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:
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!
_______________________________________________________________________________ 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]
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