Devil

     * DEAL WITH THE DEVIL (BW) (V) <MI> {X} [OPD]
        Opponent must discard top 2 cards from Draw Pile into Dead Pile.

     * JUSTICE LEAGUE OF AMERICA (AC) (H) <TP> {X} [OPD]
        Attack made on Front Line Character is now made on any other Front Line
            character.

     * URBAN HUNTERS (BE) (H) <DCP> {X} [OPD]
        Any Front Line Character may make 1 attack after opponent has conceded
            the battle. Opponent may defend.

Captain Universe
  * CAPTAIN UNIVERSE  <MI> {C}
     +1 to any Special card that contains an icon. May not be combined with a
         "One Per Deck" Special. Bonus counts toward damage and venture total.

Rare Onslaught Specials
     * PROTECTIVE PLATES (CW) <OS> {VR} [OPD]
        Avoid 1 attack. Post may not be attacked for remainder of battle.
Rare Onslaught Events
    ASSAULT ON ONSLAUGHT  <OS> 
    Events:

     * DO OR DIE!  <OS> {VR}                   Elektra & Gateway
        Before discarding, take one card from your hand and put it on the
            bottom of the Draw Pile.

     * FIGHTING SPIRIT LIVES!  <OS> {VR}       Juggernaut
        All Special cards in your hand may be played by any Hero, for remainder
            of battle.

     * HELPING HANDS  <OS> {VR}                Black Panther
        Draw two cards after the Discard Phase. Do not discard if duplicates.

     * ON THE MOVE  <OS> {VR}                  Captain America & Falcon
        No Intellect Power cards may be played this battle. Affected Power
            cards are not discarded.

     * SPY DISCOVERED!  <OS> {VR}              Thing
        After placing, reveal any 4 cards in your hand to your opponent.
Marvel Mega Power Promotional Cards

  * TEAM OVERPOWER  <MP> {X}
     ANY TOURNAMENT LEGAL TEAM USING NORMAL DECK-BUILDING RULES.
       ~ Team OverPower may Place Any-Character Specials and Aspects to
             HomeBase, using normal Placing rules. Only one of each card may be
             Placed. Any-Character Specials may be played by Any Character on
             team. ~

     * SIBERIAN STRENGTH (OC) <MP> {X} [OPD]
        Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
     * FULL HOUSE (HN) <MP> {X}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

     * SKELETAL PLATES (LO) <MP> {X}
        Marrow or teammate may avoid 1 attack of 4 or less. Marrow may draw 1
            card from the top of the Draw Pile. Discard duplicates.

     * BLINDSIDE (DG) <MP> {X} [OPD]
        Acts as a level 3 Strength attack. May make 2 additional attacks at +2.
            Bonus not applied to damage, or Venture Total.

     * SHI'AR BATTLE ARMOR (EQ) <MP> {X}
        For remainder of battle, Professor X's Fighting and Strength actions
            are +2. Energy actions are -2.

     * NIGH INVULNERABLE (FL) <MP> {X} [OPD]
        For remainder of game, cards on Rogue's Hits to Current Battle with
            Fighting or Strength icons do not count towards Opponent's Venture
            Total.

     * NINJA ADEPT (CC) <MP> {X}
        Acts as a level 6 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.

     * GATHERING WINDS (OE) <MP> {X} [OPD]
        Sort through Power Pack card by card. Put the first 3 cards with Energy
            icons in Hand. May keep duplicates. Reshuffle Power Pack.

    * TRACKING SENSES (OB) <MP> {X}
        Acts as a level 5 Intellect attack. If successful, Wolverine may sort
            through Draw Pile, select any Aspect card and play it immediately.
            Reshuffle Draw Pile.

I do NOT have, but would trade or pay cash for, either of the following two cards:

  1. Tactic Artifact cards Avengers ID (Classic Overpower insert)
  2. Teamwork card 6 Any Power: Capt. America, Spiderman, Wolverine(Classic Overpower insert)

IMPORTANT NOTE: I have tried to make it clear what the cards you can chose from are. Each line that represents a card you can pick is marked by an astericks "*" in front of the card. If a hero's name does not have an astericks in front of it, that means that the hero card is not one of the cards that you can pick, but has been included only so that you know which heros specials are being listed. I have purposefully tried to leave off most of the common cards. These are the rare and powerful!

Here is the complete list of cards you can choose from:

_______________________________________________________________________________

H E R O / C H A R A C T E R   C A R D S   A N D   S P E C I A L   C A R D S

    ANY CHARACTER
     * ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]
        Play when opponent's Hero is KO'd. Reserve must skip a battle before
            entering.
     * BASTION (ZZ) <MN> {VR} [OPD]
        Negate the effect of any 1 Special card. This card may be Placed. If
            Placed, may only negate an "Any Hero/Character" Special.
     * THE BATCAVE (AJ) (H) <MI> {X} [OPD]
        You may look at top 3 cards in opponent's Draw Pile.
     * DEAL WITH THE DEVIL (BW) (V) <MI> {X} [OPD]
        Opponent must discard top 2 cards from Draw Pile into Dead Pile.
     * THE FORTRESS OF SOLITUDE (EN) (H) <DP> <OPL> {X} [OPD]
        Play on your turn to concede battle.  All Mission cards Ventured this
            battle return to piles they were Ventured from.  This card may be
            placed.
     * JUSTICE LEAGUE OF AMERICA (AC) (H) <TP> {X} [OPD]
        Attack made on Front Line Character is now made on any other Front Line
            character.
     * MASSIVE MUSCLES (AR) <IM> {R} [OPD]
        Acts as a level 7 Strength attack. Counts as a duplicate of all "Any
            Hero/Character" AR Special Cards.
     * URBAN HUNTERS (BE) (H) <DCP> {X} [OPD]
        Any Front Line Character may make 1 attack after opponent has conceded
            the battle. Opponent may defend.
      ____________________________________________________________________

    ANY HERO
     * ALIEN SYMBIOTE (AL) <IQ> {R}  She-Venom
        Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero.
     * CONFUSION (DB) <MC> {R} [OPD]  Rogue
        Avoids all attacks from 1 Teamwork card, or target hero must discard 1
            placed Teamwork card.
     * DEATH FROM ABOVE (AA) <CP> {R} [OPD]
        Sauron swoops in and makes a level 4 Fighting attack! Any hero may make
            1 additional attack
     * GAMMA TERROR (AR) <CP> {R} [OPD]
        Abomination rampages! Acts as a level 7 Strength attack
     * GAMMA TERROR (AR) <MC> {R} [OPD]
        Doc Samson rampages! Acts as a level 7 Strength attack.
     * GOD OF MISCHIEF (AF) <CP> {R} [OPD]
        Loki's Evil Magic! Opponent -3 to venture total for this battle
     * GOD OF MISCHIEF (AF) <MC> {R} [OPD]
        Mephisto's Evil Magic! Opponent -3 to venture total for this battle.
     * GUARDIAN ANGEL (AG) <CP> {R} [OPD]
        Archangel gives warning. Any hero may avoid 1 attack
     * GUARDIAN ANGEL (AG) <MC> {R} [OPD]
        Guardian gives warning. Any hero may avoid 1 attack.
     * SAVAGE LAND (DF)=>(BL) <MI> {R} [OPD]  Sauron
     * SAVAGE LAND (DF)=>(BL) <MC> {R} [OPD]  Ka-Zar
        On your turn, play before opponent concedes. Opponent may not concede
            battle. This card may be placed.
     * UNLUCKY AT LOVE (AM) <CP> {R} [OPD]
        Spurned by the Black Cat! Any 1 of opponent's heroes is -2 to defense
            for remainder of battle
     * WEB-HEADED WIZARD (BQ) <MI> {R} [OPD]
        Immediately exchange this card for any 1 card in Dead Pile
     * WEB-HEADED WIZARD (BQ) <MC> {R} [OPD]  Captain Universe Spider-Man
        Exchange this card for any 1 card in Dead Pile.
      ____________________________________________________________________

    ABSORBING MAN
     * REBUILD FORM (JJ) <CL> {U} [OPD]
        Discard 1 Power card usable by Absorbing Man to remove all Hits with
            same icon from Absorbing Man's Permanent Record. May not discard a
            MultiPower card.
      ____________________________________________________________________

  * THE ACOLYTES  <MN> {R}                     E: 7   F: 6   S: 3   I: 3   (19)
     
     * FABIAN CORTEZ (HX) <MN> {VR} [OPD]
        Acolytes team is +1 to all numeric Special cards for remainder of
            battle. Bonus not applied to damage or Venture total. May be played
            from Reserve.
     * SENYAKA (JF) <MN> {VR} [OPD]
        All Any-Power cards on Target Character's Permanent Record become
            Energy cards for remainder of game.
      ____________________________________________________________________

    ADAM WARLOCK 
     * ENERGY BARRAGE (AR) <MN> {U}
        Acts as a level 7 Energy attack..
     * SOUL GEM (FD) <AFP> {VR} [OPD]
        Only Adam Warlock and target opponent may attack or defend this battle.
      ____________________________________________________________________

    ALPHA FLIGHT
     * MURMUR (KD) <CL> {U} [OPD]
        All Energy Power Card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
     * PUCK (EJ) <MN> {U}
        Acts as a level 2 Strength attack. If successful, acts as a level 8
            Energy Power card.
     * SHAMAN (CK) <MN> {VR} [OPD]
        Play in current battle to resurrect any KO'd teammate next battle.
            Teammate is discarded at end of next battle.
      ____________________________________________________________________

    ANGEL
     * NEURO-TOXIN (HO) <XM> {C}
        Acts as a level 6 Energy attack. If successful, Opponent is -4 to
            Venture.
      ____________________________________________________________________

    APOCALYPSE
     * GENETIC ENGINEERING (BD) <OP> {U} [OPD]
        Target opponent may not use skill type of Apocalypse's choice for
            remainder of battle
     * INSTANT EVOLUTION (CL) <PS> {U}
        Play in current battle. Apocalypse may play any KO'd teammate's
            Specials in next battle.
     * MEGAMORPH (AS) <OP> {R} [OPD]
        Acts as a level 9 Fighting attack
     * TECHNO-VIRUS (HA) <IQ> {VR} [OPD]
        Target hero may not defend against level 1 or 2 Power cards for
            remainder of game. Level 1 or 2 Power card Hits do not count for
            Spectrum KO.
      ____________________________________________________________________

    AQUAMAN  
     * LINE (CH) <JL> {VR} [OPD]
        Target character must discard all Placed cards and may not attack for
            remainder of battle.
      ____________________________________________________________________

    AZRAEL  
     * THE SYSTEM (DU) <BS> {VR} [OPD]
        Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack
            at +3. Bonus not applied to damage, or Venture Total.
      ____________________________________________________________________

    BACKLASH 
     * PSI-WHIPS (LQ) <IM> {R} [OPD]
        Acts as a level 4 Intellect attack. If successful, may make 1
            additional Intellect attack against same Character. Additional
            attack may not be defended.
          ____________________________________________________________________
 
   * BANE  (V) <BS> {VR}                        E: 1   F: 6   S: 6   I: 6   (19)
     
     * INTELLECTUAL SUPERIORITY (HR) <JL> {R} [OPD]
        Acts as a level 9 Energy or Intellect attack.
     * VENOM INJECTION (DV) <BS> {VR} [OPD]
        Bane may make 1 attack at +4.  May not be combined with Universe cards.
      ____________________________________________________________________

  * BANSHEE  <PS> {VR}                         E: 7   F: 4   S: 3          (14)
  * BANSHEE  <IQ> {R}                          E: 7   F: 5   S: 3   I: 5   (20)
       ~ Teammates' Training card bonues (BONUSES) are an additionl
             (ADDITIONAL) +1. ~
     * LUCK O' THE IRISH (DS) <PS> {VR}
        Choose one Banshee Special from Draw Pile and place in hand. Cannot be
            a duplicate. Reshuffle Draw pile.
     * SHATTER SHRIEK (BY) <PS> {VR} [OPD]
        Opponent must immediately discard all cards with a Fighting icon
            currently held in hand.
     * SONIC GLIDE (AG) <PS> {VR}
        Avoid 1 attack.
     * VOCAL HYPNOSIS (AX) <PS> {VR}
        Banshee and target hero may not attack for remainder of battle.
      ____________________________________________________________________

  * BEAST  <IQ> {R}                            E: 2   F: 5   S: 6   I: 7   (20)
     * ANALYZE (AO) <OP> {C}
        Negates the effect of any 1 Special card played by opponent.
     * DROP KICK (AS) <OP> {U} [OPD]
        Acts as a level 9 Fighting attack
      ____________________________________________________________________

[99] BEYONDER  <OPL> {VR} [not currently for sale, inquire]   E: i   F: i   S: i   I: i   (28)
       ~ May play any Special cards. ~     [iNFINITIES; match active teammates]
             (of active or KO'd Teammates, except any One Per Decks.)
      ____________________________________________________________________

    BISHOP
     * PLASMA GUN (AS) <OP> {U} [OPD]
        Acts as level 9 Energy attack
     * SPECTRUM BLAST (AQ) <OP> {R} [OPD]
        Acts as level 8 Energy, Strength, or Fighting attack
    ____________________________________________________________________

    BLACK CANARY 
     * THE ORACLE CONNECTION (JC) <JL> {U}
        Acts as a level 5 Intellect attack. Black Canary may play 1 additional
            Special card.
    ____________________________________________________________________

  * BLACK CAT  <IQ> {R}                        E: 3   F: 6   S: 3   I: 4   (16)
       ~ Power cards are +1 when used for defense. ~
     * BAD LUCK (AI) <PS> {VR}
        Opponent must discard 1 placed Special card of Black Cat's choice.
     * CAT BURGLAR (CB) <PS> {VR}
        Black Cat can combine 1 Power card with 1 of opponent's placed Universe
            cards, excluding Teamwork, to attack.
     * FEMME FATALE (BY) <PS> {VR} [OPD]
        Opponent must immediately discard all cards with a Strength icon
            currently held in hand.
     * KISS OF DEATH (BA) <PS> {VR} [OPD]
        Acts as a level 3 Energy attack. Cannot be defended by a male hero.
      ____________________________________________________________________

    BLACK PANTHER  
     * JUNGLE SAVVY (JZ) <CL> {C}
        Acts as a level 5 Fighting attack. May not be defended with a Special
            card.
    ____________________________________________________________________

  * BLACK WIDOW  <IQ> {R}                      E: 4   F: 7   S: 3   I: 6   (20)
     * AVENGING AGENT (BA) <MC> {R} [OPD]
        Acts as a level 2 Energy, Strength, or Fighting attack. Can only be
            defended by a defensive Special card.
     * COMBAT GYMNAST (EL) <MC> {R} [OPD]
        Acts as a level 7 Fighting attack. If successful, target hero may not
            use cards with Fighting icon for remainder of battle.
    ____________________________________________________________________

  * BLOB  <IQ> {R}                             E: 4   F: 5   S: 6   I: 1   (16)
       ~ May not be Spectrum KO'd with Strength Power cards. ~
     * ABSORB IMPACT (CW) <PS> {U} [OPD]
        Avoid 1 attack. May not be attacked for remainder of battle.
     * BLUBBER BLOCK (AD) <PS> {VR}
        Teammate may avoid 1 attack.
     * BOTTOMLESS BELLY (CE) <PS> {VR}
        Opponent must discard top card from Draw Pile into Dead Pile.
     * FLABBY FIGHTER (HE) <IQ> {VR} [OPD]
        Heroes on Opponent's Team with Fighting 7 or 8 may not use cards with a
            Fighting icon to attack for remainder of battle.
     * HEAVY HITTER (AR) <PS> {R}
        Acts as a level 6 Fighting attack.
     * SUMO SLAM (CU) <PS> {VR} [OPD]
        Acts as a level 7 Strength attack. If successful, target hero must
            immediately discard 1 placed card.
      ____________________________________________________________________

    BOOSTER GOLD
     * MIDAS MODE (JG) <JL> {U}
        Booster Gold may play any Energy or Strength Teamwork cards for
            remainder of game.
     * SKEETS (HT) <JL> {U} [OPD]
        Choose 1 Power card usable by Booster Gold from Power Pack and place in
            hand. May be duplicate. Reshuffle Power Pack.
      ____________________________________________________________________

    BRAINIAC
     * BRAIN DRAIN (CU) <JL> {R} [OPD]
        Acts as a level 8 Intellect attack. If successful Target must
            immediately discard 1 Placed card, of Brainiac's choice.
     ____________________________________________________________________

    BRASS  
     * ARMORED POWERHOUSE (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Energy Power Card Hit, regardless of Inherent
            Abilities and other Special cards.
     
     ____________________________________________________________________

  * BROOD  <IQ> {R}                            E: 3   F: 6   S: 6   I: 4   (19)
       ~ May have duplicate "Brood Spawn" Specials. ~
     * ALIEN HUNGER (BW) <MC> {R} [OPD]
        Opponent must discard top 5 cards from Power Pack into Dead Pile.
     * OVERWHELM (AR) <MC> {U}
        Acts as a level 6 Energy attack. If successful, Brood gains skill
            levels of target opponent for remainder of battle.
     * PESTILENT HORDE (BF) <MC> {R} [OPD]
        Brood hits to K.O. number is increased to 30.
     ____________________________________________________________________

    BULLSEYE 
     * CAREFREE KILLER (JH) <CL> {C}
        Acts as a level 5 Intellect attack. If successful, Target Character -2
            to defense for remainder of battle.
     ____________________________________________________________________

    CABLE  
     * BATTLE TACTICS (AT) <OP> {U} [OPD]
        Draw 1 card, do not discard if duplicate
     * REALLY BIG GUN (AS) <PS> {R} [OPD]
        Acts as a level 9 Strength attack.
      ____________________________________________________________________

  * CAPTAIN AMERICA  <IQ> {R}                  E: 2   F: 8   S: 4   I: 6   (20)
    * SENTINEL OF LIBERTY (GB) <IQ> {VR} [OPD]
        Acts as a level 7 Intellect attack. If successful, Captain America may
            move 1 Mission Card from the Defeated Missions Pile to the Reserve
            Missions Pile.
    * SUPER SOLDIER (BA) <OP> {U} [OPD]
        Acts as a level 3 Fighting attack, can only be defended by a defensive
            Special card
      ____________________________________________________________________

    CAPTAIN ATOM 
     * ANTI-GRAVITY FIELD (JD) <JL> {VR} [OPD]
        Captain Atom may not attack or be attacked with Basic Universe cards
            for remainder of game.
     * QUANTUM JUMP (JB) <JL> {VR} [OPD]
        Remove all Hits from Captain Atom's Permanent Record and Current
            Battle, and switch places with the Reserve.
     ____________________________________________________________________

    CAPTAIN BRITAIN 
     * BATTLEWORTHY (KL) <XM> {U}
        Opponent must immediately discard all Special cards in play that affect
            the "remainder of the battle" or the "remainder of the game."
     * PRODIGIOUS STRENGTH (NG) <XM> {U}
        Acts as a level 5 Fighting attack. If successful, Target Character
            loses Inherent Ability and is considered to have no Inherent
            Ability for remainder of battle.
     * SUPER ENDURANCE (FL) <XM> {R} [OPD]
        For remainder of game, cards on Captain Britain's Hits to Current
            Battle with Energy or Fighting icons do not count towards
            Opponent's Venture Total.
   ____________________________________________________________________

    CAPTAIN MAR-VELL  
     * NEGA-BANDS (JH) <CL> {U}
        Acts as a level 5 Fighting attack. If successful, Target Character -2
            to defense for remainder of battle.
     * PROTECTOR OF THE UNIVERSE (AD) <CL> {C}
        Captain Mar-Vell or teammate may avoid 1 attack of 9 or less.
     * RICK JONES (JB) <CL> {R} [OPD]
        Remove all Hits from Captain Mar-Vell's Permanent Record and Current
            Battle, and switch places with the Reserve.
     ____________________________________________________________________

    CAPTAIN MARVEL 
     * SPEED OF MERCURY (AY) <JL> {VR} [OPD]
        Captain Marvel's Fighting Rating increases to 7 for remainder of game.
      ____________________________________________________________________

  * CARNAGE  <IQ> {R}                          E: 5   F: 7   S: 4   I: 2   (18)
       ~ Team +5 to Venture Total when KO'd. ~
     * ALIEN HEALING (DJ) <PS> {R}
        Carnage may switch a hit from his "hits from current battle" with a hit
            from his "permanent record". Affects Venture total.
     * COMBAT CHAOS (BT) <HF> {C}
        Opponent's Energy Power cards do not count in the Venture total for
            this battle.
      ____________________________________________________________________

  * CATWOMAN  (V) <BS> {R}                     E: 3   F: 6   S: 2   I: 6   (17)
      ____________________________________________________________________

    CEREBRO  
     * COMPUTER ORIGIN (BS) <XM> {R} [OPD]
        For remainder of battle, if Cerebro can block a Power card attack with
            an equal value Power card, Cerebro's Power card hits attacker.
      ____________________________________________________________________

  * COLOSSUS  <IQ> {R}                         E: 1   F: 5   S: 7   I: 4   (17)
       ~ May not be Cumulative KO'd with Strength Power cards. ~
     * FASTBALL SPECIAL (BI) <OP> {U} [OPD]
        Teammate may make 1 Strength or Fighting attack at +4
     * HAYMAKER (AR) <OP> {C}
        Acts as a level 7 Fighting attack
     * IRON CURTAIN (AX) <PS> {R}
        Colossus and target hero may not attack for remainder of battle.
     * SIBERIAN STRENGTH (OC) <MP> {X} [OPD]
        Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
      ____________________________________________________________________

    COMM. GORDON AND THE G.C.P.D.
     * SWAT TEAM (AQ) <BS> {VR} [OPD]
        Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
      ____________________________________________________________________

  * CRUX  <XM> {C}
     * PAYBACK (BL) <XM> {R} [OPD]
        Play when Opponent concedes battle. Opponent may not concede battle.
      ____________________________________________________________________

    CURSE  
     * APPENDAGE OF DEATH (CZ) <IM> {R} [OPD]
        Acts as a level 4 Energy attack. If successful, Target Character must
            discard all Placed cards into Dead Pile.
      ____________________________________________________________________

  * CYCLOPS  <IQ> {R}                          E: 7   F: 4   S: 4   I: 5   (20)
       ~ May play "Fearless Leader" from Reserve. ~
     * REMOVE VISOR (BO) <PS> {VR} [OPD]
        Acts as a level 6 Energy attack. May combine with 1 Energy card for a
            single attack.
     * WIDE BEAM (AR) <OP> {C}
        Acts as Level 7 Fighting attack
      ____________________________________________________________________

  * DAREDEVIL  <PS> {VR}                       E: 3   F: 7   S: 4          (14)
   * DAREDEVIL  <IQ> {R}                        E: 2   F: 7   S: 4   I: 6   (19)
     * BILLY CLUB (AS) <PS> {VR} [OPD]
        Acts as a level 9 Strength attack.
     * BLIND MAN'S BLUFF (BK) <PS> {U} [OPD]
        Daredevil plays numerical attacks face down for remainder of battle.
            Opponent must guess defense.
     * MAN WITHOUT FEAR (DN) <PS> {VR}
        Daredevil gains +2 to all actions for remainder of battle if
            Daredevil's team is outnumbered.
       ____________________________________________________________________

  * DARK BEAST  <OS> {R}                       E: 1   F: 6   S: 5   I: 7   (19)
       ~ Dark Beast may play any Beast Specials. ~
       ____________________________________________________________________

    DARKSEID  
     * KALIBAK (EB) <JL> {U}
        Play this card in front of Darkseid. Darkseid may not be attacked until
            this Special is attacked. Darkseid may not defend this card.
       ____________________________________________________________________

  * DEADPOOL  <IQ> {R}                         E: 3   F: 7   S: 5   I: 3   (18)
       ~ May not be Spectrum KO'd with MultiPower Power cards. ~
     * ASSASSIN (BA) <OP> {R} [OPD]
        Acts as a level 3 Fighting attack, can only be defended by a defensive
            Special card
     * BUSHWACK (AE) <PS> {U}
        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
     * HIGH THRESHOLD OF PAIN (BF) <OP> {R} [OPD]
        Deadpool's hits to K.O. number is increased to 30
     ____________________________________________________________________

    DEATHLOK  
     * CYBERCORPSE (JW) <CL> {C}
        Acts as a level 3 Strength attack. May make 1 additional Power card
            attack. Neither attack may be defended with a Special card.
     * LUTHER MANNING (AY) <CL> {R} [OPD]
        Deathlok's Fighting Rating increases to 7 for remainder of game.
     ____________________________________________________________________

  * DOC SAMSON  <IQ> {R}                       E: 2   F: 2   S: 7   I: 6   (17)
     * GREEN HAIRED HERO (DV) <MC> {R} [OPD]
        Doc Samson may make 1 attack at +4. May not be combined with Universe
            cards. 
     * HEAD SHRINKER (AR) <IQ> {U}
        Acts as a level 7 Intellect attack.
     * PSYCHOANALYZE (BZ) <MC> {R} [OPD]
        Opponent must reveal hand and play open handed for remainder of battle.
     ____________________________________________________________________

    DOCTOR DOOM  
     * CONCUSSION BEAMS (AA) <OP> {C}
        Acts as a level 4 Energy attack, may make 1 additional attack
     * SUPER GENIUS (AT) <OP> {R} [OPD]
        Draw 1 card, do not discard if duplicate
     ____________________________________________________________________

  * DOCTOR OCTOPUS  <IQ> {R}                   E: 2   F: 5   S: 6   I: 7   (20)
     * BIG PLANS (EJ) <IQ> {U}
        Acts as a level 2 Energy attack. If successful, acts as a level 8
            Intellect Power card.
     * MASTER INVENTOR (AT) <PS> {VR} [OPD]
        Draw 1 card. Do not discard if duplicate.
     ____________________________________________________________________

  * DR. STRANGE  <PS> {VR}                     E: 8   F: 2   S: 3          (13)
   * DR. STRANGE  <IQ> {R}                      E: 8   F: 3   S: 2   I: 6   (19)
     * CATASTROPHE MAGIC (CY) <IQ> {U}
        Acts as a level 4 Energy attack. Dr. Strange may make 1 additional
            Fighting and/or 1 additional Intellect Power card attack.
     * CRIMSON BANDS OF CYTORAK (AV) <PS> {VR} [OPD]
        Target hero may not attack for remainder of battle.
     * ELDRITCH BLASTS (DG) <PS> {U}
        Acts as a level 2 Energy attack. May make 2 additional attacks.
     * EYE OF AGAMOTTO (AA)=>(AJ) <PS> {VR}
        Opponent must reveal any Special cards currently held in hand.
     * MISTS OF MORPHEUS (DA) <PS> {R}
        Target hero may not defend with power type of Doctor Strange's choice
            for remainder of battle.
     * NECROMANCY (CK) <PS> {VR} [OPD]
        Play in current battle to resurrect any KO'd teammate next battle.
            Teammate is discarded at end next of battle.
     * SORCERER SUPREME (AF) <PS> {VR}
        Add 3 to Venture total for this battle.
      ____________________________________________________________________

    DOMINO  
     * FALL INTO PLACE (AM) <PS> {R}
        Domino gains a +2 to all actions for remainder of battle.
     * LADY LUCK (AG) <PS> {VR}
        Avoid 1 attack.
     * SHRAPNEL BOMB (BV) <PS> {VR} [OPD]
        Domino may make as many Power card attacks as possible. Opponent may
            defend.
     * TRIPWIRE (BS) <PS> {VR} [OPD]
        For remainder of battle, if Domino can block a Power card attack with
            an equal value Power card, Domino's Power card hits attacker.
      ____________________________________________________________________

  * DOPPELGANGER  <HF> {C}                     E: 1   F: 3   S: 6          (10)
       ~ Doppelganger may play any Spider-Man Specials. ~
      ____________________________________________________________________

    DRACULA
     * MESMERIZE (JH) <CL> {C}
        Acts as a level 5 Energy attack. If successful, Target Character -2 to
            defense for remainder of battle.
      ____________________________________________________________________

  * ELEKTRA  <IQ> {R}                          E: 2   F: 7   S: 4   I: 4   (17)
       ~ May not be Spectrum KO'd with Fighting Power cards. ~
      ____________________________________________________________________

  * THE ENFORCERS  <MN> {R}                    E: 3   F: 6   S: 4   I: 3   (16)
       ~ May have 2 Special cards Placed. May not be duplicates. ~
     * THE EEL (KD) <CL> {U} [OPD]
        All MultiPower Power card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
     * MR. BIG (AW) <MN> {VR} [OPD]
        Play in the current battle. Enforcers are +6 to Venture total for next
            battle.
     ____________________________________________________________________

    ERADICATOR 
     * POWER PUNCH (AQ) <BS> {VR} [OPD]
        Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
     ____________________________________________________________________

    FAIRCHILD  
     * SUPER SMARTS (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Intellect Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
      ____________________________________________________________________

    FALCON  
     * FLYBY (AN) <CL> {C}
        Acts as a level 6 Energy attack. May be used against Character in
            Reserve, who may defend.
      ____________________________________________________________________

    THE FLASH  
     * REAP THE WHIRLWIND (AI) <JL> {U}
        Opponent must discard 1 Placed card of The Flash's choice.
     * SPEED-LENDING (AR) <JL> {U}
        Acts as a level 7 Strength attack.
      ____________________________________________________________________

    FORGE  
     * CHEROKEE MAGIC (HE) <IQ> {VR} [OPD]
        Heroes on Opponent's Team with Strength 7 or 8 may not use cards with a
            Strength icon to attack for remainder of battle.
      ____________________________________________________________________

[5]* GALACTUS  <OPL> {VR} [counts as 5 cards]   E: 8   F: 8   S: 8          (24)
       (Galactus has no Special Cards)
      ____________________________________________________________________

  * GAMBIT  <IQ> {R}                           E: 6   F: 6   S: 4   I: 4   (20)
       ~ May have duplicate "Charge Object" Specials. ~
     * ACE IN THE HOLE (AT) <PS> {R} [OPD]
        Draw 1 card. Do not discard if duplicate.
     * CHARM (BJ) <OP> {R} [OPD]
        Gambit may not be attacked for remainder of battle
     * FULL HOUSE (HN) <MP> {X}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
     * KINETIC DETONATION (EJ) <IQ> {U}
        Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Power card.
     * STAFF ATTACK (AE) <OP> {U}
        Acts as a level 4 Fighting attack, may combine with 1 Strength card for
            a single attack
      ____________________________________________________________________

  * GHOST RIDER  <PS> {R}                      E: 6   F: 5   S: 6          (17)
     * BAT OUT OF HELL (AI) <PS> {VR}
        Opponent must discard 1 placed card of Ghost Rider's choice.
     * HELL ON WHEELS (AQ) <PS> {VR} [OPD]
        Acts as a level 8 Energy, Strength, or Fighting attack.
     * PENANCE STARE (CH) <PS> {VR} [OPD]
        Target hero must discard all placed cards and may not attack for
            remainder of battle.
     * SKELETAL SUMMONING (DS) <IQ> {U}
        Choose one Ghost Rider Special from Draw Pile and place in hand.
            Cannot be a duplicate. Reshuffle Draw Pile.
     * SPIRIT OF VENGEANCE (AR) <PS> {VR}
        Acts as a level 6 Energy attack.
      ____________________________________________________________________
  
    GREEN ARROW 
     * THE EMERALD ARCHER (IE) <JL> {VR} [OPD]
        Play during battle. At end of battle, opponent may only move 1 Mission
            card. Other Mission cards return to piles Ventured from.
     ____________________________________________________________________

    GREEN GOBLIN  
     * EXPLOSIVE PUMPKINS (AR) <IQ> {U}
        Acts as a level 7 Strength attack.
     * GOBLIN LEGACY (IC) <IQ> {VR} [OPD]
        Green Goblin's "Explosive Pumpkins" and "Gauntlet Blasters" become Any
            Hero Specials for remainder of game
     * HARRY OSBORNE (LI) <MN> {VR} [OPD]
        Discard all cards Placed to Green Goblin and remove all Hits in Green
            Goblin's Permanent Record.
     * MURDEROUS PLOY (IB) <IQ> {U}
        Opponent must discard all placed Ally cards, and is -3 to Venture
            total.
      ____________________________________________________________________

    GREEN LANTERN  
     * GOIN' BALLISTIC (AD) <JL> {C}
        Avoid 1 attack that contains a Strength icon.
     * GOTCHA! (AX) <JL> {U}
        Green Lantern and Target character may not attack for remainder of
            battle.
     * ...THIS IS A GUN (HN) <JL> {U}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
      ____________________________________________________________________

    GREY KING  
     * TK BEAM (AS) <XM> {R} [OPD]
        Acts as a level 8 Intellect attack, +1 for each Hit on Grey King's
            Permanent Record.
      ____________________________________________________________________
 
  * GRUNGE  <IM> {U}                           E: 6   F: 5   S: 4   I: 2   (17)
       ~ Must have a MultiPower card Hit to be KO'd. ~
     * DENSE (LO) <IM> {U}
        Avoid 1 attack with an Intellect icon. Grunge may draw 1 card from the
            top of the Draw Pile. Discard duplicates.
      ____________________________________________________________________

    THE HAND
     * DISSOLVING CORPSES (JJ) <MN> {VR} [OPD]
        Discard 1 Power card usable by The Hand to remove all Hits from The
            Hand's Permanent Record of equal or lesser value.
     * SNAKEROOT (HN) <MN> {U}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
      ____________________________________________________________________

  * HAWKEYE  <IQ> {R}                          E: 4   F: 7   S: 4   I: 2   (17)
       ~ May play "Dynamite Delivery" from Reserve. ~
     * ARROW ASSAULT (AA)=>(GJ) <MC> {U}
        Acts as a level 4 Energy, Strength, or Fighting attack. May make 1
            additional attack.
     * COMBAT READY (EF) <MC> {R} [OPD]
        Discard all cards not usable by Hawkeye from hand. Replace with same
            number of cards from Draw Pile. May keep duplicates.
     * DYNAMITE DELIVERY (EJ) <MC> {U}
        Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Strength Power card.
      ____________________________________________________________________

    HAWKMAN  
     * MACE (AP) <JL> {U}
        Acts as a level 6 Strength attack. Cannot be defended by a card with a
            Fighting icon.
     ____________________________________________________________________

  * HAZARD  (V) <BS> {U}                       E: 7   F: 2   S: 5   I: 5   (19)
     * CYBER-JACKED (HQ) <JL> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     ____________________________________________________________________

  * THE HELLFIRE CLUB  <MN> {R}                E: 6   F: 4   S: 4   I: 7   (21)
     * SELENE (EL) <MN> {VR} [OPD]
        Acts as a level 7 Energy attack. If successful Target Character may not
            use cards with an Energy icon for remainder of battle.
     * TESSA (JA) <MN> {VR} [OPD]
     * TESSA (AA) <MN> <SD> {VR} [OPD] (ERROR: miscoded AA bottom left corner)
        Discard one MultiPower Power card usable by The Hellfire Club to draw 4
            cards from top of the Draw Pile. Keep duplicates.
            total.
     * VON ROEHM (MB) <XM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Strength Power card Hit, regardless of
            Inherent Abilities and other Special cards.
      ____________________________________________________________________

  * HENRY PYM  <IQ> {R}                        E: 3   F: 4   S: 3   I: 7   (17)
     * GIANT-MAN (AY) <IQ> {C} [OPD]
        Henry Pym's Strength Rating increases to 7 for remainder of game.
      ____________________________________________________________________

  * HEROES FOR HIRE  <CL> {R}                   E: 2   F: 7   S: 8   I:4   (21)
     * THE BLACK KNIGHT (JW) <CL> {C}
        Acts as a level 3 Fighting attack. May make 1 additional Power card
            attack. Neither attack may be defended with a Special card.
     * THE HULK (JC) <CL> {U}
        Acts as a level 5 Strength attack. Heroes For Hire may play 1
            additional Special card.
     * WHITE TIGER (HY) <CL> {C}
        Acts as a level 6 Fighting attack. If successful, Target Character must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            Hand.
      ____________________________________________________________________

  * HOBGOBLIN  <IQ> {U}                        E: 4   F: 6   S: 6   I: 3   (19)
       ~ Strength Power cards are +1 when used to attack. ~
     * PUMPKIN BOMB (AR) <OP> {C}
        Acts as a level 7 Energy attack
     * SECRET POUCHES (AT) <PS> {VR} [OPD]
        Draw 1 card. Do not discard if duplicate.
      ____________________________________________________________________

    HOLOCAUST
     * APOCALYPTIC MINION (GF) <OS> {VR}
        Move all hits from Holocaust's Hits from Current Battle into Permanent
            Record. Affects Venture Total.
     * CONSUME LIFEFORCE (AL) <OS> {VR}
        Acts as a level 5 Energy attack. If successful, remove 1 hit from
            Holocaust's Permanent Record.
     * DEATH CANNON (AQ) <OS> {VR} [OPD]
        Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.
     * DEVASTATE (GG) <OS> {VR} [OPD]
        All cards currently in opponent's Dead Pile are removed from game.
     * HORRIFYING IMAGE (AR) <IQ> {C}
        Acts as a level 4 Intellect attack.
     * OTHERWORLDLY EVIL (AO) <OS> {VR}
        Negate the effect of any 1 Special card played by opponent.
      ____________________________________________________________________

    HULK  
     * ENRAGED (AS) <OP> {R} [OPD]
        Acts as a level 8 Strength attack +1 for each hit on Hulk's permanent
            record
     * INTIMIDATE (BC) <OP> {R} [OPD]
        Play when opponent brings in reserve, reserve may not enter until next
            battle
      ____________________________________________________________________

  * HUMAN TORCH  <IQ> {R}                      E: 7   F: 4   S: 4   I: 4   (19)
       ~ May not be Cumulative KO'd with Energy Power cards. ~
     * FLAME ON (AG) <PS> {R}
        Avoid 1 attack.
     * NOVA BURST (AS) <OP> {R} [OPD]
        Acts as a level 11 Energy attack, Human Torch may not attack for 
            remainder of battle
      ____________________________________________________________________

    HUNTRESS  
     * SNEAK ATTACK (BP) <BS> {VR} [OPD]
        Acts as a level 6 Strength attack. May be played while Huntress is in
            Reserve.
      ____________________________________________________________________

    HYDRA 
     * A.I.M. (AT) <MN> {VR} [OPD]
        Draw 1 card, do not discard if duplicate.
     * BARON VON STRUCKER (AY) <MN> {VR} [OPD]
        Hydra's Fighting and Intellect Ratings increase to 7 for remainder of
            game.
     * MADAME HYDRA (IE) <MN> {VR} [OPD]
        Play during battle. At end of battle, opponent may only move 1 Mission
            card. Other Mission cards return to pile Ventured from.
     * M.O.D.O.K. (AA) <MN> {C}
        Acts as a level 4 Intellect attack. May make 1 additional attack.
      ____________________________________________________________________

  * ICEMAN  <PS> {VR}                          E: 7   F: 3   S: 4          (14)
   * ICEMAN  <IQ> {R}                           E: 7   F: 4   S: 4   I: 3   (18)
       ~ May have duplicate "Snow Blind" Specials. ~
     * BLOOD CHILL (AS) <PS> {VR} [OPD]
        Acts as a level 10 Energy attack.
     * FROSTBITE (AE) <PS> {R}
        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
     * ICE ARMOR (AG) <PS> {VR}
        Avoid 1 attack.
     * SNOW BLIND (CM) <PS> {R}
        Opponent's heroes are -1 to all actions for remainder of battle.
     * SUB-ZERO (AR) <PS> {VR}
        Acts as a level 6 Strength attack.
      ____________________________________________________________________

  * THE INHUMANS  <MN> {R}                     E: 8   F: 4   S: 5   I: 4   (21)
     * BLACK BOLT (AQ) <MN> {VR} [OPD]
        Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.
     * GORGON (CZ) <MN> {VR} [OPD]
        Acts as a level 4 Strength attack. If successful, Target Character must
            discard all Placed cards into Dead Pile.
     * MAXIMUS THE MAD (AS) <CL> {C} [OPD]
        Acts as a level 9 Intellect attack.
      ____________________________________________________________________

  * INVISIBLE WOMAN  <IQ> {R}                  E: 6   F: 4   S: 3   I: 6   (19)
       ~ Team is +2 to Venture Total per battle. ~
     * BUBBLE SHIELD (BH) <OP> {U} [OPD]
        Team gains +2 to defense for remainder of battle
     * TEAM COORDINATION (FE) <IQ> {U}
        Acts as a level 3 Intellect attack. Each Front Line teammate may make
            1 additional attack.
      ____________________________________________________________________

    IRON MAN 
     * HEAT SEEKING MISSILE (AQ) <OP> {R} [OPD]
        Acts as a level 8 Energy, Strength, or Fighting attack
     * INDUSTRIAL WASTE (BW) <PS> {R} [OPD]
        Opponent must discard top 5 cards from Draw Pile into Dead Pile.
     * TACTICAL COMPUTER (AT) <OP> {R} [OPD]
        Draw 1 card, do not discard if duplicate
      ____________________________________________________________________

  * JEAN GREY  <IQ> {R}                        E: 7   F: 3   S: 2   I: 4   (16)
       ~ May play "Telepathic Unity" from Reserve. ~
     * MIND OVER MATTER (AX) <OP> {U}
        Jean Grey and target opponent may not attack for remainder of battle
     * TELEKINESIS (AS) <OP> {C} [OPD]
        Acts as a level 9 Strength attack
      ____________________________________________________________________

  * JUBILEE  <IQ> {R}                          E: 6   F: 4   S: 2   I: 4   (16)
       ~ May have duplicate "Blinding Flare" Specials. ~
     * PRISMATIC FLARE (AQ) <PS> {VR} [OPD]
        Acts as a level 7 Energy, Strength, or Fighting attack.
     * WISECRACK (HK) <IQ> {U}
        Target hero must make as many attacks as possible. Jubilee's team may
            defend.
      ____________________________________________________________________

  * JUGGERNAUT  <PS> {VR}                      E: 3   F: 4   S: 7          (14)
   * JUGGERNAUT  <IQ> {R}                       E: 4   F: 5   S: 8   I: 2   (19)
     * BATTERING RAM (CU) <PS> {VR} [OPD]
        Act as a level 8 Strength attack. If successful target must immediately
            discard 1 placed card.
     * HEAD BUTT (AR) <PS> {U}
        Acts as a level 7 Fighting attack.
     * RAZE (AU) <PS> {U} [OPD]
        Opponent must discard all Universe cards held in hand or all placed
            Universe cards, whichever is a greater number.
     * UNSTOPPABLE FORCE (DQ) <PS> {VR}
        Juggernaut's hits to K.O. number is increased by 2 points for remainder
            of game.
      ____________________________________________________________________

  * KA-ZAR  <CL> {U}                           E: 1   F: 7   S: 5   I: 5   (18)
       ~ +1 to all attacks vs. Characters with Fighting Power Grid 7 or 8. ~
     * JUNGLE SAVVY (JH) <CL> {C}
        Acts as a level 5 Intellect attack. If successful, Target Character -2
            to defense for remainder of battle.
      ____________________________________________________________________

    KILLER CROC 
     * DUMB LUCK (AP) <JL> {R}
        Acts as a level 6 intellect attack. Cannot be defended by a card with
            an Intellect icon.
      ____________________________________________________________________

    KILLRAZOR  
     * INNER PEACE (MK) <IM> {R} [OPD]
        Avoid 1 Intellect attack. Remove all Hits with an Intellect icon from
            Permanent Record of Killrazor and Killrazor's team.
      ____________________________________________________________________

  * KINGPIN  <IQ> {R}                          E: 2   F: 4   S: 5   I: 6   (17)
       ~ May play Teamwork cards from Reserve. ~
     * ASIAN CONNECTIONS (HE) <CL> {R} [OPD]
        Opponent's Team with Power Grid of 7 or 8 in Power Type of Kingpin's
            choice may not use Power cards of that Power Type to attack for
            remainder of battle.
     * BUSINESS SAVVY (HQ) <IQ> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * CRIME MAGNATE (HX) <IQ> {VR} [OPD]
        Kingpin's team is +1 to all numeric Special cards for remainder of
            battle. Bonus not applied to damage of (=>OR) Venture total. May be
            played from Reserve
     * SUMO KNOWLEDGE (AS)=>(HR) <IQ> {VR} [OPD]
        Acts as a level 9 Strength or Intellect attack
     ____________________________________________________________________

    KNOCKOUT  
     * ...8...9...10! YOU'RE OUT! (CR) <JL> {R} [OPD]
        Knockout may switch any two Power cards of equal value, on the
            Permanent Record of any of two of opponent's Characters.
      ____________________________________________________________________

    THE KREE  <MN> {R}                         E: 6   F: 5   S: 4   I: 7   (22)
     * COLONEL YON-ROGG (GF) <MN> {VR} [OPD]
        Move all Hits from Current Battle into the Permanent Records of all
            Characters. Affects Venture total.
     * INTERSTELLAR EMPIRE (AR) <MN> {U}
        Acts as a level 7 Fighting attack.
     * SENTRY (DT) <MN> {VR} [OPD]
        Kree may not be attacked by a Power card with the same value as any
            Power cards on Kree's Permanent Record for remainder of game.
      ____________________________________________________________________

    LANDSLIDE 
     * SHORT FUSE (BV) <XM> {R} [OPD]
        Landslide may make as many Power card attacks as possible. Opponent may
            defend.
      ____________________________________________________________________

  * LONGSHOT  <PS> {VR}                        E: 4   F: 7   S: 3          (14)
   * LONGSHOT  <IQ> {R}                         E: 3   F: 7   S: 4   I: 3   (17)
       ~ Opponent's team is -2 to Venture Total per battle. ~
     * FOUR-FINGERED FURY (BU) <PS> {VR}
        Longshot may combine Fighting Power cards level 1 thru 4 for a single 
            attack. May be blocked as a whole or in parts.
     * FREEDOM FIGHTER (AC) <PS> {U}
        Attack made on teammate is now made on Longshot, who may defend it.
     * HOLLOW BONES (AG) <PS> {VR}
        Avoid 1 attack.
     * LUCKY BOUNCE (CJ) <PS> {VR} [OPD]
        Play when Longshot makes a Power card attack. If defended, Longshot's
            Power card is returned to top of Draw Pile.
     * ONE IN A MILLION (AV)=>(CV) <PS> {VR} [OPD]
        Acts as a level 3 Fighting attack. Can only be defended by a level 3
            Power card. If defended, Power card hits Longshot.
     * ROLL WITH THE PUNCHES (DO) <PS> {R} Ver 1: "1" at end of 1st text line
     * ROLL WITH THE PUNCHES (DO) <PS> {R} Ver 2: "1" at start of 2nd text line
        Negates the effect of any 1 Special card played by opponent against
            Longshot only.
      ____________________________________________________________________

    MAGGOT  
     * INTESTINAL FORTITUDE (OA) <XM> {R} [OPD]
        Acts as a level 7 Strength attack. If successful, Opponent must sort
            through Draw Pile and discard first 3 Special cards into Dead Pile.
            Reshuffle Draw Pile.
      ____________________________________________________________________

    MAGNETO  
     * MASTER OF MAGNETISM (HN) <IQ> {VR} [OPD]
        Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
     * POWER FLUX (AR) <PS> {R}
        Acts as a level 6 Energy attack.
      ____________________________________________________________________

    MALEBOLGIA 
     * MASTER OF THE DARKLANDS (EK) <IM> {R} [OPD]
        Malebolgia cannot be Cumulative KO'd for remainder of game.
      ____________________________________________________________________

  * MANDARIN  <PS> {VR}                        E: 6   F: 5   S: 3          (14)
   * MANDARIN  <IQ> {R}                         E: 7   F: 4   S: 3   I: 5   (19)
       ~ Fighting Power cards are +2 when used for defense. ~
     * ARCH VILLAIN (AF) <PS> {VR}
        Opponent -3 to Venture total for this battle.
     * DISINTEGRATE (AI) <PS> {VR}
        Opponent must discard 1 placed card of Mandarin's choice.
     * ELECTROMAGNETIC SHIELD (AD) <PS> {U}
        Teammate may avoid 1 attack of 9 or less.
     * ENERGY VOID (HE) <IQ> {VR} [OPD]
        Heroes on Opponent's Team with Energy 7 or 8 may not use cards with an
            Energy icon to attack for remainder of battle.
     * MASTERMIND (AT) <PS> {VR} [OPD]
        Draw 1 card. Do not discard if duplicate.
     * MIND CONTROL (CT) <PS> {VR} [OPD]
        All attacks made on Mandarin are made on target teammate until teammate
            is KO'd. Teammate may defend.
     * VORTEX BEAM (AR) <PS> {R}
        Acts as a level 6 Strength attack.
      ____________________________________________________________________

  * THE MARAUDERS  <MN> {R}                    E: 7   F: 7   S: 3   I: 2   (19)
     * ARC LIGHT (LM) <MN> {U}
        Acts as a level 7 Any-Power attack. +3 when used to attack a
            Battlesite. Bonus counts toward damage.
     * BLOCKBUSTER (AR) <MN> {U}
        Acts as a level 7 Strength attack.
     * MALICE (BQ) <MN> {VR} [OPD]
        Play during battle. Marauders may exchange this card for any 1 Special
            card in Dead Pile not playable by Marauders and play it
            immediately.
     * RIPTIDE (DQ) <CL> {U} [OPD]
        Opponent's team's Hits to K.O. number is decreased by 3 points for
            remainder of battle.
     * VERTIGO (LN) <MN> {U}
        Any attack made on Marauders or teammate may be made on Front Line
            Character of Marauders' choice for remainder of battle. Character
            may defend.
      ____________________________________________________________________

    MARROW 
     * DOUBLEHEART (CG) <CL> {U} [OPD]
        Marrow cannot be Spectrum K.O.'d for remainder of game.
     * SKELETAL PLATES (LO) <MP> {X}
        Marrow or teammate may avoid 1 attack of 4 or less. Marrow may draw 1
            card from the top of the Draw Pile. Discard duplicates.
      ____________________________________________________________________

    MAVERICK 
     * FREELANCE SPY (BG) <XM> {R} [OPD]
        Team gains +2 to all actions.
      ____________________________________________________________________

    MERCURY
     * SOLDIER-OF-FORTUNE (NM) <XM> {R} [OPD]
        Sort through Draw Pile card by card. Remove first card with an attack
            Value. Add Value to Mercury's Venture Total for current battle.
            Reshuffle Draw Pile.
      ____________________________________________________________________

    METALLO
     * SERVO-ASSISTED STRENGTH (AI) <BS> {C}
        Target character must discard 1 placed Universe card of Metallo's
            choice.
      ____________________________________________________________________

  * METROPOLIS S.C.U.  (H) <BS> {U}            E: 7   F: 4   S: 5   I: 3   (19)
     * BATTLESUIT BRIGADE (CY) <BS> {R}
        Acts as a level 4 Energy attack. Metropolis S.C.U. may make 1
            additional Strength and/or 1 additional Fighting Power card attack.
     * HEAVY ARTILLERY (AS) <BS> {VR} [OPD]
        Acts as a level 11 Energy attack. Metropolis S.C.U. may not attack for
            remainder of battle.
     * PARAMILITARY TRAINING (AM) <BS> {C}
        Metropolis S.C.U. gains +1 to all actions for remainder of battle.
     * STUN GUNS (AB) <BS> {U}
        Acts as a level 4 Energy attack. May make 1 additional Energy attack.
      ____________________________________________________________________

    MR. FANTASTIC 
     * FANTASTIC MIND (AR) <IQ> {U}
        Acts as a level 7 Intellect attack.
     * INVENTIVE GENIUS (HQ) <IQ> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * PYTHON HOLD (AV) <OP> {U} [OPD]
        Target opponent may not attack for remainder of battle
     * STRETCH ATTACK (AB) <OP> {U}
        Acts as a level 4 Fighting attack, may make 1 additional Fighting
            attack against a different opponent
      ____________________________________________________________________

    MISTER MIRACLE  
     * BIG BARDA (JC) <JL> {U}
        Acts as a level 5 Strength attack. Mister Miracle may play 1 additional
            Special card.
     * OBERON (FA) <JL> {U}
        Mister Miracle may not attack or be attacked for remainder of battle.
      ____________________________________________________________________

  * MR. SINISTER  <PS> {VR}                    E: 6   F: 6   S: 5          (17)
     MR. SINISTER  <IQ> {VR}                    E: 4   F: 5   S: 4   I: 8   (21)
     * BACKSTAB (AR) <PS> {R}
        Acts as a level 6 Strength attack.
     * CLONING PROCESS (HS) <IQ> {VR} [OPD]
        Play in current battle. Do not discard duplicates in next battle.
     * HIDDEN AGENDA (DL) <PS> {VR}
        Target hero is -2 to attacks/+2 to defense for remainder of battle.
     * INSIDE INFORMATION (BZ) <PS> {R} [OPD]
        Opponent must reveal hand and play open handed for remainder of battle.
     * MALEABLE MANEUVER (AG) <PS> {VR}
        Avoid 1 attack.
     * POWER SCHEME (BT) <PS> {R}
        Opponent's Energy Power cards do not count in the Venture total for
            this Battle.
      ____________________________________________________________________

  * MOJO  <PS> {VR}                            E: 5   F: 6   S: 2          (13)
   * MOJO  <IQ> {U}                             E: 6   F: 3   S: 1   I: 6   (16)
       ~ MultiPower Power cards are +1 when used to attack. ~
     * BODYGUARD (CC) <PS> {VR}
        Acts as a level 5 Strength Power card. May be used to attack or defend.
            May not be combined with Universe Cards.
     * CAUGHT ON FILM (HO) <IQ> {U}
        Acts as a level 6 Intellect attack. If successful, opponent -4 to
            Venture total.
     * DIRECTOR'S CUT (AO) <IQ> {U}
        Negates the effect of any 1 Special card played by opponent.
     * PRIME TIME (CX) <PS> {VR} [OPD]
        Acts as a level 5 Fighting attack. May combine with any 1 Power card
            for a single attack.
     * REWRITE SCRIPT (CP) <PS> {VR} [OPD]
        May exchange remaining cards in hand with equal number of cards from
            top of Draw Pile. May keep duplicates.
     * SPINELESS PLOT (AJ) <PS> {VR}
        Opponent must reveal any Power cards currently held in hand.
     * SUPREME EDITS (AG) <PS> {R}
        Avoid 1 attack.
      ____________________________________________________________________

    MOLE MAN 
     * ENERGY STAFF (JZ) <CL> {U}
        Acts as a level 5 Energy attack. May not be defended with a Special
            card.
     * SOCIAL OUTCAST (KC) <CL> {C}
        All attacks by opponent's team must be made against Mole Man until
            Mole Man is K.O.'d or cannot be attacked.
     * STRATEGIC TUNNELING (AO) <CL> {C}
        Negates the effect of any 1 Special card played by opponent.
      ____________________________________________________________________

  * MORBIUS  <IQ> {R}                          E: 5   F: 3   S: 6   I: 5   (19)
       ~ May only be Cumulative KO'd by 30 or more points. ~
     * BLOOD HUNGER (EG) <MC> {R} [OPD]
        Acts as a level 5 Fighting attack. If successful, opponent must discard
            all cards with an Energy icon from hand.
     * DREAD CHAMPION (DU) <MC> {R} [OPD]
        Morbius may make 2 Power card attacks at +2 each, or 1 Power card
            attack at +3. Bonus not applied to damage, or Venture Total.
     * SAVAGE COMBAT (AR) <MC> {U}
        Acts as a level 7 Fighting attack.
      ____________________________________________________________________

  * THE MORLOCKS  <MN> {VR}                    E: 6   F: 3   S: 8   I: 2   (19)
     * LEECH (JT) <CL> {C} [OPD]
        Morlocks may discard up to 4 cards from Hand. Opponent must discard an
            equal number of cards from Hand, and 1 Placed card of opponent's
            choice.
     * MASQUE (DQ) <MN> {VR} [OPD]
        Target Character's hits to K.O. number is decreased by 5 points for
            remainder of game.
      ____________________________________________________________________

  * MORPH  <IQ> {R}                            E: 4   F: 5   S: 3   I: 6   (18)
       ~ May not be Spectrum KO'd with Intellect Power cards. ~
     * MAXIMUM MORPH (DW) <MC> {R} [OPD]
        Morph may combine 1 Fighting Power card with 1 Strength or Energy
            Power card for a single attack, for remainder of battle.
     * ONE BIG FIST (AR) <MC> {U}
        Acts as a level 6 Strength attack.
     * POWER MIMIC (DY) <MC> {R} [OPD]
        This Special acts identical to any Special currently on the table.
      ____________________________________________________________________

    MULTIPLE MAN  
     * LEGACY SURVIVOR (JB) <XM> {R} [OPD]
        Remove all Hits from Multiple Man's Permanent Record and Current
            Battle, and switch places with Reserve.
     * MULTIPLY AND CONQUER (NR) <XM> {R} [OPD]
        Discard 1 Strength Power card usable by Multiple Man. Show Opponent up
            to 5 cards usable by Multiple Man from Hand. Draw equal number from
            Draw Pile. Discard duplicates.
      ____________________________________________________________________

  * MYSTERIO  <IQ> {U}                         E: 6   F: 3   S: 4   I: 6   (19)
       ~ May not be Spectrum KO'd with Energy Power cards. ~
     * ALTER PERCEPTION (BK) <PS> {VR} [OPD]
        Mysterio plays numerical attacks face down for remainder of battle.
            Opponent must guess defense.
     * HOLLYWOOD HORROR (AV) <PS> {VR} [OPD]
        Target hero may not attack for remainder of battle.
     * NOW YOU SEE IT... (AU) <PS> {VR} [OPD]
        Target hero must immediately discard all placed cards.
     * POISON PROPS (AE) <PS> {VR}
        Acts as a level 4 Energy attack. May combine with 1 Strength card for a
            single attack.
     * STUNTMAN (CC) <PS> {VR}
        Acts as a level 5 Fighting Power card. May be used to attack or defend.
            May not be combined with Universe cards.
      ____________________________________________________________________

    MYSTIQUE
     * COMMANDO RAID (AN) <OP> {U}
        Acts as a level 6 Energy attack, may be used against opponent in
            reserve, who may defend
     * ILLUSION OF ALLY (AZ) <OP> {U}
        Target opponent may not attack Mystique for remainder of battle unless
            she attacks him first
     * MISTAKEN IDENTITY (CA) <PS> {R}
        Mystique may switch entire permanent record with any front line
            teammate.
     * SURPRISE ATTACK (AT) <OP> {R} [OPD]
        Draw 1 card, do not discard if duplicate
      ____________________________________________________________________

  * NAMOR  <PS> {R}                            E: 1   F: 4   S: 8          (13)
   * NAMOR  <IQ> {R}                            E: 2   F: 7   S: 7   I: 4   (20)
     * ATLANTIS ATTACKS (AA) <PS> {U}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
     * BOUNTY OF THE SEA (BR) <PS> {VR}
        Namor may have one additional Power, Universe, or Special card placed
            on him until Namor is KO'd.
     * IMPERIOUS REX (AQ) <PS> {VR} [OPD]
        Acts as a level 7 Energy, Strength, or Fighting attack.
     * LAND, SEA, AND AIR (CY) <PS> {VR}
        Acts as a level 4 Energy attack. Namor may make 1 additional Strength
            and/or 1 additional Fighting Power card attack.
     * WATERY GRAVE (CR) <PS> {VR} [OPD]
        Hero (=>NAMOR) may switch any two Power cards of equal value on any two
            of opponent's heroes.
      ____________________________________________________________________

    NERON 
     * NECROMANTIC BLAST (EJ) <JL> {U}
        Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Power card.
     * YOUR SOUL IS MINE! (HY) <JL> {U}
        Acts as a level 6 Intellect attack. If successful, Target character
            must discard 2 cards of opponent's choice. Cards may be placed or
            in hand.
      ____________________________________________________________________

  * NEW WARRIORS  <MN> {R}                     E: 6   F: 6   S: 5   I: 5   (22)
       ~ Draw 2 Cards from Draw Pile when KO'd. Keep Duplicates. ~
      ____________________________________________________________________

    NICK FURY
     * HOWLING COMMANDO (HN) <IQ> {U}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
      ____________________________________________________________________

    NIGHTCRAWLER
     * BLINDSIDE (DG) <MP> {X} [OPD]
        Acts as a level 3 Strength attack. May make 2 additional attacks at +2.
            Bonus not applied to damage, or Venture Total.
     * DISAPPEARING ACT (CC) <MC> {R} [OPD]
        Acts as a level 5 MultiPower card. May be used to attack or defend.
     * TRICK TRANSPORT (DZ) <MC> {U}
        Target hero may not attack or be attacked for remainder of battle.
     * VICIOUS TELEPORT (AS) <MC> {R} [OPD]
        Acts as a level 9 Energy attack.
      ____________________________________________________________________

    OMEGA RED 
     * CARBONADIUM COILS (AR) <OP> {C}
        Acts as a level 7 Strength attack
     * SECRETE PHEROMONES (DP) <PS> {VR} [OPD]
        Target hero may not use cards with icon of Omega Red's choice for
            remainder of battle.
      ____________________________________________________________________

[2]* ONSLAUGHT  <OS> {R} [counts as two cards]  E: 8   F: 2   S: 6   I: 7   (23)
     * BAPTISM BY FIRE (GC) <OS> {VR} [OPD]
        Remove 1 hit from the Permanent Record of Onslaught or teammate for
            every card in the Defeated Missions Pile.
     * DARK ENIGMA (GB) <OS> {VR} [OPD]
        Acts as a level 7 Intellect attack. If successful, opponent must move
            1 Mission card from the Completed Missions Pile to the Reserve
            Missions Pile.
     * DARK THOUGHTS (EI) <CL> {C}
        Acts as a level 2 Intellect attack. May be made after opponent has
            conceded the battle. Opponent may defend.
     * MUTANT GESTALT (GD) <OS> {VR}
        Acts as a level 5 Fighting attack. If successful, acts as a level 1
            Energy and (=>OR) Strength Hit.
     * PSYCHIC ABSORPTION (GA) <OS> {VR}
        Target opponent may not play Specials for remainder of battle.
     * RAW POWER (AR) <OS> {VR}
        Acts as a level 7 Fighting attack.
      ____________________________________________________________________

    OVERTKILL  
     * CONTRACT HIT (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Strength Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
      ____________________________________________________________________

    PARASITE 
     * DOC PARASITE (GC) <JL> {R} [OPD]
        Remove 1 hit from the permanent record of The Parasite or teammate for
            every card in the Defeated Missions Pile.
      ____________________________________________________________________

    PHOENIX 
     * TELEPATHIC POWER (AR) <XM> {C}
        Acts as a level 7 Fighting attack.
      ____________________________________________________________________

    POLARIS
     * ENSNARE (FN) <XM> {U} [OPD]
        Target Character may not attack or play Special cards for remainder of
            battle.
     * REVERSE POLARITY (KB) <XM> {C}
        Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Hit. Hit goes on Target Character's Permanent Record. Does
            not count for Venture Total.
      ____________________________________________________________________

  * POST  <OS> {R}                             E: 1   F: 6   S: 4   I: 6   (17)
       ~ May not be attacked by any card from a Location. ~
     * COVERT MANIPULATIONS (AF) <IQ> {U}
        Opponent -2 to Venture total for this battle. May be played from
            Reserve.
     * GATHER INFO (GK) <OS> {VR}
        Move all of target opponent's Hits from Permanent Record into Hits from
            Current Battle. Affects Venture total.
     * HERALD OF ONSLAUGHT (GJ) <OS> {VR}
        Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
     * LETHAL TESTER (GH) <OS> {VR}
        Post may attack any Front Line teammate using 1 of opponent's Placed
            cards. Teammate may defend.
     * OBFUSCATE (GI) <OS> {VR}
        Post is not affected by Event cards for remainder of game.
     * PROTECTIVE PLATES (CW) <OS> {VR} [OPD]
        Avoid 1 attack. Post may not be attacked for remainder of battle.
     * STRATEGIC ASSAULT (GL) <OS> {VR} [OPD]
        Sort through opponent's Draw Pile. Choose any 1 card and remove it from
            game. Reshuffle Draw Pile.
      ____________________________________________________________________

    PROFESSOR X 
     * MINDWIPE (AQ) <IQ> {VR} [OPD]
        Acts as a level 8 Energy, Strength, Fighting or Intellect attack.
     * READ MIND (AG) <PS> {R}
        Avoid 1 attack.
     * SHI'AR BATTLE ARMOR (EQ) <MP> {X}
        For remainder of battle, Professor X's Fighting and Strength actions
            are +2. Energy actions are -2.
     * TELEPATHIC COORDINATION (BG) <OP> {R} [OPD]
        Team gains +2 to all actions for remainder of battle
     ____________________________________________________________________

  * PSYLOCKE  <IQ> {R}                         E: 7   F: 6   S: 3   I: 4   (20)
     * ILLUSION (AG) <PS> {U}
        Avoid 1 attack.
     * MENTAL HOLD (AV) <OP> {R} [OPD]
        Target opponent may not attack for remainder of battle
     * PSYCHIC KNIFE (BM) <OP> {R} [OPD]
        Acts as a level 7 Energy attack, if successful target opponent may not
            attack for remainder of battle
      ____________________________________________________________________

  * PUNISHER  <IQ> {R}                         E: 3   F: 7   S: 4   I: 4   (18)
       ~ May not be Cumulative KO'd with Fighting Power cards. ~
     * FLAME THROWER (AE) <PS> {R}
        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
            single attack.
     * SECRET WEAPON (AT) <OP> {R} [OPD]
        Draw 1 card, do not discard if duplicate
     * VENDETTA (BB) <OP> {R} [OPD]
        Play after Punisher takes a hit. Punisher is +2 for remainder of battle
            vs. opponent who just hit him
      ____________________________________________________________________

    PUPPET MASTER  
     * AUTOMATONS (AR) <CL> {U}
        Acts as a level 7 Strength attack.
     * CRIMINAL MASTERMIND (HB) <CL> {C}
        Sort through opponent's Power Pack and remove any 3 cards of Puppet
            Master's choice. Discard chosen cards into Dead Pile. Reshuffle
            Power Pack.
      ____________________________________________________________________

    QUICKSILVER 
     * FAST AND FURIOUS (BV)=>(BX) <MC> {R} [OPD]
        Acts as a level 5 MultiPower attack. May be combined with a Universe
            card, excluding Teamwork. Universe not added to damage or venture
            total.
     * HIGH SPEED IMPACT (AS) <IQ> {VR} [OPD]
        Acts as a level 11 Strength attack. Quicksilver may not attack for
            remainder of battle.
     * RAPID RIP OFF (AU) <MC> {R} [OPD]
        Opponent must immediately discard all placed Universe cards.
      ____________________________________________________________________

    RAPTURE 
     * RELEASE SOUL (KB) <XM> {C}
        Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Intellect Hit. Hit goes on Target Character's Permanent Record.
            Does not count for Venture Total.
      ____________________________________________________________________

    THE RAY 
     * LIGHT CONSTRUCTS (HQ) <JL> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * SPEED OF LIGHT (AD) <JL> {C}
        The Ray may avoid any numerical attack.
      ____________________________________________________________________

    THE REAVERS 
     * BONE BREAKER (AR) <MN> {U}
        Acts as a level 7 Energy attack.

     * DONALD PIERCE (AO) <MN> {U}
        Negates the effect of any 1 Special card played by opponent.
     * PRETTY BOY (BJ) <MN> {VR} [OPD]
        Reavers may not be attacked for remainder of battle.
     * SKULL BUSTER (BA) <MN> {VR} [OPD]
        Acts as a level 2 Energy, Strength, or Fighting attack. Can only be
            defended by a defensive Special card.
      ____________________________________________________________________

  * RED SKULL  <IQ> {R}                        E: 3   F: 5   S: 4   I: 7   (19)
       ~ May not be Cumulative KO'd with Intellect Power cards. ~
     * COSMIC CUBE (FD) <IQ> {VR} [OPD]
        Only Red Skull and target hero may attack, be attacked or defend this
            battle.
     * DUST OF DEATH (HY) <IQ> {U}
        Acts as a level 6 Energy attack. If successful, target hero must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            hand.
     * THE SCOURGE (KD) <CL> {C} [OPD]
        All Strength Power Card Hits on Target Character are doubled when
            determining Cumulative K.O. for remainder of game. Does not count
            toward Venture Total.
      ____________________________________________________________________

  * RHINO  <IQ> {R}                            E: 2   F: 6   S: 7   I: 1   (16)
     * SCARE TACTICS (BC) <PS> {R} [OPD]
        Play when opponent's hero is KO'd. Reserve must skip a battle before
            entering.
     * STAMPEDE (BU) <HF> {C}
        Rhino may combine Strength Power cards level 1 thru 4 for a single
            attack. May be blocked as a whole or in parts.
      ____________________________________________________________________

    RIDDLER  
     * PRINCE OF PUZZLES (CP) <JL> {R} [OPD]
        The Riddler may exchange remaining cards in hand with equal number of
            cards from the top of the Draw Pile. May keep Duplicates.
      ____________________________________________________________________

    RIPCLAW 
     * NATIVE MAGIC (GB) <IM> {R} [OPD]
        Acts as a level 7 Energy attack. If successful, Opponent must move 1
            Mission Card from the Completed Missions Pile, to the Reserve
            Missions Pile.
     * PACIFIST HEART (MV) <IM> {R} [OPD]
        Play to Concede battle. Remove all Hits from Ripclaw's or teammate's
            Permanent Record and Hits from Current Battle. 
      ____________________________________________________________________

    ROGUE 
     * MUTAGENIC DRAIN (BD) <OP> {R} [OPD]
        Target opponent may not use 1 skill type of Rogue's choice for
            remainder of battle
     * MUTANT MISSILE (AS) <PS> {R} [OPD]
        Acts as a level 9 Fighting attack.
     * NIGH INVULNERABLE (FL) <MP> {X} [OPD]
        For remainder of game, cards on Rogue's Hits to Current Battle with
            Fighting or Strength icons do not count towards Opponent's Venture
            Total.
     * POWER TRANSFER (AR) <OP> {C}
        Acts as level 6 Strength attack. If successful, Rogue gains skill
            levels of target opponent for remainder of battle
      ____________________________________________________________________

    SABRA 
     * HIGH DURABILITY (EK) <XM> {R} [OPD]
        Sabra may not be Cumulative KO'd for remainder of game.
      ____________________________________________________________________

    SABRETOOTH 
     * BLOOD HUNT (BE) <OP> {R} [OPD]
        Sabretooth may make 1 attack after opponent has conceded the battle,
            opponent may defend
     * DANGEROUS MIND (EJ) <IQ> {C}
        Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Intellect Power card.
     * RABID BEAST (DK) <PS> {U}
        Play when Sabretooth is wounded. Sabretooth gains +2 to all attacks for
            remainder of battle.
     * WILDCAT ATTACK (AR) <OP> {C}
        Acts as a Level 7 Strength attack
      ____________________________________________________________________

    SAVAGE DRAGON
     * SAVAGE STRENGTH (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 MultiPower Power Card Hit, regardless of 
            Inherent Abilities and other Special cards.
      ____________________________________________________________________

    SCARLET SPIDER
     * ARACHNID GIZMOS (BQ) <PS> {R} [OPD]
        On his turn, Scarlet Spider may exchange this card for any 1 card in
            Dead Pile and play it immediately.
     * HIDDEN POUCHES (BR) <PS> {VR}
        Scarlet Spider may have 1 additional Power, Universe, or Special card
            placed on him until Scarlet Spider is KO'd.
     * IMPACT WEBBING (BV) <PS> {VR} [OPD]
        Scarlet Spider may make as many Power card attacks as possible.
            Opponent may defend.
     * SPIDER WEB (AV) <PS> {VR} [OPD]
        Target hero may not attack for remainder of battle.
     * STICKY FINGERS (CB) <PS> {VR}
        Scarlet Spider can combine 1 Power card with 1 of opponent's placed
            Universe cards, excluding Teamwork, to attack.
      ____________________________________________________________________

  * SCARLET WITCH  <PS> {VR}                   E: 6   F: 4   S: 4          (14)
     * CHANGE OUTCOME (AO) <PS> {VR}
        Negates the effect of any 1 Special card played by opponent.
     * HEX POWER (AQ) <PS> {VR} [OPD]
        Acts as a level 8 Energy, Strength or Fighting attack.
     * MUTANT MAGIC (BT) <PS> {R}
        Opponent's Strength Power cards do not count in the Venture total for
            this battle.
     * SORCERESS SLAM (AR) <PS> {R}
     * SORCERESS SLAM (AR) <PS> {R} (ERROR: 6 Fighting icon in top left corner)
        Acts as a level 6 Strength attack.
     * SPONTANEOUS COMBUSTION (AI) <PS> {VR}
        Opponent must discard 1 placed card of Scarlet Witch's choice.
      ____________________________________________________________________

  * SCORPION  <CL> {U}                         E: 5   F: 5   S: 7   I: 2   (19)
       ~ +1 to attack if opponent has 4, 5, or 6 Mission cards in Completed
             Pile. ~
     * ACID SPRAY (JH) <CL> {C}
        Acts as a level 5 Energy attack. If successful, Target Character -2 to
            defense for remainder of battle.
     * ARACHNID STRENGTH (JS) <CL> {C}
        Scorpion may combine MultiPower or Strength Power cards with Strength
            Basic Universe cards usable by Scorpion to avoid any attack for
            remainder of game.
     * SAVAGE INSANITY (LT) <CL> {C}
        Acts as a level 3 Intellect attack, +1 for each Mission card in
            Scorpion's Defeated Missions Pile.
     * SCORPION STING (AR) <CL> {U}
        Acts as a level 7 Fighting attack.
      ____________________________________________________________________

    SENTINELS 
     * LEARNING CIRCUITS (DT) <MC> {R} [OPD]
        Sentinels may not be attacked by a Power card with the same value as
            any Power cards on Sentinels Permanent Record for remainder of
            game.
            Sentinels or teammate.
     * MUTANT COUNTERMEASURES (GA) <IQ> {C}
        Target character may not play Specials for remainder of battle.
     * NIMROD (CZ) <MC> {R} [OPD]
        Acts as a level 4 Fighting attack. If successful, target must discard
            all placed cards into Dead Pile.
     * REACTION PROGRAM (CN) <MC> {R} [OPD]
        Play with any Power card usable by Sentinels. No cards of that Power
            type may be played against Sentinels for remainder of battle.
     * ROBOT MENTALITY (AR) <IQ> {C}
        Acts as a level 7 Intellect attack.
      ____________________________________________________________________

  * THE SERPENT SOCIETY  <MN> {R}              E: 3   F: 6   S: 6   I: 3   (18)
       ~ May play Tactic cards from Reserve. ~
     * COBRA (AO) <MN> {U}
        Negates the effect of any 1 Special card played by opponment.
     * DEATH ADDER (EJ) <MN> {U}
        Acts as a level 2 Strength attack. If successful, acts as a level 8
            Energy Power card.
      ____________________________________________________________________

    SHADOW KING 
     * ASTRAL LIFEFORM (HY) <XM> {C}
        Acts as a level 6 Intellect attack. If successful, Target Character
            must discard 2 cards of Opponent's choice. Cards may be Placed or
            in Hand.
     * POSSESS OTHERS (MF) <XM> {R} [OPD]
        Target teammate may play any Shadow King Special cards for remainder of
            game.
     * TWIST DESIRE (KK) <XM> {R} [OPD]
        Play during Battle. Both players move all Mission cards to Reserve
            Missions Pile. Mission cards Ventured this battle are now
            Ventured from Reserve Missions Pile.
      ____________________________________________________________________

    SHADOWCAT
     * COMPUTER GENIUS (HQ) <IQ> {C} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * NINJA ADEPT (CC) <MP> {X}
        Acts as a level 6 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
     * SOULSWORD (EJ) <IQ> {C}
        Acts as a level 2 Energy attack. If successful acts as a level 10
            Any-Power card.
      ____________________________________________________________________

    SHANG CHI: MASTER OF KUNG FU  
     * THE ELIXIR VITAE (KJ) <CL> {U} [OPD]
        Play during battle. After being K.O.'d, Shang-Chi is resurrected at
            beginning of next battle, remains in play until end of battle, and
            is discarded at end of battle.
      ____________________________________________________________________

  * SHE HULK  <PS> {R}                         E: 2   F: 5   S: 7          (14)
     * ELBOW GREASE (CD) <PS> {VR}
        Only attacks made with Universe cards may be played against She Hulk
            for remainder of battle.
     * GAMMA GIRL (AQ) <PS> {R} [OPD]
        Acts as a level 8 Energy, Strength, or Fighting attack.
     * SHE-HULK SMASH (BX) <PS> {VR}
        Acts as a level 4 Strength attack. May combine with a Universe card.
            Universe bonus added to Venture total for this battle.
     * VITAMIN "G" (AL) <PS> {R}
        Remove 1 hit from She Hulk's permanent record.
      ____________________________________________________________________

    THE SHI'AR  
     * LILLANDRA (AH) <MN> <SD> {U}
        No cards with an Intellect icon may be played against The Shi'ar for
            remainder of battle.
     * LILLANDRA (AH) <MN> {U} (ERROR: apostrophe misplaced in text's Shi'ar)
        No cards with an Intellect icon may be played against The Sh'iar for
            remainder of battle.
     * WARSTAR (JF) <MN> {VR} [OPD]
        All Any-Power cards on Target Character's Permanent Record become
            Fighting cards for remainder of game.

      ____________________________________________________________________

  * SILVER SABLE  <IQ> {U}                     E: 4   F: 6   S: 2   I: 6   (18)
       ~ May play Fighting Teamwork cards from Reserve. ~
     * CHIA (AP) <PS> {U}
        Acts as a level 6 Fighting attack. Cannot be defended by a card with a
            Strength icon.
     * HIDDEN WEAPON (AT) <PS> {VR} [OPD]
        Draw 1 card. Do not discard if duplicate.
     * KEVLAR (AG) <PS> {VR}
        Avoid 1 attack.
     * LEADERSHIP (CQ) <PS> {U}
        All Silver Sable Special cards are doubled when determining Venture
            total for this battle.
     * ONE WITH THE SWORD (AA) <PS> {R}
        Acts as a level 5 Energy attack. May make 1 additional attack.
      ____________________________________________________________________

    SILVER SURFER  
     * DOUBLE POWER BLAST (AE) <PS> {R}
        Acts as a level 4 Energy attack. May combine with 1 Energy card for a
            single attack.
      ____________________________________________________________________

    SPAWN  
     * HEAVY WEAPONS (AR) <IM> {C}
        Acts as a level 7 Strength attack.
      ____________________________________________________________________

  * SPIDER-GIRL  <XM> {C}                      E: 4   F: 6   S: 5   I: 3   (18)
       ~ Attacks made with Power cards may not be defended using Activator
             cards. ~
      ____________________________________________________________________

    SPIDER-MAN 
     * TAUNT (BL) <PS> {R} [OPD]
        Play when opponent concedes battle. Opponent may not concede battle.
     * WEB (AV) <OP> {R} [OPD]
        Target opponent may not attack for remainder of battle
      ____________________________________________________________________

  * SPIDER-WOMAN  <IQ> {U}                     E: 6   F: 3   S: 6   I: 4   (19)
       ~ Energy Power cards are +1 when used to attack. ~
     * PSIONIC ATTACK (AQ) <PS> {R} [OPD]
        Acts as a level 7 Energy, Strength, or Fighting attack.
     * PSI-WEB (AV) <OP> {R} [OPD]
        Target opponent may not attack for remainder of battle
      ____________________________________________________________________

  * THE STARJAMMERS  <MN> {R}                  E: 3   F: 7   S: 4   I: 5   (19)
       ~ May have 2 Power cards placed. May not be duplicates. ~
     * BINARY (HN) <MN> {VR} [OPD]
        Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
     * RAZA (CH) <MN> {VR} [OPD]
        Target Character must discard all Placed cards and may not attack for
            remainder of battle.
      ____________________________________________________________________

  * STEEL  (H) <BS> {R}                        E: 5   F: 3   S: 6   I: 4   (18)
     * HAMMER (AQ) <BS> {VR} [OPD]
        Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
      ____________________________________________________________________

  * STORM  <IQ> {R}                            E: 7   F: 5   S: 3   I: 4   (19)
       ~ Intellect Power cards are +2 when used for defense. ~
     * EMOTIONAL OUTBURST (AQ) <OP> {R} [OPD]
        Acts as a level 8 Energy, Strength, or Fighting attack
     * GATHERING WINDS (OE) <MP> {X} [OPD]
        Sort through Power Pack card by card. Put the first 3 cards with Energy
            icons in Hand. May keep duplicates. Reshuffle Power Pack.
     * SUMMON ELEMENTAL POWER (AT) <OP> {R} [OPD]
        Draw 1 card, do not discard if duplicate
     * WEATHER MANIPULATION (CF) <PS> {R}
        Storm may increase either her team's or opponent's ventured Mission
      ____________________________________________________________________

  * STRONG GUY  <PS> {VR}                      E: 4   F: 4   S: 6          (14)
   * STRONG GUY  <IQ> {R}                       E: 3   F: 4   S: 7   I: 3   (17)
       ~ May play "Pile It On" from Reserve. ~
     * FIT OF LAUGHTER (AV) <PS> {R} [OPD]
        Target hero may not attack for remainder of battle.
     * MIGHTY MUTANT (DM) <PS> {VR}
        Strong Guy's Energy Power cards are +2 for remainder of battle.
     * PILE IT ON (CG) <PS> {VR} [OPD]
        Strong Guy cannot be Spectrum KO'd for remainder of game.
     * ROCK & ROLL (BS) <PS> {VR} [OPD]
        For remainder of battle, if Strong Guy can block a Power card attack
         with an equal value Power card, Strong Guy's Power card hits attacker.
      ____________________________________________________________________

    STRYKER 
     * SERIOUS ARSENAL (BO) <IM> {R} [OPD]
        Acts as a level 6 Fighting attack. May combine with 1 Fighting card for
            a single attack.
      ____________________________________________________________________

    SUNFIRE 
     * RADIATE HEAT (FO) <XM> {R} [OPD]
        Target Character must discard 1 Placed card. If successful, Opponent
            must discard 1 card from Hand for each Hit on Sunfire's Permanent
            Record.
     ____________________________________________________________________

    SUPER SKRULL  
     * ALIEN FIRE (BW) <PS> {R} [OPD]
        Opponent must discard top 5 cards from Draw Pile into Dead Pile.
     * FANTASTIC ENEMY (HN) <IQ> {C}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
     * FISTS OF STONE (BU) <PS> {VR}
        Super Skrull may combine Strength Power cards level 1 thru 4 for a
            single attack. May be blocked as a whole or in parts.
     * FLEXIBLE FORM (AG) <PS> {VR}
        Avoid 1 Attack.
     * IMMITATION (CA) <PS> {VR}
        Super Skrull may switch his entire permanent record with any front line
            teammate.
     * INVISIBLE INVASION (CZ) <PS> {R} [OPD]
        Acts as a level 4 Fighting attack. If successful, target must discard
            all placed cards into Dead Pile.
      ____________________________________________________________________
  
    SUPERGIRL 
     * TELEKINETIC SHIELD (AG)=>(AD) <BS> {R}
        Supergirl or teammate may avoid 1 attack of 4 or less.
      ____________________________________________________________________

    TASKMASTER
     * PHOTOGRAPHIC REFLEXES (BQ) <XM> {R} [OPD]
        Play during battle. Taskmaster may exchange this card for any 1 Special
            card in Dead Pile not playable by Taskmaster and play it
            immediately.
     * SPY CAMERA (FK) <XM> {R} [OPD]
        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.
      ____________________________________________________________________

  * THING  <IQ> {R}                            E: 1   F: 5   S: 8   I: 3   (17)
     * BRUTE FORCE (BX) <PS> {U}
        Acts as a level 4 Strength attack. May combine with a Universe card.
            Universe bonus added to Venture total for this battle.
     * REVOLTIN' DEVELOPMENT (BB) <OP> {R} [OPD]
        Play after Thing takes a hit. Thing is +2 for remainder of battle vs.
            opponent who just hit him
      ____________________________________________________________________

    THOR 
     * AIRBORNE AVENGER (AG) <PS> {U}
        Avoid 1 attack.
     * POWER OF ASGARD (AQ) <OP> {R} [OPD]
        Acts as a level 8 Energy, Strength, or Fighting attack
     * VIKING PYRE (IG) <IQ> {VR} [OPD]
        Remove any cards from Thor's Draw Pile and discard into Dead Pile.
            Reshuffle Draw Pile.
      ____________________________________________________________________

    THORN 
     * EXPLOSIVE CHARGE (AU) <BS> {VR} [OPD]
        Target character must discard all placed cards.
      ____________________________________________________________________

  * THUNDERBOLTS  <CL> {U}                      E: 7   F: 5   S: 4   I: 6   (22)
      ____________________________________________________________________

    THE TRICKSTER 
     * BAIT AND SWITCH (JK) <JL> {U}
        All Hits with only Intellect icons in the Permanent Record of all Front
            Line characters are moved to the Permanent Record of one of The
            Trickster's teammates.
     * CLEAN GETAWAY (AG) <JL> {U}
        Avoid 1 attack.
     * DON'T MIND ME... (AA) <JL> {C}
        Acts as a level 4 Intellect attack. May make 1 additional attack.
      ____________________________________________________________________

    TWO-FACE
     * CRIMINAL MASTERMIND (BT) <BS> {R}
        Opponent's Fighting Power cards do not count in the venture total for
            this battle.
     * FLIP OF THE COIN (FB) <BS> {U}
        Draw top card from Draw Pile. If drawn card is an attack, Two-Face may
            use it. If drawn card is not an attack, discard it to the Dead
            Pile.
     * LAW AND DISORDER (BQ) <JL> {VR} [OPD]
        On his turn, Two-Face may exchange this card for any 1 card in Dead
            Pile and play it immediately.
      ____________________________________________________________________

  * TYPHOID MARY  <XM> {U}                     E: 5   F: 7   S: 3   I: 2   (17)
       ~ Attacks made with Fighting Power cards may not be moved or shifted
             from Target Character. ~
     * BLOODY MARY (BL) <XM> {R} [OPD]
        Play when Opponent concedes battle. Opponent may not concede battle.
      ____________________________________________________________________

  * VENOM  <IQ> {R}                            E: 5   F: 6   S: 7   I: 2   (20)
     * PANIC ATTACK (BC) <OP> {R} [OPD]
        Play when opponent's hero is KO'd - Reserve must skip a battle before
            entering
      ____________________________________________________________________

    VIOLATOR  
     * HEART ATTACK (AS) <IM> {R} [OPD]
        Acts as a level 9 Energy attack.
      ____________________________________________________________________

  * VISION  <IQ> {R}                           E: 5   F: 4   S: 6   I: 6   (21)
       ~ May play "Android Endurance" from Reserve. ~
     * ANDROID ENDURANCE (EK) <MC> {U} [OPD]
        Vision cannot be Cumulative KO'd for remainder of game.
     * INTANGIBLE STRIKE (BM) <MC> {R} [OPD]
        Acts as a level 7 Fighting attack. If successful, target hero may not
            attack for remainder of battle.
      ____________________________________________________________________

    VOODOO, DAEMONITE 
     * DANGEROUS DANCER (JM) <IM> {R} [OPD]
        Opponent must move 1 Mission Card from his Completed Missions Pile to
            his Reserve Missions Pile.
      ____________________________________________________________________

  * WAR MACHINE  <IQ> {R}                      E: 5   F: 4   S: 7   I: 3   (19)
     * BATTLE COMPUTER (AT) <OP> {R} [OPD]
        Draw 1 card, do not discard if duplicate
     * PEPPER POTTS (JM) <MN> {VR} [OPD]
        War Machine may move 1 Mission Card from the Defeated Missions Pile to
            the Reserve Missions Pile.
     * UNLEASH ARSENAL (AQ) <OP> {U} [OPD]
        Acts as a level 8 Energy, Strength, or Fighting attack
      ____________________________________________________________________

  * WARLOCK  <MI> {R}                          E: 7   F: 6   S: 4   I: 6   (23)
       (Warlock has no Special Cards)
      ____________________________________________________________________

    WHITE QUEEN  <IQ> {R}                    
     * COLD-HEARTED ENEMY (GG) <IQ> {C} [OPD]
        All cards currently in opponent's Dead Pile are removed from game.
     * CORPORATE CUTTHROAT (JW) <CL> {C}
        Acts as a level 3 Intellect attack. May make 1 additional Power Card
            attack. Neither attack may be defended with a Special Card.
     * THE HELLIONS (LA) <MN> {VR} [OPD]
        Target Battlesite must discard 1 Placed card chosen at random.
      ____________________________________________________________________

    WITCHBLADE  
     * ENERGY WRATH (AS) <IM> {R} [OPD]
        Acts as a level 8 Energy attack +1 for each Hit on Witchblade's
            Permanent Record.
      ____________________________________________________________________

 * WOLVERINE  <IQ> {R}                        E: 2   F: 8   S: 5   I: 4   (19)
    * TRACKING SENSES (OB) <MP> {X}
        Acts as a level 5 Intellect attack. If successful, Wolverine may sort
            through Draw Pile, select any Aspect card and play it immediately.
            Reshuffle Draw Pile.
      ____________________________________________________________________

  * WYNONNA EARP  <MW> {X}                     E: 2   F: 7   S: 3   I: 6   (18)

      ____________________________________________________________________

    X-BABIES 
     * LI'L COLOSSUS (HO) <MN> {U}
        Acts as a level 6 Strength attack. If successful opponent -4 to Venture
            total.
     * LI'L CYCLOPS (LH) <MN> {VR} [OPD]
        Play during battle. Next battle X-Babies may Venture up to 4 Mission
            cards with no penalty. May not Venture more than 4 Mission cards.
     * LI'L LONGSHOT (AO) <MN> {U}
        Negates the effect of any 1 Special card played by opponent.
     * LI'L PHOENIX (CC) <XM> {C}
        Acts as a level 7 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.
     * LI'L ROGUE (LD) <MN> {VR} [OPD]
        Opponent may not attack or defend with cards from Battlesite for
            remainder of battle.
      ____________________________________________________________________

  * ZEALOT  <IM> {R}                           E: 3   F: 8   S: 4   I: 5   (20)
     * KHERUBIM (MP) <IM> {R} [OPD]
        Play during battle. For remainder of game, any Special played by Zealot
            or Zealot's teammates may not be Negated until "Kherubim" is
            Negated.
_______________________________________________________________________________

 L O C A T I O N   C A R D S   A N D   A S P E C T   C A R D S

    ANY HOMEBASE
     * A-NEXT (C2) <XM> {R} [OPD]
        Acts as a level 4 Strength attack. Any Front Line Character may make 1
            additional attack.

    AGE OF APOCALYPSE 
     MORPH, SHADOWCAT, HOLOCAUST, DARK BEAST, BLINK, X-MAN
       ~ Age of Apocalypse Team +2 to Venture Total per battle if using "Age of
             Apocalypse" Mission with at least 1 Event card. ~
     * HISTORICAL TWIST (B4) <XM> {R} [OPD]
        Age of Apocalypse's team may rearrange all Hits in the Permanent
            Records of all Front Line Characters.

  * ASTEROID "M"  <MN> {U}
     MAGNETO, QUICKSILVER, SCARLET WITCH, MYSTIQUE, BLOB, ROGUE
       ~ For every Value of 2 or less on Character's Power Grid, that Character
             may not be Spectrum KO'd by that Power Type. ~
     * ORBITAL HIDEOUT (C1) <XM> {U} [OPD]
        For remainder of game, Asteroid "M"'s team may draw 1 card from top of
            Draw Pile immediately after blocking an attack using a Fighting
            Power card. Discard if duplicate.

    AVALON  
     MAGNETO, BISHOP, COLOSSUS, PROFESSOR X, CABLE, ACOLYTES
       ~ During the Discard Phase, Opponent may remove 1 Hit from any
             Character. ~
     * MUTANT REFUGE (B6) <XM> {R} [OPD]
        For remainder of game, both players must draw 1 card from top of Draw
            Pile for each Activator card played by Opponent. Draw card before
            resolving Opponent's action. Discard duplicates.

  * CAPE CITADEL  <XM> {U}
     CRUX, GREY KING, LANDSLIDE, MERCURY, RAPTURE, XAOS
       ~ During discard phase, after discarding 1 or more duplicate or
             unusable cards, sort through Power Pack and draw any 1 card.
             May not be duplicate. ~
     * THE BENASSI ROCKET (A6) <XM> {R} [OPD]
        Acts as a level 7 Any-Power attack. If successful, Opponent must 
            discard all Special cards and Activator cards in Hand.

  * THE DANGER ROOM  <MN> {U}
     BISHOP, GAMBIT, ROGUE, BEAST, ICEMAN, ANGEL
       ~ During Discard phase, replace each unusable Power card with 1 card
             from Draw Pile. Discard Duplicate & Unusable cards. ~
     * HOLOGRAPHIC ATTACKERS (A3) <XM> {R} [OPD]
        For remainder of game, The Danger Room team's attacks made with Power
            cards may not be defended by Opponent's team's Special cards
            already in play.


    FALL'S EDGE COMPOUND  
     FORGE, MYSTIQUE, SABRETOOTH, STRONG GUY, HAVOK, POLARIS
       ~ All of Opponent's Universe: Teamwork Card attacks are -1 ~
     * QUARANTINE (A9) <XM> {C}
        Acts as a level 6 Energy attack. If successful, Target Character must
            discard all Placed cards and move into Reserve for remainder of
            battle.

    LANDAU, LUCKMAN, & LAKE  
     WOLVERINE, DEADPOOL, VENOM, EXPEDITER, PSYLOCKE, CAPTAIN AMERICA 
       ~ Landau, Luckman, & Lake Team's MultiPower Power cards are +1 to
             attack. ~
     * WARP CHAMBER (B1) <XM> {R} [OPD]
        Remove all Hits from any of Landau, Luckman, & Lake's Front Line
            Character's Permanent Record and Current Battle, and switch places
            with the Landau, Luckman, & Lake's Reserve.


  * MADRIPOOR  <MN> {U}
     WOLVERINE, PSYLOCKE, ELEKTRA, OMEGA RED, MANDARIN, THE HAND
       ~ All of Opponent's Universe: Teamwork Card Bonuses are +0. ~
    
  * MARVEL MANHATTEN  <MN> <SD> {C}
     ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
       ~ During the Discard Phase, Marvel Manhatten Team may discard 1 Placed
             card. ~

  * MARVEL UNIVERSE  <MN> <SD> {C}
     ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
       ~ Opponent's Team is -1 to Venture Total per Battle. ~

  * MORLOCK TUNNELS  <MN> {R}
     MR. SINISTER, STORM, SABRETOOTH, THE MARAUDERS, MORLOCKS, DARK BEAST
       ~ Morlock Tunnels Team may not use Universe: Training cards. ~


  * TEAM OVERPOWER  <MP> {X}
     ANY TOURNAMENT LEGAL TEAM USING NORMAL DECK-BUILDING RULES.
       ~ Team OverPower may Place Any-Character Specials and Aspects to
             HomeBase, using normal Placing rules. Only one of each card may be
             Placed. Any-Character Specials may be played by Any Character on
             team. ~

  * WUNDAGORE MOUNTAIN  <MN> {U}
     DOCTOR DOOM, OMEGA RED, QUICKSILVER, SCARLET WITCH, NIGHTCRAWLER, COLOSSUS
       ~ Wundagore Mountain Team may not Venture more than 2 Mission Cards per
             battle. ~
     * THE KNIGHTS OF WUNDAGORE (A8) <XM> {C}
        Acts as a level 7 Any-Power card. May be used to attack or defend. May
            not be combined with Universe cards.



P O W E R   C A R D S

 MULTIPOWER

  <OP>      <-E/F/S->       
  * 3M {C}  Nightcrawler    
  * 4M {C}  Super Skrull    

  <BS>    <--E/F/S/I-->     <IQ>                      <MN>
  * 3M {VR} Batman          * 3M {U}  X-Man           * 3M {U} ROM
  * 4M {VR} Superman        * 4M {R}  Black Bolt      * 4M {R} Mimic


 ANY-POWER
  * 7A <CL> {U} =>[OPD] Dormammu

 ENERGY

  <OP>                               <PS>
  * 7E {C}  Cyclops                  * 7E {U}  Cyclops
  * 8E {C}  Professor X              * 8E {U}  Professor X

  <MN> 
  * 7E {U}  Sunfire
  * 8E {R}  Dark Phoenix

  <IM>
  * 7E {C}  Misery
  * 8E {C}  Redeemer

 FIGHTING

  <OP>                               <PS>
 											<MI> <OPL>
 											* 6F PROTOTYPE
  * 7F {C}  Domino                   * 7F {U}  Domino             {R} Wolverine
  * 8F {C}  Cyber                    * 8F {U}  Cyber              

  <BS>                               <MN>
                                     * 7F {U}  Bullseye

  <IM>
  * 7F {C}  Majestic
  * 8F {C}  Zealot

 STRENGTH

  <OP>                               <PS>
  * 7S {C}  Thing                    * 7S {U}  Thing
  * 8S {C}  Abomination              * 8S {U}  Abomination

  <BS>                               <MN>
                                     * 7S {U}  Hercules
                                     * 8S {R}  Hulk

  <IM>
  * 7S {C}  Overtkill
  * 8S {C}  Cy-Gor

 INTELLECT

  <IQ>                               <BS>
  * 7I {U}  Leader                   
  * 8I {R}  Doom 2099               

  <MN>                               <IM>
  * 7I {U}  Beast                    * 7I {C}  Jason Wynn
  * 8I {R}  Dracula                  * 8I {C}  Malebolgia
_______________________________________________________________________________

U N I V E R S E   C A R D S

BASIC

 ANY-POWER 

  * 6A +2 <IM> {VR}  Power Blast (Spawn)

 FIGHTING

  <OP>                                       <PS>
  * 8F +3 {U} Crossbow (Wolverine)                 (NO REPRINT CROSSBOW)

ALLY (?)

 ANY-POWER
  * 6A 1E      <XM> {C}  Lila Cheney
  * 6A 1F      <XM> {C}  Amos "Fred" Duncan
  * 6A 1S      <XM> {C}  Chief Authier
  * 6A 1I      <XM> {C}  Trish Tilby

SPECIAL

  * CAPTAIN UNIVERSE  <MI> {C}
     +1 to any Special card that contains an icon. May not be combined with a
         "One Per Deck" Special. Bonus counts toward damage and venture total.
_______________________________________________________________________________

T A C T I C   C A R D S

ARTIFACT

 ENERGY
  * 6E 5E  THE SERPENT CROWN  <CL> {R} [OPD]
     Teammate's Energy Rating increases to 7 for remainder of game.

 FIGHTING
  * 6F 5F  THE COSMIC CONTROL ROD  <CL> {R} [OPD]
     Teammate may move 1 Mission card from Completed or Reserve Missions Pile
       to Defeated Missions Pile after Draw Phase of each battle to discard 6
       cards from Hand. Draw 6 new cards from top of Draw Pile. Normal discard
       rules apply.
  * 6F 5F  THE SUPER SOLDIER SERUM  <CL> {R} [OPD]
     Teammate's Fighting Rating increases to 7 for remainder of game.

 STRENGTH
  * 6S 6A  SHADOWHELMET  <IM> {R} [OPD]
     Teammate may make 1 attack after Opponent has Conceded the battle.
       Opponent may defend.
  * 6S 5S  ADAMANTIUM TENTACLES  <CL> {R} [OPD]
     Teammate's Strength Rating increases to 7 for remainder of game.
  * 6S 5S  PYM PARTICLES  <CL> {C} [OPD]
     During each Draw Phase, teammate and opponent draw either 6 cards, 8
       cards, or 10 cards. Teammate's choice before Draw Phase. May change
       each battle.

 INTELLECT
  * 6I 5I  THE BOOK OF THE DARKHOLD  <CL> {R} [OPD]
     Teammate's Intellect Rating increases to 7 for remainder of game.
  * 6I 5I  THE ULTIMATE NULLIFIER  <CL> {R}
     Negates the effect of all Artifact cards. Both players must discard all
       Placed Artifact cards and all Artifact cards in play. Discard this card
       after use.
M I S S I O N   C A R D S   A N D   E V E N T   C A R D S

    ANY MISSION
    Event:
[5]  * HIDEOUT DISCOVERED!  <CG> {U} [counts as five cards] Silver Sable
        Discard all placed Teamwork Universe cards. No Teamwork Universe cards
            may be played this battle.
      ____________________________________________________________________

  * AGE OF APOCALYPSE  <OP>
     * 1  {U}  The Truth Revealed              Bishop
     * 2  {U}  Siege the Sea Wall              Weapon X, Jean Grey
     * 3  {U}  The Human High Council          Sue Storm
     * 4  {U}  The Sinister Lair               Beast
     * 5  {U}  The Life of a Child             Colossus
     * 6  {U}  Headlong into the Holocaust     Holocaust
     * 7  {U}  The Heart of Apocalypse         Apocalypse
    Events:
     * MUTANT REBELS HELD CAPTIVE!  <MI> {X}   Jean Grey & Dark Beast
        No Strength Power cards may be played this battle. (missing text about
            discards and Jean Grey & Dark Beast: TM and (c) 1996 text)
      ____________________________________________________________________

   ANNIHILATION AFFAIR  <OP>
     * 2  {U}  Blood & Thunder                 Thunderbolt Ross
      ____________________________________________________________________

    ASSAULT ON ONSLAUGHT  <OS> <IQM>

    Events:
     * DO OR DIE!  <OS> {VR}                   Elektra & Gateway
        Before discarding, take one card from your hand and put it on the
            bottom of the Draw Pile.
     * FIGHTING SPIRIT LIVES!  <OS> {VR}       Juggernaut
        All Special cards in your hand may be played by any Hero, for remainder
            of battle.
     * FUEL FOR THE MACHINE  <MN> {R}          X-Man
        Sort through Draw Pile card by card. Put the first card with more than
            one icon in your hand. May be a duplicate. Reshuffle Draw Pile.
     * HELPING HANDS  <OS> {VR}                Black Panther
        Draw two cards after the Discard Phase. Do not discard if duplicates.
     * ON THE MOVE  <OS> {VR}                  Captain America & Falcon
        No Intellect Power cards may be played this battle. Affected Power
            cards are not discarded.
     * SPY DISCOVERED!  <OS> {VR}              Thing
        After placing, reveal any 4 cards in your hand to your opponent.
      ____________________________________________________________________

  * DARK PHOENIX SAGA  <MC>
     * MARSHALING FORCES  <MN> {R}             Storm
        All attacks from each Teamwork card must be made against the same Front
            Line character this battle, until character is KO'd.
      ____________________________________________________________________

  * INFESTATION INCIDENT  <OP>
  * Events:
     * ALIEN CREATURE RAMPAGES!  <MC> {R}      Professor X
            All Heroes KO'd this battle may continue to fight and are not discarded
            until the end of the battle.
     * HERE COMES THE CAVALRY!  <MC> {R}       Ghost Rider & Brood
        Draw 3 additional cards. All duplicates must still be discarded
      ____________________________________________________________________

  * SECRET WARS  <MN> <SD>
     * AT LAST, CONTROL!  {R}                  Ben Grimm
        Do not discard any duplicate Special cards this battle.
      ____________________________________________________________________

  * SINS OF THE FUTURE  <PS>
  * Events:
     * ASSASSINATION ATTEMPT!  <MC> {R}        Mystique & Destiny
        No cards that affect Hits in the Permanent Record or from the Current
            Battle may be played this battle.
     * RUDE AWAKENING!  <MC> {R}               Sentinels
        Remove all hits with a Fighting icon from the Permanent Record of all
            Heroes.
_______________________________________________________________________________

O T H E R   O V E R P O W E R   C O L L E C T I B L E   I T E M S
  * HERO PLACARDS ( 39, 3 sets of 13 ) 5"-by-7" Reprints  <MI> <OPL>
     * GROUP #1               * GROUP #2               * GROUP #3
       APOCALYPSE               BEAST                    BISHOP
       CARNAGE                  CABLE                    CAPTAIN AMERICA
       COLOSSUS                 CYCLOPS                  ELEKTRA
       DEADPOOL                 DR. DOOM                 HUMAN TORCH
       HULK                     DR. OCTOPUS              JEAN GREY
       JUBILEE                  GAMBIT                   MAGNETO
       MR. FANTASTIC            HOBGOBLIN                OMEGA RED
       MYSTIQUE                 INVISIBLE WOMAN          PUNISHER
       PROFESSOR X              IRON MAN                 RHINO
       ROGUE                    PSYLOCKE                 SILVER SURFER
       SPIDER-MAN               SABRETOOTH               THOR
       STORM                    SPIDER-WOMAN             VENOM
       WAR MACHINE              THING                    WOLVERINE
      ____________________________________________________________________

  * MEGAPOWER SET ( 10 ) Sold online at Marvel.com's Store  <MP>
     * COLOSSUS SIBERIAN STRENGTH
     * GAMBIT FULL HOUSE
     * MARROW SKELETAL PLATES
     * NIGHTCRAWLER BLINDSIDE
     * PROFESSOR X SHI'AR BATTLE ARMOR
     * ROGUE NIGH INVULNERABLE
     * SHADOWCAT NINJA ADEPT
     * STORM GATHERING WINDS
     * WOLVERINE TRACKING SENSES
     * LOCATION: TEAM OVERPOWER 
     ____________________________________________________________________

C H E C K L I S T   C O D E   K E Y

(XX)   Special card two-letter codes (reference: OverPower Specials Guide)
=>     Actual => correction or official errata
(H)    Hero (DC Character designation)
(V)    Villain (DC Character designation)
~ ~    Inherent Ability text
<AFP>  Action Figure Promo insert (Kay-Bee "OverPower Powersurge" toys)
<AI>   Accidental Insert (intended promo cards found in Classic OP boosters)
<BH>   Batman Holo Series trading card insert
<BS>   Batman/Superman DC OverPower expansion/base set
<CG>   Convention Giveaway exclusive (GenCon/Origins/WizWorld/Comicons/others)
<CL>   Classic OverPower Marvel expansion
<CP>   Comic Promo insert (various monthly Marvel comics)
<DCP>  DC Comics Promo exclusive (SASE mail-away)
<DP>   Distributor Promo exclusive (Berkeley Games/Wargames West)
<DT>   Department/Toy Store exclusive (Wal-Mart/Toys R Us/Kay-Bee)
<HF>   Hillshire Farm exclusive (Lunch 'n Munch proof of purchase redemption)
<IM>   Image OverPower expansion/base set
<IQ>   IQ Marvel expansion
<IQM>  IQ Mail-Away exclusive (wrapper redemption)
<JL>   Justice League DC OverPower expansion
<MC>   Mission Control Marvel expansion
<MI>   Magazine promo Insert (Ventura/Wizard/Combo/Inquest/Tuff Stuff Collect)
<MMM>  Marvel Masterpieces 1995 Mail-Away exclusive (wrapper redemption)
<MN>   Monumental Marvel expansion
<MP>   MegaPower set (Marvel.com exclusive)
<MW>   Marvel Vs. Wildstorm trading card insert
<NN>   Ninety-Nine Cent trading card insert (X-Men/Spider-Man)
<OHP>  Oversized Hero Placard (Wizard/Legion exclusive)
<OP>   OverPower original Marvel base set
<OPL>  OverPower Legion membership exclusive (newsletter insert/offer)
<OR>   Overseas Release (distributed in Japan)
<OS>   OnSlaught expansion (comic/Marvel Ultra Onslaught trading card insert)
<PS>   PowerSurge Marvel expansion
<SD>   Starter Deck exclusive insert
<SP>   Specialty Shop/Dealer exclusive product (comic shop/American Entrtnment)
<TP>   Tournament Prize/Giveaway exclusive
<XM>   X-Men Marvel expansion
{C}    Common rarity level within same expansion
{U}    Uncommon rarity level within same expansion
{R}    Rare rarity level within same expansion
{VR}   Very Rare rarity level within same expansion
{X}    Unspecified rarity level
[OPD]  One Per Deck designation
[#]    Counts as # cards for the purpose of this eBay Auction e.g. [2], [3], [10]

eBay Auction of YOUR CHOICE of any TEN rare or powerful OverPower cards

ANY TEN RARE OverPower Cards: Your pick!

This is an incredible auction! Please read the instructions carefully so that you understand this amazing offer!

You are bidding on your choice of any TEN of the following powerful, rare, very rare, and extremely rare promo cards. This amazing offer is being done to help advertise that these cards are also for sale as singles at: http://www.davidjohnmarotta.com/op/singles.html for $8/per card. you could pick up first choice of any TEN for a lot less money!

To view singles for sale on my sight click here or drop me an email at: marotta@stanfordalumni.org

Winning bidder has 2 days to specify which ten cards they want, and ten days to send payment.

For those who just want to purchase some of these cards as singles, you can purchase them at my website by clicking here.

View all my auctions by clicking here!