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FAQ/Walkthrough

by blackmore

Marvel Trading Card Game FAQ
For play on Nintendo DS
Written by Michael Maillaro AKA Blackmore 

Many Sections contributed by jrasso
Card database put together by MikeBergsma

Version: 0.5
Last Updated: 11/26/07

----------------------------
Before I start, huge thanks go out to jrasso and MikeBergsma who have 
contributed tremendously to this project.  This would have never gotten 
anywhere near this complete without their help!

This FAQ is going to be a work in progress, and as I pick up on new
information, it will be frequently updated.  I'm sure as I get further 
along, I will move and replace sections as they make more sense to me.

You can use the four letter search code next to the items in the table 
of contents to quickly find something in this document.

WARNING!!  There might be some story spoilers here.  I tried to keep 
them confined to the walkthrough, cut scene scripts, and FAQs as much 
as I could.

----------------------------

UPDATE HISTORY
6/11/07 Version 0.1 - Only some basic information here.  Table of 
Contents, some FAQs, initial Deck contents, introduction, copyright 
info, infinite point cheat, and acknowledgements.

6/12/07 - Added Chapter and Mission names for first 5 chapters of 
Heroes Walkthrough.  Starting adding some card details to the card 
list.  Working alphabetically for now, starting with Plot Twists.

6/13/07 - Added a few more plot twists.  Also added a FAQ and section 
about card sets, also added in a numbered list of the cards from each 
set, and moved a few things around.  

6/14/07 - Added some card descriptions for all equipment cards I 
currently have and some location cards.   Added review.

6/15/07 - Added and answered some questions pulled off the boards.  A 
few more location cards added to the card list.  

6/19/07 - Added some information about the various phases of each turn.  
Also added some information about the themes and strategies for each 
team affiliation.  Added information on how to take down Sniper at end 
of Hero Chapter 5.  Cleaned up some of the formatting in an attempt to 
make it easier to read.

6/25/07 - Been a few days since I've had a chance to update  Been 
finishing up the hero's campaign (last boss is a real pain!).  To make 
up for that, added a lot of stuff today:  Added chapter and mission 
titles for Chapter 5, 6 and 7 of Heroes campaign and started adding the 
Villain Campaign.  Added some deck-building strategies that I have 
found working for me.   Added list of Avatars.  I also posted some 
information about my current deck, but not a complete list of it since 
I am at work at the moment.

6/26/07 - Added Challenge opponent list (though I didn't have any idea 
who two of them were supposed to be), and noticed that I was missing 
two missions from Hero Campaign Chapter 6.  Added search codes.  Added 
a few more FAQs from the message board relating to team attacks and 
breakthrough.

6/26/07 - Second update for the day!  Added the list of cards from my 
current deck, and a long winded comment about how to beat the final 
boss.  Added some terms to the glossary section.

6/29/07 - Added some more cards to the card lists, and started to put 
some cards under what packs you can find them in. 

7/2/07 - Continued adding cards to pack and card list.

7/3/07 - Added more chapters for Villain Campaign, and more cards to 
pack list.  Added some character card descriptions to the card listing 
and counts for how many card profiles are in each section at the 
moment.

7/17/07 - Version 0.2 - Biggest update yet!  Added the individual 
battles for most of the chapters,  Thanks to jrasso for adding some 
more FAQs and the complete list of what cards are in what packs!

7/18/07 - Added more chapter and battles for the Villain campaign.  
Also added a few character card descriptions. Added more avatars and 
Challenge opponents. Added glossary terms. Added section on controls.  
Added Basic Game function section

7/23/07 - Added in Basic Puzzle section.  Added the rest of the battles 
for Villain campaign.  

7/25/07 -  Version 0.5 - Added in first three Loyalty Puzzles and 
complete Plot Twists, Locations and Equipment card database.  Working 
on cleaning up format for Character cards, but they should be added in 
a day or so.  

8/6/07 - More character cards added.  

8/14/07 - All card descriptions added to database now.  I apologize for 
the delays, but we've been closing on a house and life has been hectic 
the last few weeks.  

9/14/07 - Continued adding puzzle walkthroughs to the puzzle guide.

11/14/07 - Added the cut scene script for Hero Chapter 1.  Added puzzle 
walkthroughs up to Boost 3.  Added a few things under gameplay 
strategies that I hope to expand more over the next few days.  Added 
and/or expanded notes under How to Play, Strategies, and the Hero and 
Villain walkthroughs.  Added some more tips and information under deck 
building.  Fixed some random typos throughout, and minor 
revisions/additions on other sections.  Added another FAQ.

11/15/07 - Added more puzzle walkthroughs (up to Reservist 1), and 
cleaned up a typo in Boost 3.  Cleaned up formatting some, and did some 
more revisions and additions throughout.  Expanded secion on combat 
phase in a little more detail to explain Protected, Flying, and Range.  
Also added a note in the FAQ section explaining what the New Mutant 
Role Playing Game is.  

11/16/07 - Cleaned up intro for puzzle section.  Added sections on card 
types and card powers.  Expanded on Build Phase, focusing on Resource 
Step.

11/20/07 - Added Card powers section. Sections on team attacking, 
reinforcement, and powering-up.  Added another FAQ and updated card 
sets not included.

11/21/2007 - Added section on Chain and Priority, added updated section 
under WiFi, and added a section on Undocumented features in the game.  
Updated FAQ about Evasion puzzle 4.  Started adding Tutorial cut scenes 
script.  Submitted Cut screen scripts and card database as seperate 
FAQs.  If they are accepted, they will be removed from this guide.

11/26/07 - Game Script FAQ was accepted, so it was removed.  Still 
trying to get card datebase accepted.

----------------------------

TO DO LIST:
- Game Play Strategies (5.2) can use more information
- Campaign Walkthroughs needs more specific information about opponent 
decks
- Maybe add a section on Challenge opponent decks, although a lot of 
that information would be duplicated from the Campaign opponents.
- Puzzle Walkthrough - Reservist 2-4, Concealed 1-4, Leaders 1-4
- Campaign Cut Scene scripts - Hero Chapters 2-7, Villain Chapters 1-7, 
Tutorials, Campaign Start up
- Maybe add something about Wifi play
- Maybe pull apart additional sections of this to post as mini FAQs of 
their own. Puzzle walkthrough?



------------------------------------------------------------

Table Of Contents

Section 1: INTRODUCTION [INTN]

Section 2: REVIEW [REVW]

Section 3: FREQUENTLY ASKED QUESTIONS [FEQ0]
Section 3.1: What is Marvel Trading Card Game? [FEQ1]
Section 3.1a: What is the Vs System? [FEQA]
Section 3.1b: What is a Collectible Card Game? [FEQB]
Section 3.2: How much does it cost to play Marvel Trading Card Game on 
Nintendo DS? [FEQ2]
Section 3.3: What card/deck/team combination will guarantee me a win 
every time? [FEQ3]
Section 3.4: Which takes precedent: game rules or what the cards tell 
me to do? [FEQ4]
Section 3.5: How can I make this game control easier? [FEQ5]
Section 3.6: Where is the go-back option? [FEQ6]
Section 3.7: Why can't I complete Evasion Puzzle 3? [FEQ7]
Section 3.8: Why does my game keep freezing up? [FEQ8]
Section 3.9: Does the infinite money trick work on Chapter 1? [FEQ9]
Section 3.10: Is it possible to trade cards in any way, in game or 
WiFi?  [FEQ10]
Section 3.11: Which Vs. card sets are included? [FEQ11]
Section 3.12: Which Vs. card sets are not included? [FEQ12]
Section 3.13: In this version, do you use the cards from single player 
online? Or do you have to buy them using real money? [FEQ13]
Section 3.14: Is there any way to name your decks? [FEQ14]
Section 3.15: What's the best way to eliminate the sniper?  [FEQ15]
Section 3.16: How does team attacking work? [FEQ16]
Section 3.17: How does breakthrough damage work? [FEQ17]
Section 3.18: Any strategies for the final battle with Mastermold? 
[FEQ18]
Section 3.19: What does the <> symbol in a character's name mean? 
[FEQ19]
Section 3.20: What does the text after a card's name mean? [FEQ20]
Section 3.21: What's the best way to build up points to buy booster 
packs? [FEQ21]
Section 3.22:  I keep pulling duplicates, or I just wasted 1,500 points 
and got a bunch of cards I don't want or need.  What do I do? [FEQ22]
Section 3.23: Are all the cards from the sets in the game? [FEQ23]
Section 3.24: Which version of this game should I buy? [FEQ24]
Section 3.25: What is the New Mutant Role Playing Game? [FEQ25]
Section 3.26: Where can I find really good deck designs?  [FEQ26]

Section 4: CONTROLS/HOW TO PLAY [CNPL]
Section 4.1: Controls/Menus [CTME]
Section 4.1a: Controls [CTRL]
Section 4.1b: Important Note Regarding Pause Screen [NRPS]
Section 4.1c: Menus [MNUS]
Section 4.2: Basic Game Function [BAGF]
Section 4.2a: Viewing Cards [VWCA]
Section 4.2b Selecting Cards [SLTC]
Section 4.2c: Choosing a Card Action [CHCA]
Section 4.2d: Passing [PSNG]
Section 4.2e: Viewing the KO's Pile [VKOP]
Section 4.2f: Scrolling/Expanding Rows [SCER]
Section 4.2g: Field of play [FIOP]
Section 4.2h: The Chain and Priority [TCPY]
Section 4.3: Card Types [CRTY]
Section 4.3a: Characters [CRCT]
Section 4.3b: Equipment [EMNT]
Section 4.3c: Plot Twists [PTTS]
Section 4.3d: Location [LTON]
Section 4.4: More on cards [MOCR]
Section 4.4a: Card Powers [CPOW]
Section 4.5: Phases [PHSE]
Section 4.5a: Initiative/Before the First Turn [BTFT]
Section 4.5b: Draw Phase [DRPH]
Section 4.5c: Build Phase [BUPH]
Section 4.5d: Combat Phase [COPH]
Section 4.5d1: Protected, Flight, and Range [PRFR]
Section 4.5d2: Team attacking [TMTK]
Section 4.5d3: Reinforcement [REIN]
Section 4.5d4: Powering-up [POUP]
Section 4.5e: Recovery Phase [REPH] 
Section 4.6: Notes on Wi-Fi Connection [NWFC]
Section 4.7: Undocumented Features [UNDF]
Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS]
Section 4.7b - Orange Vs. Green Pass arrows [ORGP]
Section 4.7c - Exclamation Points [EXCP]


Section 5:  STRATEGIES [STGT]
Section 5.1: Deck Building Strategies [DBUS]
Section 5.1a: Deck building rules [DBUR]
Section 5.1b: Deck building strategies  [DBS2]
Section 5.1c: Team Affiliations [TEAF]
Section 5.1d: My current deck [MYCD]
Section 5.2: Game Play Strategies [GPLS]

Section 6: HERO WALKTHROUGH [HRWH]
Section 6.1: Starting Hero Deck [STHD]

Section 6.2: Chapter 1 - Spare Parts  [HC1]
Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1]
Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2]
Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3]
Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4]
Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5]
Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6]
Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7]

Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2] 
Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1]
Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2]
Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3]
Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4]
Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5]
Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6]
Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7]

Section 6.4: Chapter 3 - Impending Doom [HC3]
Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1]
Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2]
Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3]
Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4]
Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5]
Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6]
Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7]

Section 6.5: Chapter 4 - Vendetta  [HC4]
Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1]
Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2]
Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3]
Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4]
Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5]
Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6]
Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7]

Section 6.6: Chapter 5 - Knight Moves  [HC5]
Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1]
Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2]
Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3]
Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4]
Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5]
Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6]
Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7]
Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8]
Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9]

Section 6.7: Chapter 6 - Sinister Vengeance [HC6]
Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1]
Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2]
Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3]
Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4]
Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5]
Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6]
Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7]
Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8]
Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9]
Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10]
Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11]
Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12]
Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13]

Section 6.8: Chapter 7 - Operation: Annihilate! [HC7]
Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1]
Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2]
Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3]
Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4]
Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5]

Section 7: VILLAIN WALKTHROUGH [VIWA]
Section 7.1: Starting Villain Deck [STVD]

Section 7.2: Chapter 1 - Spare Parts [VC1]
Section 7.2a: Chapter 1, Mission 1 - Reprisals [V1M1]
Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2]
Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3]
Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4]
Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5]
Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6]
Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7]

Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2]
Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1]
Section 7.3b: Chapter 2, Mission 2 - Roadblock[V2M2]
Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3]
Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4]
Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5]
Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6]
Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7]

Section 7.4: Chapter 3 - Impending Doom [VC3]
Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1]
Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2]
Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3]
Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4]
Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5]
Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6]
Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7]

Section 7.5: Chapter 4 - Vendetta [VC4]
Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1]
Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2]
Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3]
Section 7.5d: Chapter 4, Mission 4  - Random Carnage [V4M4]
Section 7.5e: Chapter 4, Mission 5  - Clash of the Spiders [V4M5]
Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6]
Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7]

Section 7.6: Chapter 5 - Knight Moves  [VC5]
Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1]
Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2]
Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3]
Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4]
Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5]
Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6]
Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7]
Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8]
Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29

Section 7.7: Chapter 6 - Sinister Vengeance [VC7]
Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1]
Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2]
Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3]
Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4]
Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5]
Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6]
Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7]
Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8]
Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9]
Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice
Section 7.7k: Chapter 6, Mission 11 - God of Thunder

Section 7.8: Chapter 7 - Operation: Annihilate! [VC7]
Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1]
Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2]
Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3]
Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4]
Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5]

Section 8: PUZZLE WALKTHROUGH [PZWT]
Section 8.1: Basic [BSC0]
Section 8.1a Basic 1 [BSC1]
Section 8.1b Basic 2 [BSC2]
Section 8.1c Basic 3 [BSC3]
Section 8.1d Basic 4 [BSC4]

Section 8.2: Loyalty [LTY0]
Section 8.2a: Loyalty 1 [LYT1]
Section 8.2b: Loyalty 2 [LTY2]
Section 8.2c: Loyalty 3 [LTY3]
Section 8.2d: Loyalty 4 [LTY4]

Section 8.3: Boost [BST0]
Section 8.3a: Boost 1 [BST1]
Section 8.3b: Boost 2 [BST2]
Section 8.3c: Boost 3 [BST3]
Section 8.3d: Boost 4 [BST4]

Section 8.4: Evasion [EVN0]
Section 8.4a: Evasion 1 [EVN1]
Section 8.4b: Evasion 2 [EVN2]
Section 8.4c: Evasion 3 [EVN3]
Section 8.4d: Evasion 4 [EVN4]

Section 8.5: Reservist [RVT0]
Section 8.5a: Reservist 1 [RVT1]
Section 8.5b: Reservist 2 [RVT2]
Section 8.5c: Reservist 3 [RVT3]
Section 8.5d: Reservist 4 [RVT4]

Section 8.6: Concealed [CND0]
Section 8.6a: Concealed 1 [CND1]
Section 8.6b: Concealed 2 [CND2]
Section 8.6c: Concealed 3 [CND3]
Section 8.6d: Concealed 4 [CND4]

Section 8.7: Leaders [LDR0]
Section 8.7a: Leaders 1 [LDR1]
Section 8.7b: Leaders 2 [LDR2]
Section 8.7c: Leaders 3 [LDR3]
Section 8.7d: Leaders 4 [LDR4]

Section 9: CARD LIST [CDLT]
Section 9.1: Card Sets Breakdown  [CSBD]
Section 9.1a: Marvel Origins Cards [MOC]
Section 9.1b: Web of Spider-Man Cards [WSM]
Section 9.1c: Marvel Knights cards [MKC]
Section 9.1d: The Avengers cards [AVC]
Section 9.1E: Fantastic Four Card? [FFC]
Section 9.2: Card descriptions [CRDD]
Section 9.2a Characters [CHRS]
Section 9.2b Equipment [EQPT]
Section 9.2c Locations [LCTN]
Section 9.2d Plot Twists [PLTW]
Section 9.3: Card Pack Contents [CAPC]
Section 9.3a: Hero Pack 1 [HEPA1]
Section 9.3b: Hero Pack 2 [HEPA2]
Section 9.3c: Hero Pack 3 [HEPA3]
Section 9.3d: Hero Pack 4 [HEPA4]
Section 9.3e: Hero Pack 5 [HEPA5]
Section 9.3f: Hero Pack 6 [HEPA6]
Section 9.3g: Villain Pack 1 [VAPA1]
Section 9.3h: Villain Pack 2 [VAPA2]
Section 9.3i Villain Pack 3 [VAPA3]
Section 9.3j: Villain Pack 4 [VAPA4]
Section 9.3k: Villain Pack 5 [VAPA5]
Section 9.3l: Villain Pack 6 [VAPA6]
Section 9.3m: Villain Pack 7 [VAPA7]

Section 10: MISCELLANEOUS [MSCS]
Section 10.1: Infinite Point Cheat [INPC]
Section 10.2: Avatar List [AVLT]
Section 10.3: Challenge Opponent List [CHOL]
Section 10.4: Glossary [GLSY]

Section 11: LAW OF THE LAND [LOTL]

Section 12: CLOSING STATEMENTS AND SPECIAL THANKS [CSST]

------------------------------------------------------------

SECTION 1: INTRODUCTION [INTN]

It's been a long time since I've done one of these.  Seems whenever 
there is a video game version of a CCCG, I need to jump on the grenade 
and create a FAQ for them.  I did it a few years ago when Magic: The 
Gathering Online came out, and now I'm doing it again with Marvel 
Trading Card Game. 

While this FAQ will provide some general information about the Vs. 
Collectible Card Game, it really focuses on the Nintendo DS version of 
the game.  I haven't played the other two versions or the actual card 
game so I have no idea how well this guide translates to those versions 
of the games.  You've been warned.

------------------------------------------------------------

SECTION 2: REVIEW [REVW]

"A very underrated game!"

I've always had a great love for Collectible Card Games.  Even though 
I'm not a fan of the cartoon, I have quite a few versions of Yu-Gi-Oh! 
on my various Nintendo systems.   I've been playing Magic: The 
Gathering Online on and off since its inception.  

On top of that, I am also a huge comic book fan.  As you can imagine, 
seeing the Marvel Vs. cards turned into a video game was the perfect 
fit for me as a gamer.  But, the constant delays, and the less that 
stellar reviews for this game were definitely turn offs.  I ended up 
picking this up on a whim.  I am glad I did.
This game won't land in my top ten games all time, but it's a solid 
title that's a lot of fun, and keeps me coming back for more no matter 
how many hours I put into here.  

Graphics: 6 - Even for a DS game, Marvel Trading Card has pretty basic 
graphics.  Some of the avatars are pretty unrecognizable at times 
(THAT'S SUPPOSED TO BE CHAMELEON??), and this version doesn't have the 
battle animations that the PSP version has.  That said, they make 
terrific use of the duel screens, and the card art all looks solid.   
This isn't really the type of game when graphics matter all that much, 
but Marvel Trading Card Games graphics are functional.

Sound: 7: - No voice acting, and the music isn't all that memorable, 
but it's also not annoying, which is a plus.  I typically have the 
volume off on my portable systems anyway.  Again, it's functional.  It 
doesn't really add to the experience, but it takes nothing away from it 
either.   

Gameplay: 8 - The first time I played this game, I was just about ready 
to return it. The tutorial does a nice job teaching you the card game, 
but a lousy job explaining how it works in the video game format.  Too 
many times, I would not be able to figure out how to things to work the 
way I wanted them to work.  It doesn't help that the game lacks a go-
back feature, so once you make a mistake, even a simple one, it can 
really lead to devastation.

The first hour or two, it felt much more like work than it did playing.  
In fact, this game has just about the biggest learning curve I've ever 
had to overcome in 20+ years of gaming.

By now, you're probably wondering how I could possible give it an 8 
after that negative start.  Once you start getting used to the game, 
and figuring out how things work, it becomes a much smoother 
experience.  You are going to make a lot of mistakes in the beginning, 
and not just in strategy, but also just in basic control mistakes.  But 
pretty quickly on, everything clicks for you, and the game's design 
just makes sense.  Granted, the tutorial could definitely use some 
work, but the cleverly designed puzzles make up for it.  I learned more 
trying to beat each puzzle than I would have ever expected.

The AI on this game is surprisingly solid!  A few times I've seen the 
opponent's come up with clever combinations that I wasn't expecting.  
Each opponent really seems to know their deck well and how to take 
advantage of their cards.  You will find yourself being challenged even 
by decks that you should overwhelm.  You'll constantly be reworking 
your deck and coming up with new strategies to beat your opponents.
I highly recommend changing the Auto-Pass option in the game to suit 
your needs better.  The default manual setting will lead to you 
constantly pressing the skip button, and you will skip parts of the 
turn than you are not trying to.   Once I did that, all my mistakes 
came from bad planning, not because of bad controls.  

Fun Factor: 9 - The sheer variety of the cards in this game and 
opponent's deck keeps me coming back over and over again.  I keep 
looking for new combinations and new ways to win, and there seems to be 
a limitless variety of combinations.  Typically, I have to charge my DS 
every few weeks.  Since I've bought Marvel Trading Card Game, I've out 
so many hours into it, I've had to charge my DS every three or four 
days.  I haven't even had to play against other people over the Wi-Fi 
to have a great time with this game.

Despite all the hours I've put into this game, I am still only on the 
6th chapter of the Hero Campaign.  There is a whole second campaign to 
play, with more packs of cards to choose from.  

Plus, this game is really made for fans of the comics.  I can't believe 
the variety of obscure characters who get some spotlight in this game.  
Frog Man is one of the cards in your starting Hero Deck.  FROG MAN!!!  
Squadron Supreme, Thunderbolts, X-Statix, and other characters who 
haven't had the benefit of movie or cartoon exposure also pop up in the 
game.  It's nice to see a bigger variety than Wolverine, Spider-Man, 
Fantastic Four, and Punisher, though there are still plenty of versions 
of those cards for the fan boys.  

And there is plenty of unlockables to keep you coming back for more.  
There are two complete campaigns for you to play through (I am still on 
the first and it's is long and a lot of fun), challenging puzzles for 
each chapter, more card packs, and different back drops to purchase 
using points earned from victories.  Plus a challenge mode where you 
can take on a variety of opponent decks you will encounter in the game, 
and online capability to play with opponent's using the DS version of 
the game.   

Overall: 8 - A very solid title.  It definitely has its flaws, but once 
you get past the huge learning curve, it became a game I was very glad 
that I bought.  I would definitely want to see some kind of expansion 
or sequel for this, especially one that allows you to play with some of 
the DC cards.    If you are a fan of collectible card games, this is 
definitely a title worth playing.

------------------------------------------------------------

SECTION 3: FAQs [FEQ0]

3.1: What is Marvel Trading Card Game? [FEQ1]

(From wikipedia): Marvel Trading Card Game is a video game for the 
Nintendo DS, PC, and PlayStation Portable based on Upper Deck 
Entertainment's Marvel Comics based VS System card game. The game is a 
virtual card game in which the player chooses to be either a superhero 
or supervillain in single player mode.

----------

3.1a: What is the Vs System? [FEQA]

(From wikipedia): VS System (pronounced "Versus System") is a gaming 
system designed for collectible card games, in which players take their 
decks and attempt to wear down their opponents to 0 or less endurance. 
It was first published in 2004 by Upper Deck Entertainment and is 
currently used for the superhero games, though as a system rather than 
an individual game it could be applied to other genres in the future.

Card art, characters, and game play concepts are inspired by their 
comic book appearances with the designers using what they describe as 
"Top Down" development, meaning they make every attempt to develop a 
character card mechanic in keeping with how the character is 
represented in comic books.[1] Well known artists that have contributed 
card art include Alex Ross, John Van Fleet, Alex Garner, Jim Lee, 
Rachael Dodson, and Bill Sienkiewicz.

Currently the CCG is based mainly on Marvel and DC Comics, with smaller 
sets called Essential Collections to feature characters from other 
comics publishers. UDE released a collection based on Hellboy to the 
general public March 2007. Expansion sets have since alternated release 
between Marvel based sets and DC Comics based sets with a new set 
approximately every 3 months. All sets are interchangeable and 
compatible with each other and share the same card back. This allows 
players to mix characters fighting against or with each other.

While the VS System shares many familiar features with CCG's like 
Magic: The Gathering, a notable innovation of VS System is that players 
share a turn, but alternate holding initiative for the turn. Initiative 
allowing him or her to act first in the phases of play.

----------

3.1b: What is a Collectible Card Game? [FEQB]

(adapted From Magic: The Gathering Online) The main difference between 
a trading card game (TCG) like Marvel Trading Card Game and a regular 
card game is that each player uses his or her own deck of cards when 
playing instead of having a common deck from which all players draw. 
These decks can be customized using any cards a player owns.

Another difference between a TCG and other games is that you trade 
cards with other players (much like sports cards). Some cards are 
considered more rare and valuable, and therefore more collectible, than 
others. 

Unfortunately, the DS version of this game does not let you trade 
cards.

----------

3.2: How much does it cost to play Marvel Trading Card Game on Nintendo 
DS? [FEQ2]

Just the cost of the game pack (I got mine for $29.95).  In the DS 
version, you can use Wi-Fi to play online over your internet 
connection, and the cards themselves are paid for with points earned 
from the single player campaign instead of paying real money.  

I have heard that the PSP and PC versions of this game require you to 
actually buy the cards to use them in online play, which is pretty 
absurd.  

----------

3.3: What card/deck/team combination will guarantee me a win every 
time? [FEQ3]

To be honest, there is none.  Every game is different (even if you use
the same deck every single game).  You could have the best cards and
the best strategies and get a terribly unlucky draw.  I've seen it
happen many times.

Plus, not everyone plays the same way.  I've seen a lot of varieties of 
Vs decks online fitting how people like to play.  You'll develop your 
own preferences and strategies over time and with some practice.  This 
guide is to provide you with ideas, not hard fast rules to guarantee 
you a win every time.

----------

3.4: Which takes precedent: game rules or what the cards tell me to do? 
[FEQ4]

One of the coolest (and most frustrating) things about collectible card 
games is that the cards constantly change the rules of the games.  
Pretty much every character, plot twist, location, etc. in the game 
changes the rules of the game, if just a tiny bit.

Whenever a card contradicts a game rule, the card gets precedent.

----------

3.5: How can I make this game control easier? [FEQ5]
 
The game has an option to set the auto-pass option to make it play much 
more comfortable for you.  Press START during any mission, and just 
select options, Auto-Pass.  Set it to Medium or High, and you will have 
a much easier time.  It makes it so you don't accidentally over tap and 
miss a vital part of your turn.

----------

3.6: Where is the go-back option? [FEQ6]

Unfortunately, there isn't one.  This is actually my biggest gripe with 
this game, BUT, it does make sure that you pay attention to what you 
are doing.  It's not like there is a go-back button in chess or even 
the real Vs. Card Game.  If you make a mistake, you have to live with 
the consequences.

----------

3.7: Why can't I complete Evasion Puzzle 3? [FEQ7]

You probably how your auto-pass option set too high.  This causes the 
game to skip right over the step you need to get your opponent's 
Endurance low enough to beat the puzzle.  Before you do this puzzle, 
make sure your auto pass option is set to low or manual.  
 
UPDATE: The game has an undocumented features (see Section 4.7) where 
if you hold left on the D-Pad, the autopass is disabled as long as you 
hold it for.  This is a nice way to beat this puzzle without changing 
your autopass features.

----------

3.8: Why does my game keep freezing up? [FEQ8]

I've never really had the game freeze up.  The few times I did think it 
froze, it was just because I didn't notice the game was looking for me 
to answer a question, like picking a target for an effect cast by my 
opponent.  Look around your screen for any notes that you are missing 
before assuming the game is frozen.  

----------

3.9: Does the infinite money trick work on Chapter 1? (asked by 
Danner16) [FEQ9]

Nope.  It's from Chapter 2 on.  For more information, check the 
Miscellaneous section of this FAQ.

----------

3,10: Is it possible to trade cards with other players in any way, 
either system to system or across the WiFi?  (asked by TheWildVortex) 
[FEQ10]

Nope.  Which I consider a huge lost opportunity!  I end up with a lot 
of doubles or cards I don't plan on using that I wouldn't mind trading 
off.   You should be able to sell them off for extra points or trade 
them over the WiFi!

----------

3.11: Which Vs. card sets are included? (thanks to jrasso) [FEQ11]

Marvel Origins (released April 2004), Web of Spider-Man (released 
September 2004), Marvel Knights (released February 2005), and The 
Avengers (released August 2005).  Also, included in this game are the 
28 cards of the Fantastic Four starter set.  In total, there are 852 
individual cards

----------

3.12: Which Vs. card sets are not included? [FEQ12]

DC sets - DC Origins (released July 2004), Superman, Man of Steel 
(released November 2004),  Green Lantern Corps (released May 2005), 
Justice League of America (released November 2005), Infinite Crisis 
(released April 2006), Legion of Super-Heroes (released December 2006), 
and World's Finest (released July 2007)

Marvel sets after The Avengers - X-Men (released February 2006), 
Heralds of Galactus (released September 2006), Marvel Team Up (released 
February 2007), Marvel Legends (Released August 2007), and The Coming 
of Galactus (November 2007).

Essential Collection Sets - Hellboy (released February 2007)

Upcoming sets -DC Comics Legends (scheduled for December 2007)."Marvel 
Universe's Player Choice" (Q1 2008) 

----------

3.13: The other 2 versions are linked to play against each other and 
all you were provided with were the starter deck. Any other cards had 
to be bought with real money. you could not use cards from single 
player.  In this version, do you use the cards from single player? Or 
do you have to buy them on here also? (posted by ertok) [FEQ13]

You can use the cards from single player in your online matches. You 
don't have to buy any additional cards in this version using real 
money, just in game points. Nice bonus!

----------

Section 3.14: Is there any way to name your decks? (posted by OTR) 
[FEQ14]

Not that I've seen.  Pretty sure you're stuck with calling them Decks 
1-5.

----------

Section 3.15: What's the best way to eliminate the sniper? (posted by 
LuigiD) [FEQ15]

The final mission of Hero Chapter 5 features the unusual rule set of 
"KO Sniper and  reduce opponent to 0 END to win!"  The CPU will always 
pick the sniper as it's recovered KO'd character during the recovery 
phase, so you need some way to knock him out of the game entirely.  

Winning this mission is all about planning.  You need to find some way 
to take down a hidden character, which is probably not something you 
have been worrying about too much in your deck design before now.

There are a few ways to do this.  Some cards allow you to KO characters 
with low costs (Sniper is a 2), like Ghost Rider - Danny Ketch 
(Activate --> KO all characters with cost of 5 or less target opponent 
controls).  

Also, some characters (like Rogue- Powerhouse) KO any character they 
stun.  The problem with this is that the Sniper is in the hidden area.  
But, there are cards (like Insect Swarm or Natasha Romanof <> Black 
Widow - KGB Killer) that allow other characters to attack hidden 
characters, so Rogue would be able to KO the sniper pretty easily.

Finishing Move is a card that let's you KO a stunned target.   If you 
can stun the Sniper, either from an attack (using one of the above 
suggestions for attacking stunned characters) or by using a card like 
Cardiac (Activate -->Stun target character with a cost of 2 or less an 
opponent controls), you can use Finishing Move to take the Sniper out.  
The plot twist "Judge, Jury, and Executioner" makes it so you can 
activate any of your characters to KO a stunned character if it's cost 
is less than the character you stun.  If it's a Marvel Knights 
character you control, you can KO any stunned character.

The Sniper doesn't seem to attack on his own if he has a chance of 
being stunned, so it is a little harder to get him to stun himself..  
You can place a character like the Roscoe Sweeny - Fixer (Crime Lords 
characters with 0 ATK / 1 DEF) to get him to attack, and then use Nasty 
Surprise (Target defender gets +5 ATK this attack).

Also, there are cards that let you pull characters out of the hidden 
area, like Out of the Darkness (Target hidden character's controller 
moves character to his visible area), so you can drag the Sniper into 
the main play area to make him easier to stun if you have this card.

One thing the game does not tell you is that you do not need to knock 
out the Sniper before you get your opponent down to 0 endurance.  When 
I beat this mission, I just could not pull a "KO a stunned character 
card."   But, I managed to overwhelm my opponent, and kept them from 
keeping any other characters on the board.  When I finally did KO the 
sniper, they were down to -140 END.  

It is important to note that if you end up in a recovery phase with 0 
or less END, and lower than your opponent, the mission will end in 
failure.  But as long as you keep your END above your opponent, you 
will not lose, no matter how long it takes for you to actually win.


----------

Section 3.16: How does the team attack work? Is it just add up the 
total ATT. points? (posted by urameshirei) [FEQ16]

For a team attack you add up the ATT totals of the two (or three or 
however many) attackers against the DEF of the defender. Team attacks 
can't cause breakthrough, and the opponent gets to pick which of your 
characters gets stunned (as long as they can deal enough damage to stun 
it).

----------

Section 3.17: How does breakthrough damage work? (posted by 
urameshirei) [FEQ17]

Breakthrough is the amount of extra damage done by an attacker. In 
Magic: The Gathering this is called trample, and a special ability.  In 
Marvel Trading Card Game, ever character has "trample"

If I have an attacker with a 6 ATK, and they stun a defender with 2 
DEF, that would be 4 points of breakthrough damage.  The defending 
player also loses endurance equal to the character's cost. This is 
explained more in Section 4.5d: Combat Phase  [COPH]. 


----------

Section 3.18: Any strategies for the final battle with Master Mold? 
(asked by SpidermanFan914) [FEQ18]

This fight is an absolute bitch.  It took me about twenty tries, and 
way too many near misses in order to win it!

I used a deck that was mostly Spider-Friends and Avengers (with a few 
X-Men and T-Bolts thrown in for good measure), packed in a lot of +DEF 
cards, System Failures, Avengers Disassembled, pretty much anything 
that will keep cutting down Master Mold's attackers.  Also, heavy pack 
on Bishop!!  At 2 cost, his bonus of +3/+3 against ranged attackers is 
real helpful early on. 

Pretty much, as long as I stayed alive long enough to start getting 
some 6s or 7s out on the board, I was fine.  It takes a lot of luck and 
you can't make one mistake or you'll get crushed.  T-Bolt cards are 
another option.  They are high stats for low points for the most part.  
You will take some penalties, but they are usually mild enough that 
they won't hurt you.  

Storm, Weather Witch is another helpful weapon.  She makes it so back 
row opponents can't attack, and for some reason, Master Mold doesn't 
seem able to adjust to this.  He will keep half his attackers in the 
back row at all times, meaning you only have to deal with half the 
attackers at a time.  She is a bit high cost at 6, but if you can keep 
yourself alive until then, she's well worth it.  

If you are using an X-Men deck, Ultimate Sacrifice can be a life saver.  
KO one of your X-Men characters and all your other stunned X-Men 
recover.  This means if the Sentinels happen to knock out all your 
characters, you can get them all back.  This is a stay of execution for 
a turn to get another shot at taking the advantage.

Cardiac or Hawkeye are not bad ways to auto stun your opponent's 2's, 
but Master Mold throws a lot of 3's at you too, so that is only a 
partial fix.  

Any cards that let you attack without getting stunned like Bamf or 
various team effects (Spider-Man - Friendly Neighborhood) are also 
really helpful.  Once you've stunned two or three Sentinels in a turn, 
as long as you have blockers, Master Mold will usually not press the 
attack on his turn.  He really doesn't like losing bots, so this will 
give you another turn to continue building your forces.  

Once you are able to stand up to the flow of Sentinels, this pretty 
much becomes another "KO a specific character" battle, and if you 
follow the strategies I mentioned above for beating the Sniper, you 
will be fine.


----------

Section 3.19: What does the <> symbol in a character's name mean? 
(thanks to jrasso for providing question and answer) [FEQ19]

The <> symbol means that the card can go by either one of the names for 
purposes of card effects.  For example, Karla Sofen <> Moonstone, 
Master Manipulator can be affected by cards that target characters 
named either Karla Sofen or Moonstone.  Also, other cards with the name 
Karla Sofen or Moonstone can be used to power-up this card.  Karla 
Sofen <> Meteorite, Twin Moonstones can be used to power-up Karla Sofen 
<> Moonstone, Master Manipulator.

This is also used for determining uniqueness.  Karla Sofen <> Moonstone 
and Karla Sofen <> Meteorite are considered the same character.

----------

Section 3.20: What does the text after a card's name mean? (thanks to 
jrasso for providing question and answer) [FEQ20]

The text after a card's name is just a way of identifying the version 
of the character, and making each character card different from a 
character card bearing the same character name from another set (or 
sometimes within the same set).  For example, there are two Black Cat 
cards in this game.  One is Black Cat, Felicia Hardy, and the other is 
Black Cat, Master Thief.   In effect, you can have eight copies of the 
Black Cat character card in your deck (four of each version).

----------

Section 3.21: What's the best way to build up points to buy booster 
packs? (thanks to jrasso for providing question and answer) [FEQ21]

The easy answer: Play the story!  You'll build up plenty of points as 
you go along.  However, if you are itching to amass a huge number of 
points you can take advantage of the Tutorial glitch.  Each tutorial 
has four puzzles that go along with it.  If you beat all four puzzles, 
you will earn 2,000 points.  After you beat the fourth puzzle, turn off 
your DS before continuing and you will be able to play through the 
puzzles again and earn another 2,000 points.  Keep doing this until you 
get bored or you have enough points.  I took advantage of this glitch 
to finish the booster pack list section of this FAQ.

----------

Section 3.22:  I keep pulling duplicates, or I just wasted 1,500 points 
and got a bunch of cards I don't want or need.  What do I do? (thanks 
to jrasso for providing question and answer) [FEQ22]

If you turn off your DS before leaving the card store, your purchases 
will not be saved.  You lose the cards, but you get your points back.

----------------------

Section 3.23: Are all the cards from the sets in the game? [FEQ23]

I'm not sure.  In both my and jrasso's work, it seems like neither of 
us came across 
MAV-102 - Melissa Gold <> Songbird, Heroine Unbound
MAV-199 - Shrink
MAV-201 - United We Stand
MAV-202 - War of Attrition
MMK-033 - Deposed
MOR-193 - Gamma Bomb
MSM-106 - Shadowcat, Pride of the X-Men
MSM-136 - Next Generation Technology
MSM-137 - Termination Sequence
MSM-139 - Lyja, the Lazerfist
MSM-142 - Mole Man, Leader of the Moloids
MSM-162 - Surrounded

Either they are not in the game, or we just haven't come across them.  

UPDATE - We have received a few comments that some of these cards ARE 
included in the game, but we still haven't come across them in packs.  
A few of them we have seen in CPU opponent decks though.  More 
information as we find it.  For now, I have these cards listed in the 
card data base, but not in the pack listings.

----------------------

Section 3.24: Which version of this game should I buy? [FEQ24]

The DS one is the only version I have played.  Really, it's all up to 
what system you like best.  

I have heard the graphics are much better on the PSP and PC versions.  
Those versions also have a few more puzzle tutorials from the FAQs I've 
seen.  And, I imagine the controls might be a little simpler without 
the touch screen.  That said, the DS is the only one you can play 
online for no additional cost.

Plus, the PC version I downloaded from Konami did not seem to work on 
my computer, which is a pretty decent system.  One big advantage to 
console (or handheld, in this case) gaming is you never have to worry 
about compatibility or specs.   

----------------------

Section 3.25: What is the New Mutant Role Playing Game? [FEQ25]

I had a couple people ask me what I meant when I said thank you to the 
New Mutants in my last section.  Way back in the mid 90's, I was part 
of a AOL Sim group called Beyond Xavier Simulations.  One of the teams 
was all original characters, and we were called the New Mutants.  A 
great bunch of guys and girls that I still miss to this day (IF ANY OF 
YOU ARE READING THIS, DROP ME A LINE!!!)

In August 2006, I needed something to distract me in the days before my 
daughter was born, so I started playing around with the idea of 
creating a message board-based super hero role playing game.  I stuck 
to the New Mutants theme, although it was vastly different from the BXS 
version.  I didn't know how well it would do, but a bunch of people 
from GameFAQs signed up and now we've now been around for over a year 
with four different teams.  

As of writing this (November 15, 2007), we currently have four active 
teams: New Mutants Unlimited (Led by Xavier, Havok, Rogue and run by 
lasthero), Generation M (led by Magneto, Mystique, and Shadowcat and 
run by myself), X-Patriots (a team of former New Mutants and Hellions 
who are currently serving as part of the Shi'ar Imperial Guard, also 
run by myself), and Exiles (alternate reality versions of all kinds of 
characters, run by Grey420).

By far, my favorite place to hang around on the net with a fun and 
creative bunch of nutjobs.  Anyone interested in joining should swing 
by and check us out at http://nmsim.proboards88.com/index.cgi.  

---------------------------

Section 3.26: Where can I find really good deck designs?  [FEQ26]

This website seems pretty decent: http://vs.tcgplayer.com/  Lots of 
good deck designs here and you should be able to build quite a few of 
them with the cards in the game.


------------------------------------------------------------

Section 4: HOW TO PLAY [CNPL]

----------

Section 4.1: Controls/Menus - [CTME]

Section 4.1a - Controls [CTRL]

In Menus:
Touch Screen - Tap to make selection
B Button - Back/Undo

In Game: 
Touch Screen - Tap to select cards, actions and options
+ Control Pad/X and Y Buttons - Scroll text on a card's details display
Select Button - Display the glossary
Start - Pause/Option Screen:  

In Deck Editor:
Touch Screen - Tap to make selection, drag the scroll bar to view more 
of your card collection.
+ Control Pad/X and Y Buttons - Scroll text on a card's details display
Select Button - Display the glossary

Section 4.1b - Important Note Regarding Pause Screen [NRPS]

VERY IMPORTANT NOTE! During a game, press start to bring up Options 
Screen.  CHANGE THE AUTO PASS SETTING!!  This will make the game play 
much easier for you.   When the auto-pass is low, you will find 
yourself clicking the pass button constantly and this will cause you to 
miss steps.

The options are: 

Manual - No auto-passing.  You must manually pass on every effect and 
phase.

Low (default) - Auto-pass on draw effects and empty chains, except 
attack proposals and attacks.

Medium - Auto-pass on draw effects, empty chains, ad your own effects 
(including your attack proposals).

High - Auto-pass on all effects.

In all auto-pass modes, the game is supposed to pause to allow you to 
play a phase/step-specific effect if one is available.  That might not 
always happen, and there are some cards that you might want to play a 
lower Auto-Pass setting on to avoid missing opportunities to use them.

Section 4.1c - Menus [MNUS]

Once you start the game, pick a save file to go to the Main Menu. From 
there you can select:

Single Player - Story Mode or go one-on-one against the AI in Challenge 
Mode

Multi Player - Play local or WIFI multiplayer matches.

Deck Editor - View card library and build up to five custom decks.

Unlockables - View cutscenes and tutorials, and play puzzles that you 
have unlocked.  You can also purchase card parks and play mats you have 
unlocked with reward points earned from the Campaign and puzzle modes.

Erase - Clear out save file game.

Options - Change direction of game screen to South Paw, adjust music 
volume, and effects volume.

----------

Section 4.2: Basic Game Functions  [BAGF]

Section 4.2a: Viewing Cards [VWCA]

To get a more detail view of any card, tap a card to move cursor to 
that card.  A close-up, detailed view of that card will appear on the 
opposite screen.  You can use the + control pad or X/Y buttons to 
scroll up and down to see more of the card.

----------

Section 4.2b Selecting Cards [SLTC]

When prompted, tap a card to select it.  To confirm, tap the green 
check mark that appears on the action buttons along the right hand side 
of the screen.

----------

Section 4.2c: Choosing a Card Action [CHCA]

Select the card, and then select an action button from the row along 
the right hand side of the screen,  Cards with available actions will 
have a white glow around them.

----------

Section 4.2d: Passing [PSNG]

Tap the pass arrow to pass control to your opponent.  The Pass Arrow is 
the double arrow above the ?-Help Button on the right hand side of the 
screen.

----------

Section 4.2e: Viewing the KO's Pile [VKOP]

Tap the KO's pile to view the list of cards in that pile.  Cards in the 
KO's pile can be tapped to view and get more detail.

----------

Section 4.2f: Scrolling/Expanding Rows [SCER]

----------

To view resource or in play cards that are off-screen, tap the scroll 
arrows that appear at the left or right hand sides of card rows.  Your 
rows and your opponent's row both scroll separately.

----------

Section 4.2g: Field of play.

This is how the field of play looks

AAAAAAA - Your opponent's resource row
BBBBBBBB - Your opponent's support row
CCCCCCCC - Your opponent's front row
---------------
DDDDDDDD - Your front row
EEEEEEEEE - Your support row
FFFFFFFFF - Your resource row

XXXXXXX - Your hand

Icons on the left of the screen indicate endurance totals for you and 
your opponent.  Also, the active player's icon will be highlighted.  If 
an icon is highlighted during the draw or recovery phase, that is the 
player currently with the initiative.

----------


Section 4.2h: The Chain and Priority [TCPY]

Most actions in the game generate effects, for example, drawing cards, 
recruiting characters, playing plot twists, and declaring attacks.

Whenever an effect is generated by an action you initiate the other 
player can respond by playing actions of their own.  The game uses a 
timing system known as the chain to keep track of and resolve the 
effects generated player actions.  When as effect is generated, it 
becomes the first "link" in the chain.  Each effect played in response 
becomes another link.  When you and your opponent have finished playing 
effects (when both of you pass consecutively without adding to the 
chain), it's time to start resolving the effects.  Starting with the 
last card added to the chain, each player passes to resolve the effect.  
More effects can be added during resolution as well.

Putting effects on the chain is governed by the rules of priority.  
When you have priority, you have the option of playing an effect of 
passing.

 - When a new phase begins, the player with initiative on the current 
turn has priority.
 - When a new step begins, the player whose step it is has priority.
 - When an affect resolves from the chain, priority is given to the 
player whose step it is.

When you put an effect on the chain, you retain priority.  You can 
continue playing effects until you pass.  When you pass, your opponent 
gets priority.  

You can examine the effects that are on the chain at anytime by tapping 
the chain circle in the middle of the screen.  As you select each chain 
effect, the card generating the effect and the target(s) of the effect 
are highlighted.

----------

Section 4.3: Card Types [CRTY]

There are four type of cards in the game.  Characters, Equipment, Plot 
twists, and locations.

-------
Section 4.3a: Characters [CRCT]

Character cards are almost all red, except for character cards with the 
"concealed" keyword which are black.  Along the left hand side of the 
card, where all the other cards say what type of card they are, 
character cards list their team affiliations.

Characters are the heroes and villains who fight for you.  Character 
cards are recruited by paying a number of resource points equal to the 
character's recruit cost (the number on the top left of the card) and 
selecting an empty space in play.  Typically, character cards can only 
be played during your Recruit Phase.  Characters have ATK and DEF 
numbers on the bottom right of the card.  The top number is their ATK 
value and shows how much damage they can dish out.  The bottom number 
is their DEF value and shows how much damage they can take.  The game 
automatically adjusts these numbers based on the circumstances of the 
game.

Characters have names and versions.  Characters are unique.  If you 
recruit a character with the same name as a character you already 
control, the character in play is KO'd.

Characters with the version "Army" are exceptions to this rule.  You 
can recruit as many army characters with the same name as you want.

----------

Section 4.3b: Equipment [EMNT]

Equipment cards are grey.  

Characters can be equipped with Equipment cards to gain new abilities 
or to modify their statistics.  Like character cards, equipment cards 
are recruited by paying a number of resource points equal to the 
equipment's recruit cost (the number on the top left of the card).  
Equipment can only be recruited to an eligible character who is 
unequipped, and are typically only played during the recruit phase.

Some equipment cards are labeled unique.  If you recruit an equipment 
card with the same name as a piece of equipment you already control, 
the equipment card in play is KO'd.

---------

Section 4.3c: Plot Twists [PTTS]

Plot twist cards are blue.

Plot Twists represent situations that affect the characters or the 
state of the game in general.  You can play plot twists from your hand 
or if they are facedown in your resource row.  In order to play a plot 
twist, you must have a number of resources in play that is equal to or 
greater than the cards threshold cost (the number on the top left of 
the card).  

Playing plot twists doesn't cost you any resource points.  If you have 
one resource in play, you could play an infinite number of Plot Twists 
with a threshold cost of 1.  You can play a plot twist whenever you 
have priority, although many plot twists refer to specific game 
situations.

When you play a plot twist from your hand, it is placed in your KO'd 
pile when it resolves.  When you play a plot twist from your resource 
row, it remains there face-up, and still counts as a resource.

Ongoing plot twists (identified by a clock icon on the left hand side 
of the card and the word ongoing in the card's text) have continuing 
effects as long as they remain face-up in your resource row.  The 
effects of face-up plot twists that are not ongoing as ignored after 
they resolve.  

---------------

Section 4.3d: Locations [LTON]

Location cards are green.

Like plot twists, locations can effect characters and the state of the 
game.  Locations can only be played (flipped) when they are face down 
in your resource row.   In order to flip a location, you must have a 
number of resources in play that is equal to or greater than the cards 
threshold cost (the number on the top left of the card).

Flipping locations doesn't cost you any resource points.  If you have 
one resource in play, you could play an infinite number of Plot Twists 
with a threshold cost of 1.  You can flip a location card whenever you 
have priority.  Unlike Plot Twists, most location cards have continuing 
effects as long as they remain face-up in your resource row.    

Like characters, locations are unique.  If you flip a location while 
you control a face-up location with the same name, you must KO the 
existing location.

----------

Section 4.4: More on cards [MOCR]


Section 4.4a: Card Powers [CPOW]

Game text on characters and locations represent card powers.  When the 
text includes an -->, that means you can choose when to use that power.  
Anything before the arrow represents the power's cost.  Text after the 
arrow describes what happens when you pay the cost.

If the cost is "activate," your card must be ready in order for you to 
use this power.  When you pay the activate cost, the card turns 
sideways and is "exhausted."

When a character is stunned, turn it face down.  Whenever a card is 
face down, all of its game text is inactive.  


----------

Section 4.5: PHASES OF TURNS [PHSE]

Note: It's important to remember that cards can change the way these 
phases normally work.  

----------

Section 4.5a: Initiative/Before First Turn [BTFT]

Before the game, the CPU randomly chooses who gets to choose who gets 
"initiative" first.  This just means who gets to act first in each 
phase of the turn.  The initiative swaps back and forth between turns.

About half the time, before a match starts, you will be prompted if you 
want initiative first, or pass it to your opponent.  For the most part, 
I always take initiative first, but during the mission about Speed 
Demon where you have to win in six turns, I let the computer get 
initiative to make sure I had initiative in the final turn of the 
match.  

Some decks specializing in Crime Lord characters tend to work better on 
the defensive, so that might influence your decision on whether to take 
the initiative or not.  Also, as I will explain in section 4.5c, not 
having initiative gives you an advantage during the formation step.  

Also, before the first turn starts, each player draws two cards.  At 
this point, players can choose to take a Mulligan.  They take the four 
cards they drew, place them at the bottom of the deck and draw four new 
cars.  You are only allowed to do this once.  

----------

Section 4.5b: Draw Phase [DRPH]

During the draw phase, each player simultaneously draws 2 cards from 
their deck. 

----------
Section 4.5c: Build Phase [BUPH]

Starting with the player with initiative, and going clockwise, each 
player goes through the following three steps. 


 - 1. Resource Step: During this step, you may place one card face down 
into the resource row.  The number of cards in your resource step is 
how many resource points you have to spend on characters and equipment, 
along with some other powers found in on various cards.  

You can resource any card you want, but it is better to resource Plot 
Twists, Locations, or characters with the Reservist trait.  Plot Twists 
and Reservists cards can be played from your hand or the resource row.  
Locations can only be played from your resource row.


 - 2. Recruit Step: During this step, you may spend your resource 
points to recruit characters and/or equipment.  You may recruit as many 
characters or equipment as you can afford to.   

 - 3. Formation Step: During this step, you may rearrange your 
characters between your front and support rows.  You can also move 
characters to different positions in the same row, which can allow them 
to take advantage of other characters "Leader" abilities.

Many times, the formation step is actually more of an advantage to the 
player without initiative.  They already know what cards the opponent 
has played, so they can move their characters to best take advantage of 
the field.  

----------

Section 4.5d: Combat Phase [COPH]

The player with initiative declares attacks on their opponent's 
characters, or if possible, directly at the opponent.   Each attacker 
that is declared is exhausted by their player.

The attacking character's ATK value is compared to the defender's DEF 
value, and the defending character's ATK value is compared to the 
attacker's DEF value.  If the ATK is equal or higher to the DEF, the 
character is stunned, and the player loses Endurance equal to the 
character's cost.  Further more, unless the defending character has 
reinforcement, any extra point of damage over the defender's DEF number 
cause Breakthrough damage to the defending character's player.

Example:  Player 1 has Character A with a cost of 3, and 3 ATK/4 DEF.  
Player 2 has Character B with a cost of 2, and 4 ATK/1 DEF.  Player 1 
has the initiative and it is his combat phase.   Player 1 has Character 
A attack Character B.  Character A has a 3 ATK, which is higher than 
Character B's 1 DEF.  Character B would be stunned.  Player 2 would 
take 2 points of damage (Character B's cost), plus an additional 2 
points of breakthrough damage.   Character B's 4 ATK is equal to 
Character A's 4 DEF.  Character A would also be stunned, and Player 1 
would take 3 points of damage (Character A's cost).

Once the player with initiative has attacked with all of his 
characters, or chooses to pass, the opponent gets to attack with any 
legal attackers they still have available.  

------------

Section 4.5d1: Protected, Flight, and Range [PRFR]

For the most part, a character can only attack from your Front Row.  
That character can either attack an opponent's character in their front 
row, or an unprotected character in the support row.  A support 
character is protected as long as there is a non-stunned character in 
the front row in the same column.

BUT, there are special abilities that let you change the attack rules.  
On the left hand side of a character card you might see a sniper sight 
icon and/or a wings icon.  These represent range and flight, 
respectively.

Range - A support row character with range can attack a character in 
the opponent's front row.

Flight - A front row character with flight can attack a character in 
the opponent's support row even if they are protected.

If a character has both icons, they have both range and flight.  A 
support row character with both can attack a character in the 
opponent's support row, even if they are protected.  

-----------

Section 4.5d2: Team attacking [TMTK]

Two or more characters with the same team affiliation can participate 
in a team attack against the same defending character or unprotected 
player,  When resolving a team attack, the ATK values of all attackers 
are combined and compared to the DEF value of the defender.  If the 
combined ATK is greater than of equal to the defending characters DEF, 
the defender's controller takes stun damage.  No breakthrough damage is 
ever applied in a team attack.

The defending player chooses one of the attackers to stun back.  If the 
defenders ATK is greater than the DEF of the chosen attacker, the 
attacker stuns and its controller takes stun damage.

-----------

Section 4.5d3: Reinforcement [REIN]

In response to an attack, a ready support row character can be used to 
reinforce an adjacent defender (one that is on either side or directly 
in front of it) with the same team affiliation.  To reinforce, select 
the care with which you want to reinforce with and tap the reinforce 
action button.  The reinforcing character is exhausted.

When a defender is reinforced (or has the reinforcement keyword), it 
can still be stunned and inflict stun damage on the controller, but 
breakthrough is blocked. 

--------------

Section 4.5d4: Powering-up [POUP]

You can power-up an attacker or defender by discarding a character card 
with the same name from your hand.  It can be a different version or 
the same version, as long as the name is the same.  The powered-up 
character gets +1 ATK/+1 DEF for each power-up until the end of the 
current attack.

To power-up an attacker or defender, select the card you want to 
discard for the power-up, and tap the power-up action button.

----------

Section 4.5e: Recovery Phase  [REPH]

At the start of the recovery phase, each player compares endurance 
totals, and determines whether or not the game is over.  If a player's 
endurance is 0 or lower, they lose the game.  If both players endurance 
is 0 or lower, whoever's endurance is lower loses the game.  If they 
are tied, the game continues for another turn.

If the game has not ended, each player can recover one stunned 
character.  They then KO all their remaining stunned characters, ready 
all their characters (and locations), and the next round starts.   

----------

Section 4.6: Notes on Wi-Fi Connection  [NWFC]

It seems like there aren't that many people using the "find an 
opponent" option on the Wi-Fi at the moment, so finding an opponent on 
the Wi-Fi might not always be easy.  Your best bet might be to use 
Friend Codes instead.  

If you drop by the message board on GameFAQs you should be able to find 
a few people to get Friend Codes from.

UPDATE: I have been experimenting the last few days with looking for 
opponents on WiFi, and have only found a connection once, on a Saturday 
afternoon.

--------

Section 4.7: Undocumented Features [UNDF]

Some things in the game that were omitted from being explained in the 
instruction book.  I have tested the auto-pass settings too throughly, 
so use them at your own risk:

-------------

Section 4.7a - Changing Auto-Pass settings during gameplay [CAUS]

If you hold down the "right" button on the D-pad (after rotation, so 
it's the "down" for most gamers), it will temporarily set the auto-pass 
setting to "high", until you release it.  

Holding down the "left" D-Pad disables autopass, while you hold it 
down.  This would allow you, for example, to complete Evasion puzzle 3 
with autopass on, if you held down the "right" key at the correct time.   

Both of these features can be a little buggy, but they are very useful.

--------------

Section 4.7b - Orange Vs. Green Pass arrows [ORGP]

The pass button turns orange when the game believes that you probably 
should not pass, to help avoid really dumb mistakes (such as passing 
when you still have a card you can recruit).  Clearly it's not always 
right, since you don't always want to recruit or attack everything you 
can, but it's right often enough to be a useful
warning... especially during Recovery!

---------------

Section 4.7c - Exclamation Points [EXCP]

When a red exclamation mark appears over an action icon, it means 
taking this action will cause one of your cards in play to KO due to 
the uniqueness rule.

----------

Section 5:  STRATEGIES [STGT]

It is important to remember that there is no sure fire guaranteed way 
to win every match.  A lot of times it depends on your luck at drawing 
the cards you need when you need it.  You can build your deck to 
optimize those chances as much as possible, but no amount of planning 
can help you when you draw only high cost characters on both your deal 
and your Mulligan, or no characters at all for the first four turns of 
the game.  This has happened to me plenty of time in playing real 
collectible card games, and Marvel Trading Card Game is no exception.

This section is primarily how I do things.  The trick is to find a 
style that is really comfortable for you and that works with the cards 
you have to work with.  And be ready to change your strategy and deck 
to deal to deal with the changing scenarios during Campaign play, 
especially the ones where you have to KO a specific character card!  
You have five different decks you can save in the game, so take 
advantage.  In addition to your core deck, make sure you build a deck 
that is designed to KO a stunned target as that will come up several 
times in the Campaigns, and in most cases, your core deck is not going 
to be designed to achieve that goal.


----------

Section 5.1: Deck Building [DBUS]

Section 5.1a: Deck building rules [DBUR]

- Your deck can only have 60-80 cards (this is a change from VS. where 
there is no upper limit)

- Your deck can only have four copies of any card with the same name 
and version.  (Example - You can have 4 copies each of Spider-Man: 
Friendly Neighborhood Spider-Man, and Spider-Man: Cosmic Spider-Man.  
You can also have four copies of each of the "Marvel Team-Up" cards 
(one card's art features Spider-Man, Daredevil, and Captain America, 
the other features Wolverine and Doop), even though the cards are 
identical except for art and card number.  I am not sure if that was an 
error or not.

- According to the game's instruction book and Vs's rulebook, you are 
supposed to be able to have any number of each "Army" card, but my game 
seems to cap it at four copies of any of these cards.  

----------------------------

Section 5.1b: Deck Building Strategies: [DBS2]

- I would say that most collectible card games are heavily based on how 
well you build your deck.  The starter decks in the game are actually 
not bad, but by the end of the first chapters of each campaign, they 
are already overmatched by the opponent's decks.

- A bigger deck size means more options, but a smaller deck size means 
you are much more likely to draw a specific card you need.  I tend to 
play my decks with a lot of variety, so I prefer using 75-80 cards.  
For most players, I would say 70 cards is probably the ideal size.

- Make sure you have a balanced number of character cards of all 
costing costs.  You want to be able to always have some characters on 
the board.  Packing your deck with characters costing 6 and higher over 
looks great on paper, but by the time you are able to recruit them, you 
will probably already have lost the game if you don't have strong early 
and mid game support.  

- Unless you are playing T-Bolts (who tend to have low cost characters 
with penalties) or X-Statix (which involves a lot of sacrifices), I 
really would not recommend putting too many characters with cost of 1 
into the deck.  For the most part, they might give you a few points 
head start, but in the long term, they are just going to get crushed by 
a powerful opponent and cost you a lot of endurance points.  They have 
low DEF numbers and typically no reinforcement.  You're not going to 
want to waste your equipment or more powerful characters trying to 
provide reinforcement for them.  2 to 4 should be more than enough.

- Try to stick to one or two team affiliations.  A lot of cards focus 
on specific team affiliations, and having characters with the same team 
affiliation allows you to reinforce characters and to team attack.   
Plus, for the most part, the different affiliations are based around 
specific strategies, so this will give you some help with your deck 
planning.

- If you are playing with two affiliations, make sure you have a few 
Team Up cards.  There are a few different types, but I consider Marvel 
Team-Up to be the best.  Marvel Team-Up is available in the first Hero 
Pack, and allows you to combine any two teams.  This is a life saver!  

- My decks tend to be mostly characters and plot twists.  I try to keep 
about an even number of each, typically around 30 of each.  Less than 
10 equipment cards, and very few locations.  Different characters or 
team affiliations might make you want to bring more equipment 
(Fantastic Four decks in particular) or locations to a match, but that 
is really personal preference.

- For equipment, I prefer 0 cost equipment, 1 cost at the most.  For 
the most part, I don't see the value in using those resource points 
just for a small boost when I can get another character on the board.  
There are decks that make great use of resource points like Masters of 
Evil and decks that make great use of equipment like Fantastic Four, so 
your play style might be a little different than mine.

- Non-Army Characters, locations, and certain equipment are unique.  
For the most part, this means only one of those characters, locations, 
or equipment can be in play on your side of the field at a time.  When 
you recruit another of that character (even if it is a different 
version of the character) or equipment, or flip that location, you have 
to KO the original.  This means if you have Dr. Doom, Diabolic Genius 
on the table, and want to recruit Dr. Doom, Victor Von Doom you will 
have to KO Dr. Doom, Diabolic Genius.  

Note: a major exception to this rule is Jackal who lets you play a 
duplicate of a low level character card by having you play the 
character outside of the recruiting stage.  Since Jackal in the comic 
creates clones of other characters, this makes perfect sense and is not 
a rules glitch.  

Additional note: Many of the Kang character cards have a note saying 
"Kang is not unique," which means those specific cards are not effected 
by uniqueness rules.

- Because of these rules regarding uniqueness, I tend not to over pack 
my deck with multiple versions of unique cards.  There is enough 
variety that you just don't have to do this, and waste your cards 
already in play.   You can increase your chance of pulling a specific 
card you need but upping the frequency, but since there are typically 
other cards that can achieve similar effects, I don't like wasting the 
slots.

-One argument for overpacking characters is that you can discard 
another copy or version of the card to give the character a temporary 
+1 ATK and +1 DEF power-up for one attack, but during the mid and end 
game, it is very rare this +1/+1 will be the difference between success 
and failure.  And there are plenty of Plot Twists, location, and 
equipment that can do similar effects, and many of these give permanent 
bonuses.  

Note: Kang decks are great for power-ups.  The characters are not 
unique so you can have as many versions of as many Kang cards as you 
want, and all can be in play at the same time.  Plus, they can all be 
used to power-up each other, and there are cards that will give you 
additional bonuses for powering-up characters.  

-Most non-unique cards you can feel free to put as many as you find 
useful.  If you have 4 Surprise Attacks in your deck, you can use them 
all without any problem.  

There are some ongoing cards (like Marvel Team-up) that really can only 
be used once, but I still tend to put 2 or 3 of those in my deck to 
ensure that I get them as quickly as possible.  

- If you have a card in your deck that you go several games without 
ever having a use for, it is probably the wrong card for your deck.  


--------------------

Section 5.1c: Team Affiliations [TEAF]

There are many different teams in the VS card game and most of them 
have some unique qualities.  Knowing how the team affiliations work 
will definitely shape how you build your deck.

Avengers - The Avengers focus heavily on the reservist and leader 
mechanics, and team attacks.  The key here is teamwork. 

Brotherhood - I know some of the later sets of Marvel Trading Card 
Games use Brotherhood heavily, but most of those cards are not 
available here.   

Crime Lords - Focus on reinforcement and various bonuses when a 
character is reinforced.  Because of this, Crime Lord decks tend to 
thrive when the player does not have the initiative, so they can let 
the opponent attack first.

Doom - Doom team allows manipulation of the opponent's side of the 
board.  A lot of the cards involved strengthening and protecting Dr. 
Doom once he is on the board.  In fact, many of the cards only work 
when you have Dr. Doom on the board.  There are also cards that allow 
you to act like you have Dr. Doom on the board.

Fantastic Four - Lots of focus on equipment and increasingly stronger 
versions of the characters as the game progresses.
   
Kang Council - Just about the most annoying deck type to play against.  
All the characters are Kangs which allows for constant powering up.  
And the Kangs are low cost for higher stats, which makes them a real 
hassle.  Add in their strong deck searching and exhaustion effects, and 
you will pull your hair out quickly.     

Marvel Knights - Pretty much a catch all team.  The Marvel Knights have 
many different themes, although none are particularly pronounced.  They 
do have a lot of concealed characters, and some abilities that are more 
typical of the bad guy teams like direct damage and KO effects.  

Masters of Evil - Use resource points for effects instead of just for 
recruiting characters and equipment.  Several of the cards generate 
extra resource points that can only be used to activate abilities, not 
to recruit.  Lots of strong low point cards.   

Negative Zone - In Marvel Trading Card Game, the Negative Zone is only 
Annilhilus and Blastaar.  Both need to have the Negative Zone location 
in effect or they get serious penalties.   

Sentinels - Lots of army characters in this one.  A Sentinel deck can 
really fill the field on you quickly and overwhelm you with sheer 
numbers.   

Sinister Syndicate - Lots of KO effects, and some nasty cards that 
force you to choose whether to lose cards or characters instead of 
endurance.  Also has a lot of Beatdown tactics, including many that 
don't require targets.  Cards like Jackal or Fisk Towers allows the 
deck to swarm on you pretty quickly.  

Skrull - Not really represented.  Just Super Skrull and the Skrull 
Solider.  These two cards compliment each other well, but there is no 
way to buld a deck soley around Skrulls in Marvel Trading Card Game. 

Spider-Friends - Lots of evasion mechanics here.  Characters specialize 
is dodging attacks.  Also, a lot of cards that let you boost up 
characters defense capabilities. 

Squadron Supreme - Lots of cards that focus on empty hand tactics.  You 
get special bonuses whenever you have no cards in your hand. 

Thunderbolts - T-Bolts tend to give opponents advantages in exchange 
for stronger advantages of their own.  They also have several effects 
that apply whenever they are ready, which makes them more suited for 
defense that attacking.    

Underworld - Focuses heavily on the KO pile, with things like bonuses 
for having more characters in KO pile, or being able to pull characters 
out of the KO pile.

X-Men - Cards that let you recover characters outside of recovery phase 
and various effects that protect them from being stunned during combat.  

X-Statix - High level X-Statix cards tend to work better when they are 
the only character on the board.  Lower level X-Statix cards can swarm 
for various effects too.  This team is full of characters that most 
people have probably never even heard of, which makes them a personal 
favorite. 


---------------------

Section 5.1d: My Deck [MYCD]

-My current deck is 75 cards, heavy on Avengers and Thunderbolts.   I 
do tend to change it around a lot as I have the cards needed to fill a 
set.  I started with a pure Spider-Friends deck, then moved on to 
Spider-Friends/X-Men, then Spider-Friends/Avengers, and when I started 
the Villains campaign I went to Avengers/Thunderbolts.

It tends to skew more towards low to mid point cards, just because the 
T-Bolts cards are low cost for high stats with various penalties.  

Avengers/ Thunderbolts (75 cards total):

Characters -30 cards

1 x Beetle <> Mach 1 - Reluctant Hero
1 x Beetle <> Mach 2 - Matthew Davis
1 x Beetle <> Mach 3 - Repentant Villain
1 x Captain America - Steve Rogers
1 x Carol Danvers <> Warbird - Galactic Adventurer
1 x Dane Whitman <> Black Knight - Heroic Paladin
1 x Genis-Vell <> Captain Marvel - Son of Mar-Vell
1 x Hank Pym <> Giant Man - Towering Titan
1 x Hank Pym <> Goliath - Giant Genius
1 x Hawkeye - Clint Barton
1 x Helmut Zemo <> Citizen V - Warmonger
1 x Iron Man - Invincible
1 x Iron Man - Tony Stark
1 x Jarvis - Honorary Avenger
1 x Jolt - Helen Takahama
1 x Joystick - Janice Yanizesh
1 x Karla Sofen <> Meteorite - Twin Moonstones
1 x Melissa Gold <> Songbird - Sonic Cara[oce
1 x Natasha Romanoff <> Black Widow - Super Spy
1 x Ogre - Weaponsmith
1 x Paul Ebersol <> Techno - Man of Metal
1 x Quicksilver - Mutant Avenger
1 x Radioactive Man - Reformed Renegade
1 x Scarlet Witch - Mistress of Chaos Magic
1 x She-Hulk - Gamma Bombshell
1 x Speed Demon - Second Chance Speedster
1 x Thor - Odinson
1 x Thor - God of Thunder
1 x Vision - Synthetic Humanoid
1 x Wonder Man - Simon Williams

Of the character cards, 
Cost 1 - 4 cards
Cost 2 - 4 cards
Cost 3 - 4 cards
Cost 4 - 5 cards
Cost 5 - 5 cards
Cost 6 - 5 Cards
Cost 7 - 2 Cards
Cost 8 - 2 Cards.

No exact duplicates on the character cards, although I do have a couple 
multiple versions. To be honest, a big part of that is just because I 
am a fanboy of certain characters.  The three versions of Beetle/Mach 
is probably overkill, but I love the character.   

Equipment - 10 cards
2 x Advanced Hardware
4 x Borrowed Blade
1 x Dual Sidearms
1 x Jetpack
1 x Mjolnir
1 x V-Wing

Locations - 3 cards
1 x Avalon Space Station
1 x Base of Operations
1 x Bio-modem Satellite

Plot Twists - 30 cards
2 x A Second Chance
2 x Acrobatic Dodge
2 x Call to Arms
1 x Earth's Mightiest Heroes
2 x Finishing Move
2 x Flying Kick
1 x Grounded
2 x Legendary Battles
2 x Marvel Team-Up (Spider-Man, Captain America, Daredevil art)
1 x Marvel Team-Up (Wolverine/Doop art)
1 x Marvel's Most Wanted
2 x Nasty Surprise
2 x New Identity
1 x No Fear
2 x One-Two Punch
1 x Overload
2 x Pleasant Distraction
2 x Repulsor Ray
1 x Savage Beatdown
1 x Weapon of Choice
----------


Section 5.2: Game Play Strategies [GPLS] - COMING SOON

- The most important thing I can suggest is you need to be flexible.  
If you build a pure weenie deck, and come against an opponent ready for 
it, you are screwed.   Give yourself options in your deck, and build 
multiple decks to experiment with.  

- Along the same token, don't panic if you fall behind quickly.  A lot 
of the CPU's decks are weenie heavy, so you might find yourself losing 
10-20 points of endurance before you can mount a counter attack.  But, 
once you place a 3 or 4 recruit cost character on the board, you will 
be able to turn the tables immediately.  

- Now to contradict the last statement.  If you know you have built a 
well-balanced deck, and find yourself stuck with too many high cost 
cards on your initial deal, or cards you just can't use (a few times, I 
have gotten all Spider-Friends plot twists and all X-Men character 
cards in my deals), even after a Mulligan, don't be afraid to restart 
the match.  I don't mind losing a match, but when I lose purely because 
of a bad shuffle, it just frustrates me.

- Unlike most video game translations of CCCG's, the AI is smart in 
this game without being cheaty.  They know how to use their deck, and 
will surprise you with pretty clever choices as they play, but you 
never feel like they are looking at your hand or face down cards.  Some 
of the Underworld character in particular put together combos that 
really impressed me.

There aren't any huge loopholes you can exploit.  Huge credit to the 
programmers for that.  You really have to approach the CPU opponents 
just like you would a human opponent.  

- Don't waste cards!  If a defending character has reinforcement, don't 
overboost the attacking characters.  All you are doing is wasting your 
plot twists or special abilities.

- Whenever you have the initiative, attack a character with low DEF 
card using the highest possible attacker.  Either you will get a lot of 
breakthrough damage, or you will force your opponent to waste a card or 
exhaust a stronger character in order to prevent the breakthrough 
damage.  

- You don't have to Recover a character every turn.  Late in the game, 
you may find your opponent pounding on your low cost characters.  
Instead of Recovering those characters, which just leaves them on the 
table and open to getting attacked again next turn at huge endurance 
cost to you, skip the Recover stage and let them all go to the KO pile.  

- Read all the cards in play carefully, including your opponents.  You 
don't want to be caught unexpected.  And always click on the cards in 
the chain to see why something unusual happened.  You will often 
discover the CPU playing combinations you would have never thought of.  
I love stealing those ideas for my own use later on.


------------------------------------------------------------

Section 6: HERO WALKTHROUGH [HRWH]

Note 1:  Unless stated otherwise, the victory condition of each battle 
is the normal Vs. rules: at the start of the recovery phase, each 
player compares endurance totals, and determines whether or not the 
game is over.  If a player's endurance is 0 or lower, they lose the 
game.  If both players endurance is 0 or lower, whoever's endurance is 
lower loses the game.  If they are tied, the game continues for another 
turn.

Note 2: During each battle, you are represented by an avatar.  This 
avatar has no effect on your deck, and you will still use the deck that 
you have created.  There are a few battles where your avatar will be on 
the field of play, but for the most part, it doesn't affect the game at 
all.

Note 3: I will be adding information about each opponent's deck in a 
future update.  Unlike most games' walkthroughs, I really can't give 
you a step by step breakdown of what cards to play on which turns to 
win.   Everyone will build their deck differently, and randomness of 
the shuffling makes it hard to know exactly what cards you or your 
opponent will have at any one time.  

Section 6.1: Starting Hero Deck [STHD]

This is the deck you start the Hero Campaign with:

60 Cards
1 x Advance Recon
1 x Armored Spider Suit
2 x Base of Operations
2 x Battering Ram - Short-Lived Strongman
2 x Bishop - Lucas Bishop
2 x Black Cat - Felicia Hardy
2 x Blind Sided
1 x Crushing Blow
2 x Crystal - Inhuman
2 x Dagger - Tandy Bowen
2 x Ezekiel - Spirit of the Spider
1 x Flying Kick
2 x Frog Man - Eugene Patili
2 x Grounded
2 x Hornet - Eddie McDonough
2 x Human Torch - Friendly Rival
1 x Iceman - Cool Customer
2 x Jetpack 
2 x Marvel Team-Up
1 x Mattie Franklin <> Spider-Woman - Gift Of Power
2 x Meltdown
2 x Nova - Richard Rider
2 x One-Two Punch
1 x Personal Force Field
2 x Pleasant Distraction
2 x Prowler - Hobie Brown
1 x Psylocke - Betsy Braddock
2 x Punisher - Vigilante
2 x Reconnaissance
1 x Rise from the Dead
2 x She-Hulk - Green Jeans
1 x Spider Senses
1 x Spider-Man - The Amazing Spider-Man
1 x Thing - Strongman
2 x Unexpected Mutation
2 x Wild Pack - Army

----------

Section 6.2: Chapter 1 - Spare Parts  [HC1]

Section 6.2a: Chapter 1, Mission 1 - Night Patrol [H1M1]
Battle 1 - Spider-Man vs. Thieves

Section 6.2b: Chapter 1, Mission 2 - High Tech Heist [H1M2]
Battle 1 -  Spider-Man vs. Goons

Section 6.2c: Chapter 1, Mission 3 - Microchip Mayhem [H1M3]
Battle 1 - Spider-Man vs. Punks
Battle 2 - Daredevil vs. Punks

Section 6.2d: Chapter 1, Mission 4 - Spidey to the Rescue [H1M4]
Battle 1 - Spider-Man vs. Rhino
Battle 2 - Spider-Woman vs. Lizard

Section 6.2e: Chapter 1, Mission 5 - Weird Science [H1M5]
Battle 1 - Spider-Man vs. Electro
Battle 2 - Spider-Man vs. Vulture

Section 6.2f: Chapter 1, Mission 6 - Enter the Octopus [H1M6]
Battle 1 - Spider-Man vs. Dr. Octopus

Section 6.2g: Chapter 1, Mission 7 - Goblin [H1M7]
Battle 1 - Spider-Man vs. Green Goblin
Special Rules: Defeat opponent 2 times!

----------

Section 6.3: Chapter 2 - Old Enemies, New Threats [HC2] 

Section 6.3a: Chapter 2, Mission 1 - Deadly Danger Room [H2M1]
Battle 1 - Storm vs. Robot Enforcers
Battle 2 - Cyclops vs. Robot Enforcers

Section 6.3b: Chapter 2, Mission 2 - Deathstrike [H2M2]
Battle 1 - Wolverine vs. Lady Deathstrike
Special Rules: You start with Wolverine in play.  Opponent starts with 
Lady Deathstrike in play.

Section 6.3c: Chapter 2, Mission 3 - Muir Island [H2M3]
Battle 1 - Banshee vs. Juggernaut
Battle 2 - Iceman vs. Black Tom

Section 6.3d: Chapter 2, Mission 4 - Lethal Gambit [H2M4]
Battle 1 - Rogue vs. Mystique

Section 6.3e: Chapter 2, Mission 5 - Mutant Menace [H2M5]
Battle 1 - Cyclops vs. Blob
Battle 2 - Banshee vs. Avalanche
Battle 3 - Iceman vs. Pyro
Battle 4 - Rogue vs. Toad

Section 6.3f: Chapter 2, Mission 6 - Tooth and Nail [H2M6]
Battle 1 - Wolverine vs. Sabretooth

Section 6.3g: Chapter 2, Mission 7 - Mind over Magnetism [H2M7]
Battle 1 - Professor X vs. Magneto
Special Rules: Defeat opponent 2 times!

----------

Section 6.4: Chapter 3 - Impending Doom [HC3]

Section 6.4a: Chapter 3, Mission 1 - Unpleasant Distraction [H3M1]
Battle 1 - Thing vs. Mole Man
Battle 2 - Human Torch vs. Mole Man

Section 6.4b: Chapter 3, Mission 2 - Negative Attitude [H3M2]
Battle 1 - Invisible Woman vs. Annihulus
Special Rules: You start with Four Freedoms Plaza in the resource row.  
Opponent starts with Negative Zone in the resource row.

Section 6.4c: Chapter 3, Mission 3 - The Not-So-Fantastic Four [H3M3]
Battle 1 - Thing vs. Skrull Soldiers

Section 6.4d: Chapter 3, Mission 4 - Cracking Some Skrulls [H3M4]
Battle 1 - Human Torch vs. Skrull Soldiers
Battle 2 - Mr. Fantastic vs. Super Skrull

Section 6.4e: Chapter 3, Mission 5 - Latverian Hospitality [H3M5]
Battle 1 - Invisible Woman vs. Robot Enforcers
Battle 2 - Thing vs. Doom Guards

Section 6.4f: Chapter 3, Mission 6 - Army of Doom [H3M6]
Battle 1 - Thing vs. Doom Bots
Battle 2 - Human Torch vs. Doom Bots
Battle 3 - Invisible Woman vs. Doom Bots
Battle 4 - Mr. Fantastic vs. Doom Bots

Section 6.4g: Chapter 3, Mission 7 - No Buts About It [H3M7]
Battle 1 - Mr. Fantastic vs. Dr. Doom
Special Rules: Defeat opponent 3 times!

----------

Section 6.5: Chapter 4 - Vendetta  [HC4]

Section 6.5a: Chapter 4, Mission 1 - Hunted Heroes [H4M1]
Battle 1 - Daredevil vs. Hammerhead

Section 6.5b: Chapter 4, Mission 2 - Unfinished Business [H4M2]
Battle 1 - Daredevil vs. Kingpin

Section 6.5c: Chapter 4, Mission 3 - Undead Interlude [H4M3]
Battle 1 - Punisher vs. Morbius

Section 6.5d: Chapter 4, Mission 4 - Crime and Punishment [H4M4]
Battle 1 - Punisher vs. Speed Demon
Special Rules: You must win in 6 turns!
Battle 2 - Punisher vs. Mysterio

Section 6.5e: Chapter 4, Mission 5 - Maximum Carnage [H4M5]
Battle 1 - Spider-Man vs. Carnage

Section 6.5f: Chapter 4, Mission 6 - Heroes United [H4M6]
Battle 1 - Spider-Man vs. Kaine
Battle 2 -  Spider-Man vs. Jackal
Battle 3 - Daredevil vs. Kaine
Battle 4 - Daredevil vs. Jackal

Section 6.5g: Chapter 4, Mission 7 - A Sinister Syndicate [H4M7]
Battle 1 - Spider-Man vs. Venom
Special Rules: You lose if opponent starts a turn with 4 or more 
characters in play.

----------

Section 6.6: Chapter 5 - Knight Moves  [HC5]

Section 6.6a: Chapter 5, Mission 1 - Heroes for Hire [H5M1]
Battle 1 - Luke Cage vs. Cobra
Battle 2 - Iron Fist vs. Mr. Hyde

Section 6.6b: Chapter 5, Mission 2 - Breaking and Entering [H5M2]
Battle 1 - Black Widow vs. Deadpool
Battle 2 - Black Widow vs. The Russian

Section 6.6c: Chapter 5, Mission 3 - A Not-So-Clean Getaway [H5M3]
Battle 1 - Moon Knight vs. Mercenaries

Section 6.6d: Chapter 5, Mission 4 - X-Static Rescue [H5M4]
Battle 1 - Doop vs. Steel Wind
Battle 2 - Orphan vs. Tryks

Section 6.6e: Chapter 5, Mission 5 - Into the Underworld [H5M5]
Battle 1 - Vivisector vs. Anton Hellgate
Battle 2 - U-Go Girl vs. New Blood

Section 6.6f: Chapter 5, Mission 6 - Howling Mad [H5M6]
Battle 1 - Deadgirl vs. Dracula
Special Rules: You opponent gains 2 endurance each turn.
Battle 2 - Vivisector vs. Werewolf by Night

Section 6.6g: Chapter 5, Mission 7 - Strange Nightmare [H5M7]
Battle 1 - Dr. Strange vs. Nightmare

Section 6.6h: Chapter 5, Mission 8 - Hand to Hand Combat [H5M8]
Battle 1 - Elektra vs. The Hand

Section 6.6i: Chapter 5, Mission 9 - I've Got Your Back [H5M9]
Battle 1 - Daredevil vs. Bullseye
Special Rules: KO Sniper and reduce opponent to 0 endurance to win.

----------

Section 6.7: Chapter 6 - Sinister Vengeance [HC6]

Section 6.7a: Chapter 6, Mission 1 - Enter The Kangs [H6M1]
Battle 1 - Hawkeye vs. Kangs Guards
Battle 2 - Beast vs. Kang 1

Section 6.7b: Chapter 6, Mission 2 - Big Trouble [H6M2]
Battle 1 - Giant Man vs. Growing Man
Battle 2 - Wasp vs. Kangs Guards

Section 6.7c: Chapter 6, Mission 3 - Mistaken Identity [H6M3]
Battle 1 - Iron Man vs. Vantage
Battle 2 - Captain America vs. Citizen V

Section 6.7d: Chapter 6, Mission 4 - The Trask at Hand [H6M4]
Battle 1 - Jolt vs. Kangs Guards
Battle 2 - Meteorite vs. Kang 1
Special Rules: You start with Bolivar Trask in play.  If you start your 
turn without Bolivar Trask in play, you lose.

Section 6.7e: Chapter 6, Mission 5 - Reinforcements [H6M5]
Battle 1 - Beetle <> Mach 1 vs, Baltag
Battle 2 - Atlas vs. Kang 2

Section 6.7f: Chapter 6, Mission 6 - Hammer Time [H6M6]
Battle 1 - Thor vs. Enchantress
Special Rules: Defeat opponent 2 times!

Section 6.7g: Chapter 6, Mission 7 - Menace Out of Time [H6M7]
Battle 1 - Vision vs. Ultron
Battle 2 - Scarlet Witch vs. Tempus

Section 6.7h: Chapter 6, Mission 8 - Supreme Effort [H6M8]
Battle 1 - Dr. Spectrum vs. Executioner
Battle 2 - Whizzer vs. Melter

Section 6.7i: Chapter 6, Mission 9 - Kang Redux [H6M9]
Battle 1 - Moonglow vs. Kangs Guards
Battle 2 - Power Princess vs. Kang 3

Section 6.7j: Chapter 6, Mission 10 - More Kang for the Buck [H6M10]
Battle 1 - Nighthawk vs. Amenhotep
Battle 2 - Hyperion vs. Kang 4

Section 6.7k: Chapter 6, Mission 11 - Kang and Kang Again [H6M11]
Battle 1 - Hawkeye vs. Kang 1
Battle 2 - Captain America vs. Kang 1

Section 6.7l: Chapter 6, Mission 12 - Ultimate Evil [H6M12]
Battle 1 - Hulk vs. Ultron 5

Section 6.7m: Chapter 6, Mission 13 - Kang Immortus [H6M13]
Battle 1 - Iron Man vs. Kang 5
Special Rules: You start with Iron Man in play.  Opponent starts with 
Kang in play.

----------

Section 6.8: Chapter 7 - Operation: Annihilate! [HC7]

Section 6.8a: Chapter 7, Mission 1 - Sinister Sentinels [H7M1]
Battle 1 - Magneto vs. Mark II Number II

Section 6.8b: Chapter 7, Mission 2 - Unlikely Allies [H7M2]
Battle 1 - Professor X vs. Trisentinel

Section 6.8c: Chapter 7, Mission 3 - Common Enemy [H7M3]
Battle 1 - Spider-Man vs. Nimrod
Battle 2 - Dr. Doom vs. Nimrod

Section 6.8d: Chapter 7, Mission 4 - Final Showdown [H7M4]
Battle 1 - Mystique vs. Mr. Sinister
Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to 
win.

Section 6.8e: Chapter 7, Mission 5 - Master Plan [H7M5]
Battle 1 - Captain America vs. Master Mold
Special Rules: KO Master Mold and reduce opponent to 0 endurance to 
win.

------------------------------------------------------------

Section 7: VILLAIN WALKTHROUGH [VIWA]

Note 1:  Unless stated otherwise, the victory condition of each battle 
is the normal Vs. rules: at the start of the recovery phase, each 
player compares endurance totals, and determines whether or not the 
game is over.  If a player's endurance is 0 or lower, they lose the 
game.  If both players endurance is 0 or lower, whoever's endurance is 
lower loses the game.  If they are tied, the game continues for another 
turn.

Note 2: During each battle, you are represented by an avatar.  This 
avatar has no effect on your deck, and you will still use the deck that 
you have created.  There are a few battles where your avatar will be on 
the field of play, but for the most part, it doesn't affect the game at 
all.

Note 3: I will be adding information about each opponent's deck in a 
future update.  Unlike most games' walkthroughs, I really can't give 
you a step by step breakdown of what cards to play on which turns to 
win.   Everyone will build their deck differently, and randomness of 
the shuffling makes it hard to know exactly what cards you or your 
opponent will have at any one time.

Section 7.1: Starting Villain Deck [STVD]

This is the deck you start the Villain Campaign with:

60 Cards
1 x Advance Recon
2 x Base of Operations
2 x Blind Sided
2 x Boris - Doom's Caretaker
2 x Carrion - Cadaverous Clone
2 x Chameleon - Dmitri Smerdy
1 x Crushing Blow
2 x Darkorth - Death Demon
1 x Dr. Octopus - Doc Ock
2 x Electro - Maxwell Dillon
2 x Enchantress - Amora
1 x Flying Kick
1 x Goblin Glider
1 x Green Goblin - Norman Osborn
2 x Grounded
1 x Hammerhead - Gangster
2 x Hired Goons
2 x Hydro-Man - Morris Beach
2 x Jackal - Dr. Miles Warren
2 x Jetpack 
2 x Lizard - Dr. Curtis Connors
2 x Marvel Team-Up
1 x Medical Attention
2 x Meltdown
1 x Morbius - Dr. Michael Morbius
2 x Mystique - Shape-Changing Assassin
2 x One-Two Punch
1 x Personal Force Field
2 x Pleasant Distraction
2 x Reconnaissance
1 x Rhino - Alex O' Hirn
1 x Sadistic Choice
2 x Shocker - Herman Schultz
2 x Titania - Big Bad Bully
1 x Venom - Eddie Brock
2 x Volcana - Raging Inferno
2 x Vulture - Adrian Toomes

----------

Section 7.2: Chapter 1 - Spare Parts [VC1]

Section 7.2a:  Chapter 1, Mission 1 - Reprisals [V1M1]
Battle 1 - Green Goblin vs. Traitors

Section 7.2b: Chapter 1, Mission 2 - Chips [V1M2]
Battle 1 - Green Goblin vs. Cops

Section 7.2c: Chapter 1, Mission 3 - Cloak and Dagger [V1M3]
Battle 1 - Green Goblin vs. Cloak
Battle 1 - Green Goblin vs. Dagger

Section 7.2d: Chapter 1, Mission 4 - Inside Job [V1M4]
Battle 1- Green Goblin vs. Tombstone

Section 7.2e: Chapter 1, Mission 5 - The Goblin and the Octopus [V1M5]
Battle 1 - Dr. Octopus vs. Henchmen
Battle 2 - Green Goblin vs. Jackal

Section 7.2f: Chapter 1, Mission 6 - Who's the Boss? [V1M6]
Battle 1 - Green Goblin vs. Dr. Octopus

Section 7.2g: Chapter 1, Mission 7 - Spider-Trouble [V1M7]
Battle 1 - Green Goblin vs. Spider-Man
Special Rules: Defeat opponent 2 times!

----------

Section 7.3: Chapter 2 - Old Enemies, New Threats [VC2]

Section 7.3a: Chapter 2, Mission 1 - Breakout [V2M1]
Battle 1 - Blob vs. Guards
Battle 2 - Avalanche vs. Robot Enforcers

Section 7.3b: Chapter 2, Mission 2 - Roadblock [V2M2]
Battle 1 - Blob vs. She-Hulk
Battle 2 - Avalanche vs. Luke Cage

Section 7.3c: Chapter 2, Mission 3 - Barroom Blitz [V2M3]
Battle 1 - Sabretooth vs. Dragon Man
Special Rules: You start with Sabretooth in play.  Opponent starts with 
Dragon Man in play.

Section 7.3d: Chapter 2, Mission 4 - Trading Faces [V2M4]
Battle 1 - Mystique vs. Gambit

Section 7.3e: Chapter 2, Mission 5 - Springing the Trap [V2M5]
Battle 1 - Blob vs. Cyclops
Battle 2 - Avalanche vs. Colossus
Battle 3 - Pyro vs. Iceman
Battle 4 - Destiny vs. Shadowcat

Section 7.3f: Chapter 2, Mission 6 - De-Clawed [V2M6]
Battle 1 - Sabretooth vs. Wolverine

Section 7.3g: Chapter 2, Mission 7 - Master of Magnetism [V2M7]
Battle 1 - Magneto vs. Professor X
Special Rules: Defeat opponent 2 times!

----------

Section 7.4: Chapter 3 - Impending Doom [VC3]

Section 7.4a: Chapter 3, Mission 1 - The Siege of Atlantis [V3M1]
Battle 1 - Namor vs. Doom Bots

Section 7.4b: Chapter 3, Mission 2 - The Natives are Restless [V3M2]
Battle 1 - Dr. Doom vs. Villagers
Battle 2 - Dr. Doom vs. Zorba
Special Rules: If your opponent has a non-stunned character, he cannot 
lose.

Section 7.4c: Chapter 3, Mission 3 - Nasty Surprise [V3M3]
Battle 1 - Dr. Doom vs. Darkoth

Section 7.4d: Chapter 3, Mission 4 - Invasion [V3M4]
Battle 1 - Dr. Doom vs. Microbots
Battle 2 - Dr. Doom vs. Atlantian Soldiers

Section 7.4e: Chapter 3, Mission 5 - Namor [V3M5]
Battle 1 - Dr. Doom vs. Namor

Section 7.4f: Chapter 3, Mission 6 - Uninvited Guests [V3M6]
Battle 1 - Dr. Doom vs. Invisible Woman
Battle 2 - Dr. Doom vs. Mr. Fantastic

Section 7.4g: Chapter 3, Mission 7 - Doom Triumphant [V3M7]
Battle 1 - Dr. Doom vs. Human Torch
Special Rules: Defeat opponent 2 times!

----------

Section 7.5: Chapter 4 - Vendetta [VC4]

Section 7.5a: Chapter 4, Mission 1 - Open Season [V4M1]
Battle 1 - Kingpin vs. Daredevil

Section 7.5b: Chapter 4, Mission 2 - Hunted [V4M2]
Battle 1 - Kraven vs. Scarlet Spider

Section 7.5c: Chapter 4, Mission 3 - Kraven Punishment[V4M3]
Battle 1 - Kraven vs. Punisher

Section 7.5d: Chapter 4, Mission 4  - Random Carnage [V4M4]
Battle 1 - Carnage vs. Wild Pack
Battle 2 - Carnage vs. Silver Sable

Section 7.5e: Chapter 4, Mission 5  - Clash of the Spiders [V4M5]
Battle 1- Venom vs. Spider-Woman

Section 7.5f: Chapter 4, Mission 6 - A Bridge Too Far [V4M6]
Battle 1 - Venom vs. Hornet
Battle 2 - Venom vs. Ricochet
Special Rules: You must win in 6 turns!
Battle 3 - Carnage vs. Black Cat
Battle 4 - Carnage vs. Firestar

Section 7.5g: Chapter 4, Mission 7 - Showdown [V4M7]
Battle 1 - Venom vs. Spider-Man
Special Rules: You lose if opponent starts a turn with 4 or more 
characters in play.

----------

Section 7.6: Chapter 5 - Knight Moves  [VC5]

Section 7.6a: Chapter 5, Mission 1 - Late Night Visitor [V5M1]
Battle 1 - Vanessa Fisk vs. Black Widow

Section 7.6b: Chapter 5, Mission 2 - Cage Match [V5M2]
Battle 1 - Deadpool vs. Luke Cage
Battle 2 - Bullseye vs. Iron Fist

Section 7.6c: Chapter 5, Mission 3 - X-Static Ambush [V5M3]
Battle 1 - Deadpool vs. Doop
Battle 2 - The Rose vs. Venus Dee Milo

Section 7.6d: Chapter 5, Mission 4 - One Hell of a Fight [V5M4]
Battle 1 - Zarathos vs. Ghost Rider

Section 7.6e: Chapter 5, Mission 5 - Bad Voodoo [V5M5]
Battle 1- New Blood vs. Brother Voodoo
Battle 2 - Dracula vs. Blade

Section 7.6f: Chapter 5, Mission 6 - Children of the Night [V5M6]
Battle 1 - Dracula vs. Hannibal King
Battle 2 - Mephisto vs. Dr. Strange
Special Rules: You automatically lose 2 endurance per turn.

Section 7.6g: Chapter 5, Mission 7 - Diversionary Tactics [V5M7]
Battle 1 - The Hand vs. Shang Chi

Section 7.6h: Chapter 5, Mission 8 - Hand It Over [V5M8]
Battle 1 - Bullseye vs. Punisher
Battle 2 - Typhoid Mary vs. Moon Knight

Section 7.6i: Chapter 5, Mission 9 - Mind If We Cut In? [V5M29
Battle 1 - Bullseye vs. Electra
Special Rules: KO Electra and reduce opponent to 0 endurance to win.

-----------------------------
Section 7.7: Chapter 6 - Sinister Vengeance [VC7]

Section 7.7a: Chapter 6, Mission 1 - Dark Disguise [V7M1]
Battle 1 - Ultron vs. Scarlet Witch
Battle 2 - Ultron vs. Vision

Section 7.7b: Chapter 6, Mission 2 - Trask [V7M2]
Battle 1 - Ultron vs. Beast
Battle 2 - Ultron vs. Captain Marvel
Special Rules: You start with Bolivar Trask in play.  If you start your 
turn without Bolivar Trask in play, you lose.

Section 7.7c: Chapter 6, Mission 3 - Thunderbolts No More! [V7M3]
Battle 1- Techno vs. She-Hulk
Battle 2-Meteorite vs. Black Panther

Section 7.7d: Chapter 6, Mission 4 - Masters of Evil [V7M4]
Battle 1 - Atlas vs. Giant Man
Battle 2 - Songbird vs. Wonder Man

Section 7.7e: Chapter 6, Mission 5 - Thunderstorm [V7M5]
Battle 1 - Beetle (Armorsmith) vs. Warbird
Battle 2 - Baron Zemo vs. Thor

Section 7.7f: Chapter 6, Mission 6 - Kang Rising [V7M6]
Battle 1 - Kang 6 vs. Captain America

Section 7.7g: Chapter 6, Mission 7 - Wreckers [V7M7]
Battle 1 - Kangs Guards vs. Thunderball
Battle 2 - Kang 6 vs. Piledriver

Section 7.7h: Chapter 6, Mission 8 - Dark Pharoah [V7M8]
Battle 1 - Amenhotep vs. Golden Archer
Battle 2 - Kang 4 vs. Hawkeye

Section 7.7i: Chapter 6, Mission 9 - The Growing Menace [V7M9]
Battle 1 - Growing Man vs. Power Princess
Battle 2 - Kang 6 vs. Dr. Spectrum

Section 7.7j: Chapter 6, Mission 10 - Supreme Sacrifice
Battle 1 - Kang 5 vs. Hyperion

Section 7.7k: Chapter 6, Mission 11 - God of Thunder
Battle 1 - Ultron vs. Thor
Battle 2 - Tempus vs. Thor

-------------------------------

Section 7.8: Chapter 7 - Operation: Annihilate! [VC7]

Section 7.8a: Chapter 7, Mission 1 - Sinister Sentinels [V7M1]
Battle 1 - Lady Deathstrike vs. Mark II Number II

Section 7.8b: Chapter 7, Mission 2 - Unlikely Allies [V7M2]
Battle 1 - Jean Grey vs. Trisentinel

Section 7.8c: Chapter 7, Mission 3 - Common Enemy [V7M3]
Battle 1 - Volcana vs. Bastion
Battle 2 - Invisible Woman vs. Bastion

Section 7.8d: Chapter 7, Mission 4 - Final Showdown [V7M4]
Battle 1 - Scarlet Witch vs. Mr. Sinister
Special Rules: KO Mr. Sinister and reduce opponent to 0 endurance to 
win.

Section 7.8e: Chapter 7, Mission 5 - Master Plan [V7M5]
Battle 1 - She-Hulk vs. Nimrod
Special Rules: Opponent regains 5 endurance at the start of every turn.
Battle 2 - Dark Phoenix vs. Master Mold
Special Rules: KO Master Mold and reduce opponent to 0 endurance to 
win.

------------------------------------------------------------

Section 8: PUZZLE WALKTHROUGH [PZWT]

I am making these as detailed as possible to help you not just beat 
them, but also to help you understand how you were able to beat your 
opponent.  In the descriptions of the cards, I only put things that are 
relevant to the current scenario.

Each puzzle starts you at the beginning of a turn's build phase, and 
you must defeat opponent by the end of the turn.  You have initiative 
during turn, and your opponent will take no actions at all.


---------------

Section 8.1: Basic [BSC0]

These puzzles introduce you to the basics of the game: recruiting, 
attacking, team attacking, breakthrough, equipment, and plot twists.

Section 8.1a Basic 1 [BSC1]

Scenario: 
Your Starting Endurance: 1 
Opponent Starting Endurance: 7

Opponent has in play - 
Front Row - Thing, Strongman (equipped with Armored Spider-Suit) Cost 
6, 16 ATK/14 DEF with reinforcement

You have in play - 
3 Resources - 2 face up, and 1 Savage Beatdown facedown (Target 
attacker gets +5 ATK this attack)

In Hand -
-Savage Beatdown
-Electro, Maxwell Dillon - Cost: 2, 2 ATK /2 DEF
-Kristoff Von Doom, Ticking Time Bomb Cost :1, 2 ATK/1 DEF
-Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight.

Strategy: Since Thing has a cost of 6, we need to stun him to complete 
this mission

Resource Phase
- Place Savage Beatdown as a resource (Total Resource Points - 4)

Recruit Phase
-Recruit Electro and Kristoff to your front row.
-Recruit Jetpack and equip it to Kristoff.  The reason for equipping 
Kristoff instead of Electro is that the attack on Thing is going to be 
a suicide run.  Looking at the characters' costs, it is better to loss 
1 endurance of stun damage then 2.  

Formation Phase
-Skip this phase

Combat Phase
-Select Kristoff as your attacker, select Thing as the defender.
- Use both Savage Beatdowns on Kristoff.   That will make him 14 ATK/1 
DEF.  Thing and Kristoff will both be stunned during this attack.

Your endurance: 0, Your opponent's endurance: 1

- Attack with Electro.  This will be a direct attack since your 
opponent has no defenders left.

Your endurance: 0, Your opponent's endurance: -1

Victory!

------------------

Section 8.1b Basic 2 [BSC2]

Scenario: 
Your Starting Endurance: 2
Opponent Starting Endurance: 18

Opponent has in play - 
Front Row - Jackal, Dr. Miles Warren (equipped with Armored Spider-
Suit) Cost 4, 8 ATK/8 DEF with reinforcement

You have in play - 
Front Row: Thing, Strongman Cost 6, 14 ATK/12 DEF
6 Resources - All face up 

In Hand -
- Wild Pack, Army - Cost 1 1ATK/1 DEF, Wild Pack gets +1 ATK while team 
attacking.
-Jetpack - Cost: 0, Equipped characters gets +2 ATK and has flight

Strategy: We need to stun Jackal with the Wild Pack and then attack 
with Thing to finish things off.

Resource Phase
-Skip Resource Phase without resourcing any cards.

Recruit Phase
-Recruit the 3 Wild Pack to your front row.
-Recruit the Jetpack to one of the Wild Pack , it doesn't matter which 
one.

Formation Phase
-Skip this phase

Combat Phase
- Team attack with the 3 Wild Pack on Jackal.  The Wild Pack with the 
Jetpack will be 4 ATK/1 DEF, and the other two will be 2 ATK/1 DEF, 
thanks to the +1 bonus for Wild Pack on team attacks.  This is a total 
of 8 damage, which will stun Jackal.   Jackal will stun 1 of the Wild 
Pack.

Your endurance: 1, Your opponent's endurance: 14

- Attack with Thing.  This will be a direct attack since your opponent 
has no defenders left.

Your endurance: 1, Your opponent's endurance: 0

Triumph!

------------

Section 8.1c Basic 3 [BSC3]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 12

Opponent has in play - 
Front Row 
- Bishop, Lucas Bishop - Cost 2, 2 ATK/2 DEF, gets + 3 ATK/ +3 DEF when 
attacked by a character with ranged.
- Hornet, Eddie McDonough - Cost 2, 2 ATK /2 DEF
- Psylocke, Betsy Braddock (equipped with Personal Force Field) - Cost 
3, 3 ATK/7 DEF with reinforcement

You have in play - 
5 Resources - All face up 

In Hand -
- Titania, Big Bad Bully - Cost 3, 4 ATK/4 DEF, Gets +1 ATK for each 
character in your front row.
-Vulture, Arian Toomes - Cost 1, flight, 2 ATK/1 DEF.  As additional 
cost to recruit, reveal another Sinister Syndicate character card from 
hand.  When Vulture causes breakthrough, you gain that much endurance.
- Electro, Maxwell Dillon - Cost 2, range, 2 ATK/2 DEF.  Team 
Affiliation - Sinister Syndicate
- Dual Sidearms - Cost 0, Equipped character gets +2 ATK and has range.
- One-Two Punch - Target attacker gets +1 ATK/+2 DEF this attack.

Strategy: Need to do as much damage to opponent as possible without 
getting any of your own characters stunned.  Also, need to avoid 
attacking Bishop with a character with range, which means Electro and 
whoever you give Dual Sidearms to.

Resource Phase
- Place One-Two Punch as a resource (Total Resource Points - 6)

Recruit Phase
-Recruit Titania into your front row
-Recruit Vulture (you have to recruit Vulture before Electro in order 
to pay the extra recruit cost for Vulture of revealing another Sinister 
Syndicate care from your hand).
- Recruit Electro
-Recruit Dual Sidearms, and Equip to Vulture, making him 4 ATK/1 DEF 
with range and flight.  

Formation Phase
-Skip this phase

Combat Phase
- Select Titania as your attacker, select Bishop as the defender.  She 
doesn't have range, and will be attacking as a 7 ATK/4 DEF, which means 
she will do breakthrough and will not be stunned herself.  

Your endurance: 1, Your opponent's endurance: 5

- Select Vulture as your attacker, select Hornet as the defender.
- Use One-Two Punch on Vulture. That will make him 5 ATK/3 DEF.  He 
will not be stunned and deal 3 points of breakthrough damage to your 
opponent.  Vulture's power gives you those endurance points.

Your endurance: 4, Your opponent's endurance: 0

- Skip rest of phase, DO NOT ATTACK WITH ELECTRO!

Edu!!

------------------------

Section 8.1d Basic 4 [BSC4]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 9

Opponent has in play - 
Front Row 
- Volcana, Raging Inferno (equipped wth Armored Spider Suit) Cost 4, 10 
ATK/8 DEF with reinforcement.
- Hornet, Eddie McDonough - Cost 2 2ATK / 2DEF

Support Row
- Shriek, Frances Barrison - Cost 2, 2 ATK/1 DEF.  Other characters get 
+1 ATK.  That is all characters, not just ones your opponent controls.  

You have in play - 
2 Resources - All face up 

Front Row
Hornet, Eddie McDonough - Cost 2, flight, range 2 ATK/2 DEF.  "Exhaust 
Spider-Friends character --> Target players loses 1 endurance."  Team 
Affiliation - Spider-Friends.

In Hand -
- Psylocke, Betsy Braddock) - Cost 3, 3 ATK/4 DEF.
- Flying Kick - Character had flight this turn.  While attacking this 
turn, that character gets +3 ATK.

Strategy: You really don't have the ability to take down Volcana, so 
you need to figure out how to damage your opponent without stunning 
Volcana.

Resource Phase
- Place Flying Kick as a resource (Total Resource Points - 3)

Recruit Phase
-Recruit Psylocke into your front row.

Formation Phase
-Skip this phase

Combat Phase
- Play Flying Kick, targeting Psylocke.

- Select Psylocke as your attacker, select Shriek as the defender.  
With the bonus from Flying Kick and Shriek herself, Psylocke attacks as 
a 7 ATK/4 DEF. She will stun Shriek, without being stunned herself.

Your endurance: 1, Your opponent's endurance: 1

- Activate Hornet to use his power to deal 1 damage to opponent.  Since 
he has Spider-Friends team affiliation, you can stun him as the 
activation cost.

Your endurance: 1, Your opponent's endurance: 0 

Voit!!

--------------------------

Section 8.2: Loyalty [LTY0]

These puzzles introduce you to the loyalty keyword.  A character with 
loyalty can only be recruited if they share a team affiliation with 
another character you control.

Section 8.2a: Loyalty 1 [LYT1]

Scenario: 
Your Starting Endurance: 50
Opponent Starting Endurance: 14

Opponent has in play - 
Nothing

You have in play - 
6 Resources - All face up 

In Hand -
- Mikado + Mosha, Angels of Destruction - Marvel Knights, Cost 1, 1 ATK 
/1 DEF
- Hobgoblin, Roderick Kingsley- Sinister Syndicate, Cost 6, 13 ATK /10 
DEF Loyalty
- Midnight Sons - Play only if you control a Marvel Knights character.  
Choose a team affiliation.  Characters you control, as well as cards in 
hand, deck, and KO'd pile that have either Marvel Knights or chosen 
affiliation have both affiliations.

Strategy: Your opponent has nothing in play, so all you need to do is 
get Hobgoblin in play and attack.

Resource Phase
- Place Midnight Sons as a resource (Total Resource Points - 7)

Recruit Phase
- Recruit Mikado + Mosha
- Play Midnight Sons, select Sinister Syndicate as the team 
affiliation.  This will give Mikado + Mosha the Sinister Syndicate 
affiliation and allow you to recruit Hobgoblin.
-Recruit Hobgoblin

Formation Phase
-Skip this phase

Combat Phase
- Team attack with Mikado + Mosha and Hobgoblin.

Your endurance: 50; Your opponent's endurance: 0

YAHTZEE! 

------------------------

Section 8.2b: Loyalty 2 [LTY2]

Scenario: 
Your Starting Endurance: 5
Opponent Starting Endurance: 1

Opponent has in play - 
Front Row -
She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 3, 
8 ATK/8 DEF with reinforcement, +2/+2 when ready  

You have in play - 
Support Row - Centurious, The Soulless Man, Cost 4, 7 ATK/7 DEF, 
Underworld

4 Resources - All face up 

In Hand -
- Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty
- Punisher, Vigilante - Spider-Friends, Cost: 4, 7 ATK/5 DEF 
- Entangle - As an additional cost to play, exhaust a character you 
control and discard a card; Exhaust target character if it's cost is 
less than the cost of the character you exhausted.
- Hypnotic Charms - Play only if you control an Underworld character; 
Affiliated characters you control and in your KO'd pile have the 
affiliation of each character card in your KO'd pile.
- Blind Sided -  Target character loses reinforcement and cannot have 
reinforcement this turn.

Strategy: Need to get a Spider-Friends character on the field in order 
to recruit Firestar.   

Resource Phase
- Place Hypnotic Charms as a resource (Total Resource Points - 5)

Recruit Phase
- Play Hypnotic Charms. 
- Use Entangle.  Target She-Hulk and exhaust Centurious.  Discard 
Punisher to pay the card's additional cost.  Because of Hypnotic 
Charms, this will give Centurious the Spider-Friends Affiliation.  In 
addition, since Entangle exhausts She-Hulk, she loses her ready bonus, 
putting her as a 6 ATK/6 DEF.
-Recruit Firestar
- Play Blind Sided, targeting She-Hulk to get rid of her reinforcement.

Formation Phase
- Skip this phase

Combat Phase
- Select Firestar as your attacker, select She-Hulk as the defender.  2 
points of breakthrough, plus 3 points of damage because you stunned 
She-Hulk.

Your endurance: 1; Your opponent's endurance: 0

HENSHIN-A-GO-GO, BABY! 

------------------------

Section 8.2c: Loyalty 3 [LTY3]

Scenario: 
Your Starting Endurance: 3
Opponent Starting Endurance: 19

Opponent has in play - 
Front Row -
Doctor Doom, Lord of Latveria (Equipped with Armored Spider Suit) Cost 
8, 20 ATK/21 DEF with reinforcement)

You have in play - 
Front Row - Chameleon, Dmitry Smerdyakov, Cost 1, 1 ATK/1 DEF, Sinister 
Syndicate; Pat 1 endurance --> Choose a team affiliation.  Cham has the 
chosen team affiliation this turn.  Use this power only once per turn, 
and only if you control another Sinister Syndicate character.

8 Resources - All face up 

In Hand -
- Hammerhead, Gangster - Sinister Syndicate, Cost: 2, 3 ATK/2 DEF; 
Sinister Syndicate attackers you control get +2 ATK while attacking a 
player directly.
- Vulture, Adrian Toomes -  Sinister Syndicate, Cost: 1, flight, 2 
ATK/1 DEF.  As additional cost to recruit, reveal another Sinister 
Syndicate character card from hand.  When Vulture causes breakthrough, 
you gain that much endurance.
- War Wagon - Cost: 1, War Wagon costs 1 less to recruit while you 
control a Marvel Knights character; equipped character has "Activate--
>KO Target stunned character.  It's controller loses endurance equal to 
that character's cost."
- Savage Beatdown - Target attacker gets +5 ATK this attack.
- Backfire - Target character gets -1 DEF this turn.  KO all equipment 
equipped to that character.
- Spider-Man, Spectacular Spider-Man, Marvel Knights, Cost: 6, 12 
ATK/12 DEF, loyalty.

Strategy: Need to get a Marvel Knights character in order to recruit 
Spider-Man and War Wagon.  Also, need to take down Doom while 
minimizing your damage in return..     

Resource Phase
- Place either Backfire or Savage Beatdown as a resource.  Does not 
matter since you will be playing both this turn. (Total Resource Points 
- 9)

Recruit Phase
- Recruit Vulture.  Reveal Hammerhead to pay additional cost (Resources 
- 8)
- Recruit Hammerhead (Resources - 6)
- Use Chameleon's Special Ability, Select Marvel Knights as the team 
affiliation.

Your endurance: 2; Your opponent's endurance: 19

- Recruit Spider-Man (Resources 0)
- Recruit War Wagon to Hammerhead.

Formation Phase
- Skip this phase

Combat Phase
-  Use Backfire, Target Doctor Doom.  Dr. Doom will now be 18 ATK/18 
DEF.
- Team attack with Spider-Man and Chameleon, select Dr. Doom as the 
defender.  Play Savage Beatdown on either Spider-Man or Chameleon.  
Doom will be stunned, but so will Spider-Man.

Your endurance: -4; Your opponent's endurance: 11

- Use War Wagon equipped to Hammerhead, target the stunned Dr. Doom.

Your endurance: -4; Your opponent's endurance: 3

- Attack with Vulture.  He will still get the +2 bonus from Hammerhead, 
and you will recover endurance equal to his four points of breakthrough 
damage.

Your endurance: 0; Your opponent's endurance: -1

Vini, Vidi, Vici!

------------------------

Section 8.2d: Loyalty 4 [LTY4]

Scenario: 
Your Starting Endurance: 2
Opponent Starting Endurance: 21

Opponent has in play -  None

You have in play -  

8 Resources - All face up 

In Hand -
- Green Goblin, Altered Ego, Sinister Syndicate, Cost: 7, 17 ATK/11 
DEF, Loyalty
- Firestar, Hot Stuff - Spider-Friends, Cost: 5, 8 ATK/8 DEF, Loyalty
- Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF
- 2 x Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 
ATK when team attacking.
- Sinister Six - Play only if you control a Sinister Syndicate 
character.  Affiliated characters you control, as well as affiliated 
cards in your deck, hand, and KO'd pile have the Sinister Syndicate 
team affiliation.  
- Clone Saga - Play only if you control a Sinister Syndicate character.  
Affiliated characters you control, as well as affiliated cards in your 
deck, hand, and KO'd pile have the Sinister Syndicate team affiliation.  

Strategy: Need to get Green Goblin on the board, and all the characters 
the same affiliation so you can take advantage of the Wild Pack's bonus 
when team attacking.   

Resource Phase
- Place Sinister Six as a resource.  (Note: You can also complete this 
mission by resourcing Clone Saga instead.  As long as the characters 
all share one affiliation, it doesn't matter what affiliation that 
is.).  (Total Resource Points - 9)

Recruit Phase
- Recruit Tinkerer (Resource Points - 8)
- Recruit one of the Wild Pack (Resource -7)
- Recruit Green Goblin (Resource - 0)
- Use Sinister Six card.  This will give all characters the same team 
affiliation and allow for a team attack.  (Note: if you resourced Clone 
Saga instead, then use Clone Saga here).

Formation Phase
- Skip this phase

Combat Phase
- Team attack with all three characters.  Right now, you will have 20 
points in attack (17 from Green Goblin, 1 from Tinkerer, and 2 from 
Wild Pack (1 base + 1 bonus from team attack).  
- Discard the other Wild Pack card in order to power up the attacking 
Wild Pack character.  

Your endurance: 2; Your opponent's endurance: 0

You Win!  Fatality!

--------------------------

Section 8.3: Boost [BST0]

This section introduces you to the Boost keyword.  When a character has 
Boost, you can pay an optional additional recruitment cost which gives 
the character extra abilities.

Section 8.3a: Boost 1 [BST1]

Scenario: 
Your Starting Endurance: 3
Opponent Starting Endurance: 6

Opponent has in play - 
Front Row 
- Alistair Smythe, Ultimate Spider-Slayer - Cost 3, 3 ATK/5 DEF
- Basilisk, Basil Elks (Equipped with Armored Spider Suit) - Cost 1, 6 
ATK/ 3 DEF

You have in play - 
5 Resources - All face up 

In Hand -
- Kingpin, Wilson Fisk - Crime Lords, Cost: 3, 5 ATK/3 DEF, Boost 1: 
When Kingpin comes into play, you may distribute two +1 ATK/ + 1 DEF 
counters as you choose among any number of Crime Lords characters you 
control.
- Stilt-Man, Wilbur Day - Crime Lords, Cost 2, 3 ATK, 2 DEF, Boost 1: 
When Stilt-Man comes into play, put a +1 ATK/+1 DEF counter on him.
- Steel Wind, Cyborg Cyclist - Underworld, Cost 2, 1 ATK, 4 DEF

Strategy: Need to knock out both of the opponent's characters, and 
still get two more points of breakthrough damage.  

Resource Phase
- Place Steel Wind as a resource (Total Resource Points - 6)

Recruit Phase
- Recruit Kingpin, pay Boost (Resource Points - 2).  Put both counters 
on Kingpin to make him 7 ATK/5 DEF
- Recruit Stilt-Man, don't pay Boost (no resource points left to pay) 
(Resource Points - 0)

Formation Phase
-Skip this phase

Combat Phase
- Attack Basilisk with Stilt-Man.  Both will be stunned

Your endurance: 1, Your opponent's endurance: 5

- Attack Smythe with Kingpin.

Your endurance: 1, Your opponent's endurance: 0 

FTW!

------------------------

Section 8.3b: Boost 2 [BST2]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 17

Opponent has in play - 
Front Row 
-  Prowler, Hobie Brown - Cost 1, 1 ATK/1 DEF
- Aunt May, May Parker -Cost 1, 0 ATK/0 DEF
- Solo, James Brown -Cost 2, 4 ATK/1 DEF
- Silver Sable, Silver Sablinovia - Cost 2, 2 ATK/ 2 DEF

You have in play - 
Front Row
- MJ, Mary Jane Watson - Spider-Friends, Cost 1, 1 ATK, 1 DEF
- Hammerhead, Gangster - Sinister Syndicate, Cost 2, 3 ATK, 2 DEF, 
Sinister Syndicate attackers you control get +2 ATK while attacking a 
player directly.

8 Resources - All face up 

In Hand -
- Cloak, Tyrone Johnson - Spider-Friends, Cost 4, 6 ATK/6 DEF, Loyalty, 
Whenever Cloak stuns an attacker, return that character to owner's 
hand.  Boost 4: When Cloak comes into play, return any number of target 
characters with a cost of 4 or less to owner's hands.
- Wild Pack, Army - Spider-Friends, Cost: 1, 1 ATK/1 DEF, Get +1 ATK 
when team attacking.
- Tinkerer, Phineas Mason - Sinister Syndicate, Cost: 1, 1 ATK/1 DEF

Strategy: Need to get rid of all of opponent's characters to allow 
Hammerhead's bonus to apply.  BUT, you can't just use Cloak's Boost 
power to clear the playing field, because you ATK scores alone won't 
give you 17 points of damage.  You are going to need extra damage from 
stuns and breakthroughs.  Plus, you only have 1 endurance point so you 
can't sacrifice any of your characters in attacks.  

Resource Phase
- Place Wild Pack as a resource (Total Resource Points - 9)

Recruit Phase
- Recruit Tinkerer (Resource Points - 8)
- Recruit Cloak (MJ already has Spider-Friends affiliation, so you 
don't have to worry about Cloak's loyalty), pay Boost (Resources Points 
- 0).  Select Prowler and Silver Sable as the target for Cloak's boost 
effect to return them to your opponent's hand. Leave Aunt May and Solo 
on the table so when you attack and stun them, opponent will lose their 
recruit costs.  Aunt May's DEF is 0, Solo's DEF is 1.  This makes them 
ideal targets for breakthrough damage.

Formation Phase
-Skip this phase

Combat Phase
- Attack Aunt May with Mary Jane.  I could not help but laugh when I 
did this step.  Make sure you apologize to the old lady.  Aunt May will 
be stunned.

Your endurance: 1, Your opponent's endurance: 15

- Attack Solo with Cloak.  Solo will be stunned (and returned to your 
opponent's hand, but that doesn't matter).  

Your endurance: 1, Your opponent's endurance: 8

- Attack your opponent directly with Tinkerer and Hammerhead, both are 
Sinister Syndicate members and can take advantage of Hammerhead's +1 
ATK bonus when attacking opponent directly.

Your endurance: 1, Your opponent's endurance: 0

Mischief Managed!

------------------------

Section 8.3c: Boost 3 [BST3]

Scenario: 
Your Starting Endurance: 2
Opponent Starting Endurance: 4

Opponent has in play - 
Front Row 
-  Frankie Raye, Herald of Galactus (Equipped with Armored Spider-
Suit), Cost 1, 3 ATK, 3 DEF, reinforcement.  (This card starts the 
scenario exhausted)  
- She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 
3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready  

You have in play - 

8 Resources - All face up 

In Hand -
- El Guapo, Robbie Rodriguez - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost 2: 
When El Guapo comes into play, characters you control have 
reinforcement while defending this turn. Return El Guapo to his owner's 
hand.
- Phat, William Reilly - X-Statix, Cost 1, 1 ATK/ 1 DEF, Boost X: When 
Phat comes into play, you may discard an X-Statix card.  If you do, put 
two +1 ATK/ +1 DEF counters on Phat for each resource point you spent 
on X.
- Plazm, Protoplasmic Protagonist - X-Statix, Cost 3, 5 ATK/2 DEF, 
Boost 3: When Plazm comes into play, if you control another X-Statix 
character, you may stun target character with a DEF of 10 or less.  
Return Plazm to his owner's hand.

Strategy: Since you won't get any breakthrough in this battle, there is 
no point in using up all your resource points to supercharge Phat.  You 
need to stun both of your opponent's characters to do the 4 points of 
damage you need to your opponent.  You have 2 points of endurance, so 
you can afford to sacrifice one of your 1 pointers.  

Resource Phase
- Place none (Total Resource Points - 8)

Recruit Phase
- Recruit Phat.   Pay 1 point only for boost, discard El Guapo to pay 
the extra boost cost.  (Resource Points - 6), Phat will be 3 ATK/3 DEF.

- Recruit Plazm, pay boost (Resource Points - 0), Target She-Hulk with 
Plazm's boost effect, she will be stunned.

Your endurance: 2, Your opponent's endurance: 1

Formation Phase
-Skip this phase

Combat Phase
- Attack Frankie with Phat.  Both will be stunned so you and your 
opponent will both lose 1 endurance.  

Your endurance: 1, Your opponent's endurance: 0

Mission Complete!

------------------------
Section 8.3d: Boost 4 [BST4]

Scenario: 
Your Starting Endurance: 50
Opponent Starting Endurance: 20

Opponent has in play - 
Front Row 
-  Invisible Woman, Sue Storm - Cost 4, 6 ATK/8DEF, Reinforcement

You have in play - 

9 Resources - All face up 

In Hand -
- Anton Hellgate, Thanatologist - Underworld, Cost 4, 8 ATK/6 DEF, 
Boost 1: When Anton Hellgate comes into play, discard any # of cards.  
AH gets +1 ATK and +1 DEF this turn for each card you discarded this 
way.

Deacon Frost, Vampire Master - Underword, Cost 2, 2 ATK/3 DEF, Boost X: 
When Deacon Frost comes into play, put X character cards named New 
Blood from your KO'd pile into your front row.

Zodiak, Norman Harrison - Underworld, Cost 2, 3 ATK/2 DEF, Boost 3: 
When Zodiak comes into play, he gets +X ATK and +X DEF this turn, where 
X is the number of cards in your hand.

3 x New Blood, Army - Underworld, Cost 1, 2 ATK/1 DEF

Strength of the Grave - Threshold 4, As an additional cost to play 
Strength of the Grave, put X Underworld cards from your KO'd pile on 
the bottom of your deck.  Choose one: Target character gets +X ATK this 
attack or target character gets +X DEF this attack.

Strategy: Since Invisible Woman has reinforcement, you need to stun 
her, and then follow up with a 16 point ATK directly at your opponent.  

Resource Phase
- Place Strength of the Grave (Total Resource Points - 10)

Recruit Phase
- Recruit Zodiak, pay boost.  (Resource Points - 5).  With Boost, 
Zodiak is 8 ATK/7 DEF this turn.  You want to recruit Zodiak 
immediately so you have the most cards (5) in your hand to take 
advantage of his boost.

- Recruit Anton Hellgate, pay boost (Resource Points - 0).  Discard all 
cards in hand (4).  This makes Anton Hellgate 12/10.  Since you have no 
more resource points anyway, it's not like you need them in hand, so 
give Anton the full bonus.  

Formation Phase
-Skip this phase

Combat Phase
- Attack Invisible Woman with Zodiak.  Invisible Woman will be stunned.  

Your endurance: 50, Your opponent's endurance: 16

- Attack opponent directly with Anton Hellgate.  Activate Strength of 
the Grave.  Target Anton Hellgate, choose "Target character gets +X ATK 
this attack" and then move your 4 cards from the KO pile back into the 
deck.  This will make Anton Hellgate 16 ATK/10 DEF.

Your endurance: 50, Your opponent's endurance: 0

Congrats!

------------------------
Section 8.4: Evasion [EVN0]

This section introduces the Evasion keyword.  Evasion gives the 
character the power of: "Stun this character-->At the start of the 
recovery phase this turn, recover this character."  

Honestly, in the game, I very rarely used this effect.  It is useful as 
a way to keep you from having to sacrifice characters in the recovery 
stage, but most of the characters with Evasion are pretty low level, so 
by the time you have to use their power, you could be better off just 
letting them get killed.  But that is purely my own opinion.

Section 8.4a: Evasion 1 [EVN1]

Scenario: 
Your Starting Endurance: 3
Opponent Starting Endurance: 5

Opponent has in play - 
Front Row 
-  Shape, Malleable Mutant (Equipped with Armored Spider-Suit) - Cost 
2, 8/3 with reinforcement.

You have in play - 

3 Resources - All face up 

In Hand -
- Jessica Drew <> Spider-Woman, Venom Blast - Spider-Friends, Cost 2, 3 
ATK/2 DEF, Evasion.  Other Spider-Friends with evasion you control get 
+1 ATK.
- Dusk, Cassie St. Commons - Spider-Friends, Cost 2, 2 ATK/3 DEF, 
Evasion.  Other Spider-Friends characters with evasion you control get 
+1 DEF.
-Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4, 
7 ATK/7 DEF, Evasion.

Strategy: Since Shape has reinforcement, you need to get rid of Shape 
and then hit your opponent for 3 more points of damage.  Because the 
extra points of damage won't carry over, there is no reason to recruit 
Julia Carpenter.  

Comment: This puzzle is actually a little silly.  You don't even need 
the Evasion skill set, except for the fact that your characters get ATK 
and DEF bonuses just because of Jessica Drew and Dusk giving each other 
bonuses for having evasion.  

Resource Phase
- Place Julia Carpenter (Total Resource Points - 4)

Recruit Phase
- Recruit Dusk and Jessica Drew (Resource Points - 0).  Both will be 3 
ATK/3 DEF.

Formation Phase
-Skip this phase

Combat Phase
- Attack Shape with Dusk.  Both characters will be stunned.  Since 
whoever attacks Shape will be stunned, it is important to attack first 
with Dusk.   If you attack with Jessica first, her special ability will 
be turned off and Dusk will revert back to a 2 ATK/3 DEF, which means 
you won't be able to win the match.  With Dusk stunned, Jessica reverts 
back to a 3 ATK/2 DEF, which still leaves you with enough attack to 
defeat your opponent.

Your endurance: 1, Your opponent's endurance: 3

- Attack opponent directly with Jessica Drew.

Your endurance: 1, Your opponent's endurance: 0

GIRL POWER!

------------------------

Section 8.4b: Evasion 2 [EVN2]

Scenario: 
Your Starting Endurance: 6
Opponent Starting Endurance: 6

Opponent has in play - 
Front Row 
- She-Hulk, Jennifer Walters (Equipped with Armored Spider Suit) Cost 
3, 8 ATK/8 DEF with reinforcement, +2/+2 when ready  

You have in play - 

4 Resources - All face up 

In Hand -
- Cyronic Grenade - Threshold 2, As an additional cost, exhaust a 
character you control.  Target opponent loses 3 endurance.
- Sauron, Dr. Karl Lykos - Cost 4, 7 ATK/6 DEF, Sauron gets +1 ATK for 
each stunned character in play.
- Speed Demon, James Sanders - Cost 1 1 ATK/1 DEF, Evasion

Strategy: Need to give Sauron enough ATK to take down She-Hulk, and 
still cause 2 additional points of damage to your opponent.    

Resource Phase
- Place Cryonic Grenade as resource (Total Resource Points - 5)

Recruit Phase
- Recruit Sauron and Speed Demon (Resource Points - 0)
- Use Cryonic Grenade, exhaust Speed Demon.   You need to do this step 
before you attack with Sauron in order to give Sauron his +1 ATK for 
Speed Demon being stunned.

Your endurance: 6, Your opponent's endurance: 3

- Use Speed Demon's evasion to stun him.  You will take 1 endurance of 
damage for stunning him.  Because Speed Demon is stunned, Sauron is now 
8 ATK/ 6 DEF

Your endurance: 5, Your opponent's endurance: 3

Formation Phase
-Skip this phase

Combat Phase
- Attack She-Hulk with Sauron.  Both will be stunned.  

Your endurance: 1, Your opponent's endurance: 0

Another Mystery is History!

---------------

Section 8.4c: Evasion 3 [EVN3]

Scenario: 
Your Starting Endurance: 50
Opponent Starting Endurance: 12

Opponent has in play - 
None

You have in play - 

4 Resources - All face up 

In Hand -
- Black Cat, Master Thief - Cost 2, 2 ATK/2 DEF, Evasion
- Rocket Racer, Robert Farrell, Cost 1, 1 ATK/1 DEF, Evasion
- Flamethrower - Cost 1, Equipped Characters gets +5 ATK, Whenever 
equipped character becomes stunned, KO equipped character, Exhaust 
equipped character --> Target player loses 5 endurance.
- Salvage, Threshold 1, Return target equipment or location card from 
KO'd pile to hand.

Strategy: You need to do 12 points of damage to opponent, BUT, all of 
your characters combined, even with +5 bonus from the flamethrower will 
only give you 9 points of damage. You need to be able to use Salvage in 
order to get a double use of the Flamethrower.    

Resource Phase
- Place Salvage as resource (Total Resource Points - 5)

Recruit Phase
- Recruit Black Cat and Rocket Racer (Resource Points - 2)
- Recruit Flamethrower and equip it to Rocket Racer (Resource Points - 
1)
- Use Flamethrower's third ability, exhaust RR and do five damage to 
opponent.

Your endurance: 50, Your opponent's endurance: 7	

- Use Rocket Racer's evasion ability.  By stunning Rocket Racer (which 
will do 1 point of damage to you), this will activate the 
Flamethrower's 2nd effect, which will send Rocket Racer and the 
Flamethrower to the KO pile.

Your endurance: 49, Your opponent's endurance: 7

- Use Salvage to pull Flamethrower out of the graveyward and back into 
your hand
- Equip the Flamethrower to Black Cat (Resources Points - 0).  This 
will give Black Cat 7 ATK/2 DEF.

Note: It is important that all of this be done during the Recruit Phase 
so that you can reequip the Flamethrower on Black Cat.  Also, you must 
equip the Flamethrower on Rocket Racer first.  If you had sacrificed 
Black Cat, Rocket Racer would only be 6 ATK/1 DEF in the end of your 
recruit phase which would not allow you to win this match.

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with Black Cat.

Your endurance: 49, Your opponent's endurance: 0

A winner is U!

------------------------

Section 8.4d: Evasion 4 [EVN4]

Note: Make sure you lower your auto-skip before doing this puzzle.  
This requires very precise timing.

Scenario: 
Your Starting Endurance: 31
Opponent Starting Endurance: 27

Opponent has in play - 
None

You have in play - 
Front Row-
-Julia Carpenter <> Spider-Woman, Web Weaver - Spider-Friends, Cost 4, 
7 ATK/7 DEF, Evasion.
- Punisher, Jury - Marvel Knights, Cost 4, 7 ATK/6 DEF

8 Resources - All face up 

In Hand -
- Blind Justice - Threshold 2, As an additional cost, pay 9 resource 
points and exhaust a MK character you control.  Switch endurance totals 
with target opponent.
- Coalition of Heroes - Threshold 2, Play only if you control a Marvel 
Knights and Spider-Friends character, Ongoing - Character you control 
with either Marvel Knights of Spider-Friends Affiliation have both 
affiliations, Pay 5 endurance --> Target character you control gets +2 
ATK this attack.
- Penance Stare, Threshold 1, As an additional cost, KO stunned Marvel 
Knights character you control.  Target opponent loses endurance equal 
to the cost of the character you KO's this way.

Strategy: This puzzle requires precise timing and careful planning.  
You need to know your cards very well.  I considered it the most 
difficult puzzle I had to do in this game.  You need to reduce your own 
endurance and then use Blind Justice to swap totals before finishing 
your opponent off.  

Resource Phase
- Place Coalition of Heroes as resource (Total Resource Points - 9).  
You need to resource Coalition of Heroes to use it's ongoing effects.  
The other plot twists can be played as a one time effect so they don't 
need to be resourced.
- Activate Coalition of Heroes to give both characters both team 
affiliations.
- Play Blind Justice, target Spider-Woman to exhaust as the cost of the 
card.  IMPORTANT!  YOU MUST DO THE NEXT STEP BEFORE YOU ALLOW BLIND 
JUSTICE TO HAVE AN EFFECT.   Activate Spider-Woman's evasion to stun 
her.

Your endurance: 23, Your opponent's endurance: 31

- Now you can end your action to allow endurance totals to swap.

Your endurance: 31, Your opponent's endurance: 23	

- Use Penance Stare on the stunned Spider-Woman to deal 4 damage to 
your opponent.  Spider-Woman will be sent to the KO Pile.

Your endurance: 31, Your opponent's endurance: 19

Recruit Phase
-Skip this phase

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with Punisher.  Use Coalition of Heroes 
secondary effect of paying 5 endurance to give Punisher a +2 to ATK.  
Do this 6 times, so you will be at 1 endurance, and Punisher will be 19 
ATK/ 6 DEF.  Now let the attack do through.    


Your endurance: 1, Your opponent's endurance: 0

THREE SNAPS IN Z FORMATION!!


------------------------

Section 8.5: Reservist [RVT0]

This section introduces the reservist keyword.  Reservist means "You 
may recruit this card from your hand or your resource row."  When you 
recruit a reservist character from your resource row, you may put a 
card from your hand face down into your resource row where the 
reservist character card was.

When I started using my Avengers/T-Bolts deck, I used this ability a 
lot.  It's a great way to take advantage of high point character cards 
in your hand if you can store them in your resource row, just to have 
them suddenly recruited right on the field to join the attack.

Section 8.5a: Reservist 1 [RVT1]

Scenario: 
Your Starting Endurance: 1
Opponent Starting Endurance: 5

Opponent has in play - 
None

You have in play - 

2 Resources - 1 Face up, 1 Face Down - Beast, Furry Blue Scientist - 
Cost 1, 2 ATK/1 DEF, Reservist

In Hand -
- Black Widow, Super Spy - Cost 2, 3 ATK/2 DEF, Reservist

Strategy: Your opponent has no characters on the board, you have two 
characters that can do 5 points of damage.  All you need is to get both 
characters on the board and have both attack and you are good to go.

Resource Phase
- Place Black Widow (Total Resource Points - 3)

Recruit Phase
- Recruit Beast from Resource Row (Resource Points - 2)
- Recruit Black Widow from Resource Row (Resource Points - 0)

Formation Phase
-Skip this phase

Combat Phase
- Attack opponent directly with both Beast and Black Widow  

Your endurance: 1, Your opponent's endurance: 0

Check and Mate!!

---------------

Section 8.5b: Reservist 2 [RVT2]
Section 8.5c: Reservist 3 [RVT3]
Section 8.5d: Reservist 4 [RVT4]

Section 8.6: Concealed [CND0]
Section 8.6a: Concealed 1 [CND1]
Section 8.6b: Concealed 2 [CND2]
Section 8.6c: Concealed 3 [CND3]
Section 8.6d: Concealed 4 [CND4]

Section 8.7: Leaders [LDR0]
Section 8.7a: Leaders 1 [LDR1]
Section 8.7b: Leaders 2 [LDR2]
Section 8.7c: Leaders 3 [LDR3]
Section 8.7d: Leaders 4 [LDR4]


------------------------------------------------------------

Section 9: CARD LIST - [CDLT]

In total, there are 852 individual cards spread over 4 full sets and 
the low number cards of the Fantastic Four set.

Section 9.1: Card Set Breakdown  [CSBD]

MOR - Marvel Origins (released April 2004)
MSM - Web of Spider-Man (released September 2004) 
MMK - Marvel Knights (released February 2005)
MAV - The Avengers (released August 2005)
MFF - Fantastic Four

-----

Section 9.1a: Marvel Origins Cards [MOC]

MOR-001	Archangel, Warren Worthington III
MOR-002	Banshee, Sean Cassidy
MOR-003	Beast, Dr. Henry McCoy
MOR-004	Bishop, Lucas Bishop
MOR-005	Colossus, Peter Rasputin
MOR-006	Cyclops, Scott Summers
MOR-007	Cyclops, Slim
MOR-008	Dazzler, Alison Blaire
MOR-009	Forge, Cheyenne Mystic
MOR-010	Gambit, Remy LaBeau
MOR-011	Havok, Alex Summers
MOR-012	Iceman, Bobby Drake
MOR-013	Jean Grey, Marvel Girl
MOR-014	Jean Grey, Phoenix Force
MOR-015	Longshot, Rebel Freedom Fighter
MOR-016	Moira MacTaggert, World-Renowned Geneticist
MOR-017	Nightcrawler, Fuzzy Elf
MOR-018	Nightcrawler, Kurt Wagner
MOR-019	Professor X, Charles Xavier
MOR-020	Professor X, World's Most Powerful Telepath
MOR-021	Psylocke, Betsy Braddock
MOR-022	Rogue, Power Absorption
MOR-023	Rogue, Powerhouse
MOR-024	Shadowcat, Kitty Pryde
MOR-025	Storm, Ororo Munroe
MOR-026	Storm, Weather Witch
MOR-027	Wolverine, Berserker Rage
MOR-028	Wolverine, James Howlett
MOR-029	Wolverine, Logan
MOR-030	Cerebro
MOR-031	Children of the Atom
MOR-032	Danger Room
MOR-033	Fastball Special
MOR-034	Muir Island
MOR-035	Professor Xavier's Mansion
MOR-036	The Blackbird
MOR-037	Xavier's Dream
MOR-038	Xavier's School for Gifted Youngsters
MOR-039	X-Corporation
MOR-040	Alicia Masters, Blind Sculptress
MOR-041	Ant Man, Scott Lang
MOR-042	Crystal, Inhuman
MOR-043	Frankie Raye, Herald of Galactus
MOR-044	Franklin Richards, Child Prodigy
MOR-045	Ghost Rider, New Fantastic Four
MOR-046	Hulk, New Fantastic Four
MOR-047	Human Torch, Johnny Storm
MOR-048	Human Torch, Hotshot
MOR-049	Human Torch, Super Nova
MOR-050	Invisible Woman, The Invisible Girl
MOR-051	Invisible Woman, Sue Storm
MOR-052	Invisible Woman, Sue Richards
MOR-053	Luke Cage, Hero For Hire
MOR-054	Medusa, Inhuman
MOR-055	Mr. Fantastic, Reed Richards
MOR-056	Mr. Fantastic, Stretch
MOR-057	Mr. Fantastic, Scientific Genius
MOR-058	She-Hulk, Jennifer Walters
MOR-059	She-Hulk, Green Jeans
MOR-060	She-Thing, Sharon Ventura
MOR-061	Spider-Man, New Fantastic Four
MOR-062	Thing, Ben Grimm
MOR-063	Thing, Heavy Hitter
MOR-064	Thing, The Ever-Lovin' Blue-Eyed Thing
MOR-065	Wolverine, New Fantastic Four
MOR-066	A Child Named Valeria
MOR-067	Antarctic Research Base
MOR-068	Baxter Building
MOR-069	Cosmic Radiation
MOR-070	Fantasticar
MOR-071	Four Freedoms Plaza
MOR-072	It's Clobberin' Time!
MOR-073	Signal Flare
MOR-074	The Pogo Plane
MOR-075	Yancy Street
MOR-076	Avalanche, Dominic Petros
MOR-077	Blob, Fred Dukes
MOR-078	Destiny, Irene Adler
MOR-079	Lorelei, Savage Land Mutate
MOR-080	Magneto, Eric Lehnsherr
MOR-081	Magneto, Master of Magnetism
MOR-082	Magneto, Lord Magnus
MOR-083	Mastermind, Jason Wyngarde
MOR-084	Mystique, Raven Darkholme
MOR-085	Mystique, Shape-Changing Assassin
MOR-086	Phantazia, Eileen Harsaw
MOR-087	Pyro, St. John Allerdyce
MOR-088	Quicksilver, Pietro Maximoff
MOR-089	Quicksilver, Speed Demon
MOR-090	Rogue, Anna Raven
MOR-091	Sabretooth, Feral Rage
MOR-092	Sabretooth, Victor Creed
MOR-093	Sauron, Dr. Karl Lykos
MOR-094	Scarlet Witch, Wanda Maximoff
MOR-095	Toad, Mortimer Toynbee
MOR-096	Unus, Angelo Unuscione
MOR-097	Asteroid M
MOR-098	Avalon Space Station
MOR-099	Genosha
MOR-100	Global Domination
MOR-101	Lost City
MOR-102	Mutant Supremacy
MOR-103	Savage Land
MOR-104	The Mutant Menace
MOR-105	The New Brotherhood
MOR-106	War On Humanity
MOR-107	Boris, Personal Servant of Dr. Doom
MOR-108	Darkoth, Major Desmund Pitt
MOR-109	Doom Guards, Army
MOR-110	Doom-Bot, Army
MOR-111	Dr. Doom, Diabolic Genius
MOR-112	Dr. Doom, Victor Von Doom
MOR-113	Dr. Doom, Lord of Latveria
MOR-114	Dragon Man, Experimental Monster
MOR-115	Kristoff Von Doom, The Boy Who Would Be Doom
MOR-116	Rama-Tut, Pharaoh from the 30th Century
MOR-117	Robot Destroyer, Army
MOR-118	Robot Enforcer, Army
MOR-119	Robot Seeker, Army
MOR-120	Robot Sentry, Army
MOR-121	Sub-Mariner, Ally of Doom
MOR-122	Tibetan Monks, Army
MOR-123	Titania, Mary MacPherran
MOR-124	Victor Von Doom II, Son of Doom
MOR-125	Volcana, Marsha Rosenberg
MOR-126	Bitter Rivals
MOR-127	Doom Triumphant
MOR-128	Doom's Throne Room
MOR-129	Doomstadt
MOR-130	Faces of Doom
MOR-131	Latveria
MOR-132	Micro-Size
MOR-133	Mystical Paralysis
MOR-134	Power Compressor
MOR-135	Reign of Terror
MOR-136	The Power Cosmic
MOR-137	Bastion, Leader of Operation: Zero Tolerance
MOR-138	Bolivar Trask, Creator of the Sentinel Program
MOR-139	Master Mold, Sentinel Supreme
MOR-140	Nimrod, Mutant Hunter
MOR-141	Senator Kelly, Anti-Mutant Advocate
MOR-142	Sentinel Mark I, Army
MOR-143	Sentinel Mark II, Army
MOR-144	Sentinel Mark IV, Army
MOR-145	Wild Sentinel, Army
MOR-146	Combat Protocols
MOR-147	Micro-Sentinels
MOR-148	Orbital Sentinel Base
MOR-149	Primary Directive
MOR-150	Prime Sentinels
MOR-151	Project: Wide Awake
MOR-152	Reconstruction Program
MOR-153	Search and Destroy
MOR-154	South American Sentinel Base
MOR-155	Underground Sentinel Base
MOR-156	Annihilus, Destroyer of Life
MOR-157	Blastaar, King of Baluur
MOR-158	Negative Zone
MOR-159	Skrull Soldier, Army
MOR-160	Super Skrull, Engineered Super-Soldier
MOR-161	Apocalypse, En Sabah Nur
MOR-162	Arcade, Master of Murderworld
MOR-163	Black Tom, Thomas Cassidy
MOR-164	Dark Phoenix, Cosmic Entity
MOR-165	Juggernaut, Cain Marko
MOR-166	Lady Deathstrike, Yuriko Oyama
MOR-167	Mojo, Ruler of Mojoworld
MOR-168	Mr. Sinister, Dr. Nathaniel Essex
MOR-169	Onslaught, Psionic Spawn of Xavier and Magneto
MOR-170	Puppet Master, Philip Masters
MOR-171	Random Punks, Army
MOR-172	Spiral, Richochet Rita
MOR-173	Acrobatic Dodge
MOR-174	Advanced Hardware
MOR-175	Backfire
MOR-176	Base of Operations
MOR-177	Betrayal
MOR-178	Blind Sided
MOR-179	Borrowed Blade
MOR-180	Burn Rubber
MOR-181	Charge!
MOR-182	Common Enemy
MOR-183	Cover Fire
MOR-184	Dual Sidearms
MOR-185	Entangle
MOR-186	Fall Back!
MOR-187	Finishing Move
MOR-188	Flame Trap
MOR-189	Flying Kick
MOR-190	Focused Blast
MOR-191	Foiled
MOR-192	Friendly Fire
MOR-193 Gamma Bomb
MOR-194	Greater of Two Evils
MOR-195	Heroes United
MOR-196	Ka-Boom!
MOR-197	Kevlar Body Armor
MOR-198	Last Stand
MOR-199	Marvel Team-Up
MOR-200	Medical Attention
MOR-201	Mutant Nation
MOR-202	Nasty Surprise
MOR-203	Night Vision
MOR-204	Not So Fast
MOR-205 One-Two Punch
MOR-206	Overload
MOR-207	Overpowered
MOR-208	Personal Force Field
MOR-209	Political Pressure
MOR-210	Press the Attack
MOR-211	Reconnaissance
MOR-212	Relocation
MOR-213	Salvage
MOR-214	Savage Beatdown
MOR-215 Suprise Attack
MOR-216	Swift Escape
MOR-217	Team Tactics
MOR-218	Tech Upgrade
MOR-219	Unlikely Allies
MOR-220	Unstable Molecules
-----

Section 9.1b: Web of Spider-Man Cards [WSM]

MSM-001	Black Cat, Felicia Hardy
MSM-002	Daredevil, The Man Without Fear
MSM-003	Madame Web, Cassandra Webb
MSM-004	Prowler, Hobie Brown
MSM-005	Punisher, Vigilante
MSM-006	Solo, James Bourne
MSM-007	Spider-Man, Friendly Neighborhood Spider-Man
MSM-008	Spider-Man, The Amazing Spider-Man
MSM-009	Nova, Richard Rider
MSM-010	Daily Bugle
MSM-011	ESU Science Lab
MSM-012	Spider Senses
MSM-013	Twist of Fate
MSM-014	Dr. Octopus, Doc Ock
MSM-015	Dr. Octopus, Otto Octavius
MSM-016	Electro, Maxwell Dillon
MSM-017	Green Goblin, Norman Osborn
MSM-018	Kraven the Hunter, Sergei Kravinoff
MSM-019	Lizard, Dr. Curtis Connors
MSM-020	Rhino, Alex O'Hirn
MSM-021	Venom, Eddie Brock
MSM-022	Vulture, Adrian Toomes
MSM-023	Doc Ock's Lab
MSM-024	Osborn Industries
MSM-025	Sadistic Choice
MSM-026	Sinister Salvo
MSM-027	Alley-Oop!
MSM-028	Crushing Blow
MSM-029	Jetpack
MSM-030	No Fear
MSM-031	Smoke Screen
MSM-032	Aunt May, May Parker
MSM-033	Black Cat, Master Thief
MSM-034	Cardiac, Elias Wirtham
MSM-035	Cloak, Tyrone Johnson
MSM-036	Dagger, Tandy Bowen
MSM-037	Dusk, Cassie St. Commons
MSM-038	Ezekiel, Spirit of the Spider
MSM-039	Firestar, Hot Stuff
MSM-040	Hornet, Eddie McDonough
MSM-041	Human Torch, Friendly Rival
MSM-042	Iceman, Cool Customer
MSM-043	Jessica Drew <> Spider-Woman, Venom Blast
MSM-044	Julia Carpenter <> Spider-Woman, Web Weaver
MSM-045	Mary Jane Watson, MJ
MSM-046	Mattie Franklin <> Spider-Woman, Gift of Power
MSM-047	Prodigy, Richie Gilmore
MSM-048	Puma, Thomas Fireheart
MSM-049	Richochet, Johnny Gallo
MSM-050	Rocket Racer, Robert Farrell
MSM-051	Scarlet Spider, Ben Reilly
MSM-052	Silver Sable, Silver Sablinovia
MSM-053	Spider-Man, Alien Symbiote
MSM-054	Spider-Man, Cosmic Spider-Man
MSM-055	Wild Pack, Army
MSM-056	Will O' The Wisp, Jackson Arvad
MSM-057	Ace Reporter
MSM-058	Armored Spider Suit
MSM-059	Costume Change
MSM-060	Fun and Games
MSM-061	Going My Way?
MSM-062	Midtown High School
MSM-063	My Hero
MSM-064	Nice Try!
MSM-065	Spider-Tracer
MSM-066	Sticky Situation
MSM-067	Tragic Loss
MSM-068	Unexpected Mutation
MSM-069	Alistair Smythe, Ultimate Spider Slayer
MSM-070	Beetle, Abner Jenkins
MSM-071	Boomerang, Fred Myers
MSM-072	Carnage, Cletus Kasady
MSM-073	Chameleon, Dmitri Smerdyakov
MSM-074	Green Goblin, Altered Ego
MSM-075	Hammerhead, Gangster
MSM-076	Hobgoblin, Roderick Kingsley
MSM-077	Hydro-Man, Morris Bench
MSM-078	Jackal, Dr. Miles Warren
MSM-079	Kaine, Imperfect Clone
MSM-080	Kingpin, Crime Boss
MSM-081	Man-Wolf, John Jameson
MSM-082	Morbius, Dr. Michael Morbius
MSM-083	Mysterio, Quentin Beck
MSM-084	Sandman, William Baker
MSM-085 Scorpion, MacDonald Gargan
MSM-086	Shocker, Herman Schultz
MSM-087	Shriek, Frances Barrison
MSM-088	Silvermane, Silvio Manfredi
MSM-089	Speed Demon, James Sanders
MSM-090	The Rose, Richard Fisk
MSM-091	Tinkerer, Phineas Mason
MSM-092	Tombstone, Lonnie Lincoln
MSM-093	Venom, Alien Symbiote
MSM-094	Dangerous Experiment
MSM-095	Fisk Towers
MSM-096	Get Him My Petsss
MSM-097	Goblin Glider
MSM-098	Hired Goons
MSM-099	Lion's Den
MSM-100	Oscorp Board Room
MSM-101	Rejuvenation
MSM-102	Spider Slayers
MSM-103	Archangel, Angel of Death
MSM-104	Emma Frost, Headmistress of Xavier's Academy
MSM-105	John Proudstar <> Thunderbird, Apache Warrior
MSM-106 Shadowcat, Pride of the X-Men
MSM-107	Sunfire, Shiro Yoshida
MSM-108	Aerial Supremacy
MSM-109	Bamf!
MSM-110	Madripoor
MSM-111	Power Nexus
MSM-112	Siege Perilous
MSM-113	Ultimate Sacrifice
MSM-114	Silver Surfer, Norrin Radd
MSM-115	Wyatt Wingfoot, Keewazi Adventurer
MSM-116	Marvel's First Family
MSM-117	Pier 4
MSM-118	Supernova
MSM-119	Mimic, Calvin Rankin
MSM-120	Post, Kevin Tremain
MSM-121	Thornn, Feral Hunter
MSM-122	Insignificant Threat
MSM-123	Misappropriation
MSM-124	Rise to Power
MSM-125	Volcanic Base
MSM-126	Dr. Hauptmann, Diabolic Inventor
MSM-127	Purple Man, Zebediah Killgrave
MSM-128	Terrax, Tyros
MSM-129	Decoy Program
MSM-130	Devil's Due
MSM-131	Latverian Embassy
MSM-132	Mark II, Number II, Leader Unit
MSM-133	Sentinel Mark V, Army
MSM-134	Sentinel Mark III, Army
MSM-135	Tri-Sentinel, Super Sentinel
MSM-136 Next Generation Technology
MSM-137 Termination Sequence
MSM-138	Wave of Sentinels
MSM-139 Lyja, the Lazerfist
MSM-140	Deathlok, Luther Manning
MSM-141	J. Jonah Jameson, Sensationalist
MSM-142 Mole Man, Leader of the Moloids
MSM-143	Bad Press
MSM-144	Big Bully
MSM-145	Breaking Story
MSM-146	Clone Saga
MSM-147	Com Link
MSM-148	Crowd Control
MSM-149	Fight to the Finish
MSM-150	Flamethrower
MSM-151	Forced Allegiance
MSM-152	Grounded
MSM-153	Mojoverse
MSM-154	Murderworld
MSM-155	Pinned
MSM-156	Pleasant Distraction
MSM-157	Rapier
MSM-158	Rise from the Grave
MSM-159	Sinister Six
MSM-160	Sonic Gun
MSM-161	Sucker Punch
MSM-162 Surrounded
MSM-163	Thinking Outside the Box
MSM-164	Time Platform
-----

Section 9.1c: Marvel Knights cards [MKC]

MMK-001	Blade, Eric Brooks
MMK-002	Brother Voodoo, Jericho Drumm
MMK-003	Caretaker, Nomadic Mentor
MMK-004	Cloak, Child of Darkness
MMK-005	Dagger, Child of Light
MMK-006	Daredevil, Guardian Devil
MMK-007	Daredevil, Matt Murdock
MMK-008	Daredevil, Protector of Hell's Kitchen
MMK-009	Dr. Strange, Stephen Strange
MMK-010	Elektra, Assassin
MMK-011	Elektra, Elektra Natchios
MMK-012	Ghost Rider, Danny Ketch
MMK-013	Ghost Rider, Johnny Blaze
MMK-014	Hannibal King, Occult Investigator
MMK-015	Iron Fist, Danny Rand
MMK-016	Iron Fist, Living Weapon
MMK-017	Luke Cage, Power Man
MMK-018	Luke Cage, Street Enforcer
MMK-019	Micro-Chip, Linus Lieberman
MMK-020	Mikado and Mosha, Angels of Destruction
MMK-021	Moon Knight, Marc Spector
MMK-022	Natasha Romanoff <> Black Widow, KGB Killer
MMK-023	Punisher, Executioner
MMK-024	Punisher, Judge
MMK-025	Punisher, Jury
MMK-026	Shang Chi, Master of Kung Fu
MMK-027	Spider-Man, The Spectacular Spider-Man
MMK-028	Stick, Leader of the Chaste
MMK-029	Yelena Belova <> Black Widow, Enemy Agent
MMK-030	Blind Justice
MMK-031	Bring the Pain
MMK-032	Crime and Punishment
MMK-033 Deposed
MMK-034	Head Shot
MMK-035	Hell's Kitchen
MMK-036	Judge, Jury, and Executioner
MMK-037	Midnight Sons
MMK-038	Penance Stare
MMK-039	Punisher's Armory
MMK-040	Quentin Carnival
MMK-041	Quick Kill
MMK-042	Swan Dive
MMK-043	Titanium Sword
MMK-044	War Wagon
MMK-045	Wild Ride
MMK-046	Anarchist, Man of the People
MMK-047	Anarchist, Tike Alicar
MMK-048	Battering Ram, Short-Lived Strongman
MMK-049	Bloke, Mickey Tork
MMK-050	Coach, Manipulative Mentor
MMK-051	Corkscrew, Twisted Trainee
MMK-052	Dead Girl, Crafty Cadaver
MMK-053	Doop, Forward Observer
MMK-054	Doop, Ultimate Weapon
MMK-055	El Guapo, Robbie Rodriguez
MMK-056	Gin Genie, Beckah Parker
MMK-057	La Nuit, Pierre Truffaut
MMK-058	Mysterious Fan Boy, Arthur Lundberg
MMK-059	Orphan, Good Guy
MMK-060	Orphan, Guy Smith
MMK-061	Orphan, Mr. Sensitive
MMK-062	Phat, William Reilly
MMK-063	Plazm, Protoplasmic Protagonist
MMK-064	Saint Anna, Sympathetic Healer
MMK-065	Sluk, Byron Spencer
MMK-066	The Spike, Angry Young Mutant
MMK-067	U-Go-Girl, Eddie Sawyer
MMK-068	U-Go-Girl, Tragic Teleporter
MMK-069	Venus Dee Milo, Dee Milo
MMK-070	Venus Dee Milo, Telegenic Teleporter
MMK-071	Vivisector, Lunatic Lycanthrope
MMK-072	Vivisector, Myles Alfred
MMK-073	Zeitgeist, Axel Cluney
MMK-074	Dead Weight
MMK-075	Doop Cam
MMK-076	Falling Stars
MMK-077	Glory Hound
MMK-078	Go in Swinging
MMK-079	Grandstanding
MMK-080	Mind Over Matter
MMK-081	Missed Drop
MMK-082	Nerve Strike
MMK-083	Never Give Up!
MMK-084	Overexposed
MMK-085	Spin Doctoring
MMK-086	Star of the Show
MMK-087	Supporting Role
MMK-088	Training Theatre
MMK-089	X-Statix Cafe
MMK-090	X-Statix HQ
MMK-091	Bullseye, Deadly Marksman
MMK-092	Bullseye, Master of Murder
MMK-093	Carbone's Assassins, Army
MMK-094	Cobra, Klaus Vorhees
MMK-095	Deadpool, Wade Wilson
MMK-096	Death-Stalker, Phillip Sterling
MMK-097	Echo, Maya Lopez
MMK-098	Jaime Ortiz <> Damage, Cybernetic Enforcer
MMK-099	Jester, Jonathan Powers
MMK-100	Jigsaw, Billy Russo
MMK-101	Kingpin, The Kingpin of Crime
MMK-102	Kingpin, Wilson Fisk
MMK-103	Kirigi, Master Assassin
MMK-104	Masked Marauder, Frank Farnum
MMK-105	Mr. Code, Masked Malcontent
MMK-106	Mr. Fear, Zoltan Drago
MMK-107	Mr. Hyde, Calvin Zabo
MMK-108	Nuke, Renegade Super Soldier
MMK-109	Owl, Leland Owsley
MMK-110	Roscoe Sweeny, Fixer
MMK-111	Saracen, Muzzafar Lambert
MMK-112	Sniper, Rich van Burian
MMK-113	Stilt-Man, Wilbur Day
MMK-114	The Hand, Army
MMK-115	The Rose, Shadowy Lieutenant
MMK-116	The Russian, Contract Killer
MMK-117	Typhoid Mary, Mary Walker
MMK-118	Vanessa Fisk, Mob Matron
MMK-119	Armed Escort
MMK-120	Boss of Bosses
MMK-121	Drive-by Shooting
MMK-122	Face the Master
MMK-123	Geraci Family Estate
MMK-124	Good Night, Sweet Prince
MMK-125	Hand Dojo
MMK-126	King Takes Knight
MMK-127	Made Men
MMK-128	Marked for Death
MMK-129	No Rest for the Wicked
MMK-130	Rough House
MMK-131	Shakedown
MMK-132	Sold Out
MMK-133	The Family
MMK-134	Untouchable
MMK-135	Uprising
MMK-136	Anton Hellgate, Thanatologist
MMK-137	Asmodeus, Duke of Hell
MMK-138	Blackheart, Son of Mephisto
MMK-139	Blackout, Master of Darkness
MMK-140	Centurious, The Soulless Man
MMK-141	Deacon Frost, Vampire Master
MMK-142	Dracula, Lord of the Damned
MMK-143	Dracula, Vlad Dracula
MMK-144	Lilith, Daughter of Dracula
MMK-145	Marie Laveau, Voodoo Priestess
MMK-146	Mephisto, Father of Lies
MMK-147	Mephisto, Soulstealer
MMK-148	Morbius, The Living Vampire
MMK-149	Nekra, Nekra Sinclair
MMK-150	New Blood, Army
MMK-151	Nightmare, Dark Lord of Dreams
MMK-152	Orb, Drake Shannon
MMK-153	Reaper, Vampire Armageddon
MMK-154	Shelob, Queen of Spiders
MMK-155	Skinner, Psychotic Shredder
MMK-156	Steel Wind, Cyborg Cyclist
MMK-157	Suicide, Chris Daniels
MMK-158	Tryks, Army
MMK-159	Varnae, First Vampire
MMK-160	Vengeance, Michael Badilino
MMK-161	Werewolf by Night, Jack Russell
MMK-162	Zarathos, Spirit of Vengeance
MMK-163	Zodiak, Norman Harrison
MMK-164	Black Magic
MMK-165	Blood Hunt
MMK-166	Children of the Night
MMK-167	Dark Embrace
MMK-168	Dracula's Castle
MMK-169	Evil Awakens
MMK-170	Gravesite
MMK-171	Hypnotic Charms
MMK-172	Infernal Gateway
MMK-173	Mist Form
MMK-174	Shadow Step
MMK-175	Strength of the Grave
MMK-176	The Darkhold
MMK-177	Club Dead
MMK-178	Wake the Dead
MMK-179	Witching Hour
MMK-180	Blade, The Daywalker
MMK-181	Professor X, Mutant Mentor
MMK-182	Elektra, Agent of the Hand
MMK-183	Deathwatch, Unrepentant Killer
MMK-184	Moving Target
MMK-185	Hell's Fury
MMK-186	Day of the Dead
MMK-187	Blown to Pieces
MMK-188	Team X-change
MMK-189	Coalition of Heroes
MMK-190	Honor Among Thieves
MMK-191	Professor X, Mental Master
MMK-192	Outback Stronghold
MMK-193	Valeria Richards, Daughter of Doom
MMK-194	Lockjaw, Inhuman
MMK-195	Scarlet Witch, Eldritch Enchantress
MMK-196	Monument to a Madman
MMK-197	Diplomatic Immunity
MMK-198	Hounds of Ahab, Army
MMK-199	Mekanix
MMK-200	Frog Man, Eugene Patilio
MMK-201	Scarlet Spider <> Spider-Man, Successor
MMK-202	Swing into Action
MMK-203	The Slingers
MMK-204	Web Shooters
MMK-205	Carrion, Cadaverous Clone
MMK-206	Mendel Stromm, Robot Master
MMK-207	Scorpia, Elaine Colls
MMK-208	Inside Job
MMK-209	Lacuna, Media Darling
MMK-210	Sharon Ginsberg, Corrupt Counsel
MMK-211	Advance Recon
MMK-212	Marvel Team-Up
MMK-213	Medallion of Power
MMK-214 Meltdown
MMK-215	Mystic Chain
MMK-216	Mystical Sigil
MMK-217	Out of the Darkness
MMK-218	Psychoville
MMK-219	Team Spirit
MMK-220	Weapon of Choice
-----

Section 9.1d: The Avengers cards [AVC]

MAV-001	Beast, Furry Blue Scientist
MAV-002	Black Panther, T'challa
MAV-003	Captain America, Steve Rogers
MAV-004	Captain America, Super Soldier
MAV-005	Carol Danvers <> Warbird, Galactic Adventurer
MAV-006	Dane Whitman <> Black Knight, Heroic Paladin
MAV-007	Falcon, Sam Wilson
MAV-008	Hank Pym <> Ant Man, Diminutive Hero
MAV-009	Hank Pym <> Giant Man, Towering Titan
MAV-010	Hank Pym <> Goliath, Giant Genius
MAV-011	Hank Pym <> Yellowjacket, Pym Particle Creator
MAV-012	Hawkeye, Clinton Barton
MAV-013	Hercules, Son of Zeus
MAV-014	Hulk, Gamma Rage
MAV-015	Iron Man, Invincible
MAV-016	Iron Man, Tony Stark
MAV-017	Jarvis, Honorary Avenger
MAV-018	Monica Rambeau <> Captain Marvel, Lady of Light
MAV-019	Natasha Romanoff <> Black Widow, Super Spy
MAV-020	Quicksilver, Mutant Avenger
MAV-021	Rick Jones, A Hero's Best Friend
MAV-022	Scarlet Witch, Mistress of Chaos Magic
MAV-023	She-Hulk, Gamma Bombshell
MAV-024	Thor, God of Thunder
MAV-025	Thor, Odinson
MAV-026	Vision, Synthetic Humanoid
MAV-027	Wasp, Janet Van Dyne-Pym
MAV-028	Wonder Man, Simon Williams
MAV-029	Avengers Assemble!
MAV-030	Avengers Mansion
MAV-031	Call Down the Lightning
MAV-032	Chaos Magic
MAV-033	Earth's Mightiest Heroes
MAV-034	Legendary Battles
MAV-035	Mjolnir
MAV-036	Playroom
MAV-037	Pym Laboratories
MAV-038	Quinjet
MAV-039	Repel Attack
MAV-040	Repulsor Ray
MAV-041	Two Worlds, Team-Up
MAV-042	Walk Through Walls
MAV-043	Albert Gaines <> Nuke, Atomic Powerhouse
MAV-044	Amphibian, Kingsley Rice
MAV-045	Ape X, Xina
MAV-046	Arcanna, Arcanna Jones
MAV-047	Blue Eagle, James Dore Jr.
MAV-048	Doctor Decibel, Anton Decibel
MAV-049	Doctor Spectrum, Joe Ledger
MAV-050	Foxfire, Olivia Underwood
MAV-051	Golden Archer <> Wyatt McDonald
MAV-052	Haywire, Harold Danforth
MAV-053	Hyperion, Mark Milton
MAV-054	Hyperion, Sun God
MAV-055	Inertia, Edith Freiberg
MAV-056	Lady Lark, Linda Lewis
MAV-057	Lamprey, Donald McQuiggan
MAV-058	Moonglow, Melissa Hanover
MAV-059	Nighthawk, Kyle Richmond
MAV-060	Power Princess, The Last Utopian
MAV-061	Power Princess, Zarda
MAV-062	Quagmire, Jerome Meyers
MAV-063	Redstone, Michael Redstone
MAV-064	Shape, Malleable Mutant
MAV-065	Skymax, Skrullian Skymaster
MAV-066	Thermite, Sam Yurimoto
MAV-067	Tom Thumb, Thomas Thompson
MAV-068	Whizzer, Stanley Stewart
MAV-069	AIDA
MAV-070	Airskimmer
MAV-071	Answer the Call
MAV-072	Behavior Modification Device, Team-Up
MAV-073	Eldritch Power
MAV-074	Hibernaculum
MAV-075	Other-Earth
MAV-076	Panacea Potion
MAV-077	Peace in Our Time
MAV-078	Project Utopia
MAV-079	Rocket Central
MAV-080	Squadron City
MAV-081	Supply Line
MAV-082	Utopia Isle
MAV-083	Beetle <> Mach 1, Reluctant Hero
MAV-084	Beetle <> Mach 2, Matthew Davis
MAV-085	Beetle <> Mach 3, Repentant Villain
MAV-086	Beetle <> Mach 4, New Team Leader
MAV-087	Blizzard, Donny Gill
MAV-088	Charcoal, Charles Burlingame
MAV-089	Dallas Riordan, Mayoral Aide
MAV-090	Dallas Riordan <> Vantage, Ionic Inheritor
MAV-091	Erik Josten <> Atlas, Ionic Powerhouse
MAV-092	Erik Josten <> Atlas, Kosmos Convict
MAV-093	Genis-Vell <> Captain Marvel, Son of Mar-Vell
MAV-094	Hawkeye, Leader by Example
MAV-095	Helmut Zemo <> Citizen V, Tactician
MAV-096	Helmut Zemo <> Citizen V, Warmonger
MAV-097	Iron Man <> Cobalt Man, Avenger in Disguise
MAV-098	Jolt, Helen Takahama
MAV-099	Joystick, Janice Yanizesh
MAV-100	Karla Sofen <> Meteorite, Celestial Power
MAV-101	Karla Sofen <> Meteorite, Twin Moonstones
MAV-102 Melissa Gold <> Songbird, Heroine Unbound
MAV-103	Melissa Gold <> Songbird, Sonic Carapace
MAV-104	Ogre, Weaponsmith
MAV-105	Paul Ebersol <> Techno, Gadgeteer
MAV-106	Paul Ebersol <> Techno, Man of Metal
MAV-107	Plant Man <> Blackheath, Samuel Smithers
MAV-108	Radioactive Man, Reformed Renegade
MAV-109	Speed Demon, Second Chance Speedster
MAV-110	A Second Chance
MAV-111	Biomodem Satellite
MAV-112	Combat Maneuvers
MAV-113	Deadly Conspiracy
MAV-114	Justice, Like Lightning
MAV-115	Marvel's Most Wanted
MAV-116	Mt. Charteris
MAV-117	New Identity
MAV-118	Project Liberator
MAV-119	Stormfront-1, Team-Up
MAV-120	Thunder Jet
MAV-121	Thunderbolts Plaza
MAV-122	V-Wing
MAV-123	Win-Lose Deal
MAV-124	Beetle, Armorsmith
MAV-125	Bulldozer, Wrecking Crew
MAV-126	Egghead, Elihas Starr
MAV-127	Enchantress, Amora
MAV-128	Erik Josten <> Goliath, Growing Menace
MAV-129	Executioner, Scourge of Jotunheim
MAV-130	Grey Gargoyle, Paul Pierre Duval
MAV-131	Heinrich Zemo <> Baron Zemo, Baron of Zeulniz
MAV-132	Helmut Zemo <> Baron Zemo, Uber Enemy
MAV-133	Karla Sofen <> Moonstone, Master Manipulator
MAV-134	Klaw, Ulysses Klaw
MAV-135	Marcus Daniels <> Blackout, Darkbringer
MAV-136	Melissa Gold <> Screaming Mimi, Mimi Schwartz
MAV-137	Melter, Bruno Horgan
MAV-138	Mr. Hyde, Engine of Destruction
MAV-139	Nathan Garrett <> Black Knight, Corrupt Crusader
MAV-140	Paul Ebersol <> Fixer, Problem Solver
MAV-141	Piledriver, Wrecking Crew
MAV-142	Radioactive Man, Chen Lu
MAV-143	Scorpion, Fatal Sting
MAV-144	Shocker, Vibro-Shock Villain
MAV-145	The Wrecker, Wrecking Crew
MAV-146	Thunderball, Wrecking Crew
MAV-147	Tiger Shark, Todd Arliss
MAV-148	Titania, Vengeful Vixen
MAV-149	Ultron <> Crimson Cowl, Dark Disguise
MAV-150	Ultron <> Ultron 5, Ultimate Evil
MAV-151	Whirlwind, David Cannon
MAV-152	Yellowjacket, Rita DeMara
MAV-153	Adhesive X
MAV-154	Crime Spree
MAV-155	Evil Reborn
MAV-156	Hard Sound Construct, Construct
MAV-157	Hero's Demise
MAV-158	Mystic Summons
MAV-159	Sonic Disruption
MAV-160	Stolen Power
MAV-161	The Wrecking Crew
MAV-162	Under Siege
MAV-163	Unfair Advantage
MAV-164	Amenhotep, Dark Pharaoh
MAV-165	Baltag, Hand of the Conqueror
MAV-166	Growing Man, Kinetic Stimuloid
MAV-167	Kang, Earth Mesozoic-24
MAV-168	Kang, Immortus
MAV-169	Kang, Kang Cobra
MAV-170	Kang, Kang Kong
MAV-171	Kang, Kang Ransom
MAV-172	Kang, Lord Kang
MAV-173	Kang, Lord of Limbo
MAV-174	Kang, Master of Time
MAV-175	Kang, Rama Tut
MAV-176	Kang, The Conqueror
MAV-177	Kang, Ultimate Kang
MAV-178	Kang's Guards, Army
MAV-179	Macrobots, Army
MAV-180	Tempus, Menace out of Time
MAV-181	Game of the Galaxy
MAV-182	Kang Kross-roads
MAV-183	Null Time Zone
MAV-184	Psyche-Globe
MAV-185	Spheres of Solitude
MAV-186	The Time Keepers
MAV-187	Faces of Evil, Team-Up
MAV-188	Justice for All, Team-Up
MAV-189	Supreme Sanction, Team-Up
MAV-190	A Day Unlike Any Other, Team-Up
MAV-191	Avengers Disassembled
MAV-192	Call to Arms
MAV-193	Force Field Belt
MAV-194	Heroes in Reserve
MAV-195	Insect Swarm
MAV-196	Might Makes Right
MAV-197	Prismatic Shield, Construct
MAV-198	Seek Cover
MAV-199 Shrink
MAV-200	System Failure
MAV-201 United We Stand
MAV-202 War of Attrition
MAV-203	Windstorm
MAV-204	Polaris, Lorna Dane
MAV-205	Framistat
MAV-206	Mammomax, Elephant Boy
MAV-207	Zorba, Deposed Leader of Latveria
MAV-208	Ahab, Houndkeeper
MAV-209	Spider-Man, Peter Parker
MAV-210	White Tiger, Hector Ayala
MAV-211	Basilisk, Basil Elks
MAV-212	Vermin, Sewer Rat
MAV-213	Lady Punisher, Lynn Michaels
MAV-214	Bring Down the House
MAV-215	Phat, Liv'n Large
MAV-216	Mutant of the Year
MAV-217	Hitman, Burt Kenyon
MAV-218	Hired Hit
MAV-219	Mortician, Toussaint Morrow
MAV-220	Spirits of Vengeance
----------------

Section 9.1E - Fantastic Four cards [FFC]

MFF-001	Crystal, Elemental Princess
MFF-002	H.E.R.B.I.E., Humanoid Experimental Robot B-Type Integrated 
Electronics
MFF-003	Human Torch, Hothead
MFF-004	Invisible Woman, Protector
MFF-005	Luke Cage, Reserve Member
MFF-006	Medusa, Medusalith Amaquelin
MFF-007	Mr. Fantastic, Leader
MFF-008	Noah Baxter, CEO, Baxter Industries
MFF-009	She-Hulk, Green Jeans
MFF-010	Thing, Strongman
MFF-011	Reed's Workshop
MFF-012	Force Shield
MFF-013	Boris, Doom's Caretaker
MFF-014	Darkoth, Death Demon
MFF-015	Dr. Doom, Scientific Sorcerer
MFF-016	Dragon Man, Experimental Monster
MFF-017	Kristoff Von Doom, Ticking Time Bomb
MFF-018	Ovoid Mentor, Alien Mentalist
MFF-019	Sub-Mariner, Atlantean Monarch
MFF-020	Titania, Big Bad Bully
MFF-021	Victor Von Doom II, Doomed Heir
MFF-022	Volcana, Raging Inferno
MFF-023	Doom's Laboratory
MFF-024	Cryonic Grenade
MFF-025	Flying Kick
MFF-026	No Fear
MFF-027	One-Two Punch
MFF-028	Personal Nemesis

-----------------------------------------------------

Section 9.2 Card descriptions [CRDD]

Section 9.2a Characters [CHRS]

Card Name: Ahab
Version: Houndkeeper
Card Number: MAV-208
Recruitment Cost: 3
Team Affiliation: Sentinel
ATK: 5
DEF: 4

Range. Concealed  

Characters you control named Hounds of Ahab get +1 ATK. 

Boost X: When Ahab comes into play, put an Army Sentinel character card 
with cost less than or equal to X from your KO'd pile into your front 
row.

-----
Card Name: Albert Gaines <> Nuke
Version: Atomic Powerhouse
Card Number: MAV-043
Recruitment Cost: 5
Team Affiliation: Squadron Supreme
ATK: 10
DEF: 8

Flight. Range. Reservist. (

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

"Listen up! When the Squadron tells ya to move it, we mean business!"

-----
Card Name: Alicia Masters
Version: Blind Sculptress
Card Number: MOR-040
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 0
DEF: 1

Alicia Masters comes into play exhausted.  Whenever Alicia Masters is 
attacked, put her on the bottom of your deck.  

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

"Though the daughter of the evil Puppet Master, Alicia shares a special 
relationship with the Thing."

-----
Card Name: Alistair Smythe
Version: Ultimate Spider Slayer
Card Number: MSM-069
Recruitment Cost: 3
Team Affiliation: Sinister Syndicate
ATK: 3
DEF: 5

When Alistair Smythe comes into play, choose a character name and an 
opponent.  The chosen opponent may not play plot twists or flip 
locations the same turn he recruited a character with the chosen name.

"Alistair Smythe advanced his late father's designs for the Spider 
Slayers, and eventually became one himself."

-----
Card Name: Amenhotep
Version: Dark Pharaoh
Card Number: MAV-164
Recruitment Cost: 5
Team Affiliation: Kang Council
ATK: 9
DEF: 9

Flight. Reservist  

Whenever Amenhotep becomes stunned, if he is visible, you may recover 
him. If you do, move him to your hidden area, and he cannot move to the 
visible area this turn.

"Trapped for five thousand years in an ancient pyramid, Amenhotep 
hungers."

-----
Card Name: Amphibian
Version: Kingsley Rice
Card Number: MAV-044
Recruitment Cost: 4
Team Affiliation: Squadron Supreme
ATK: 8
DEF: 7

Reservist.

If Amphibian would cause breakthrough while attacking a character, 
instead, Amphibian cannot cause breakthrough this turn, and you may 
return a card from your KO'd pile to your hand.

"I've had enough of your plan, Hyperion. I will return to the sea, 
where all life is sacred."

-----
Card Name: Anarchist
Version: Man of the People
Card Number: MMK-046
Recruitment Cost: 7
Team Affiliation: X-Statix
ATK: 16
DEF: 16

Range.

When Anarchist comes into play, you may KO all other characters you 
control.

"This is my gig! So back off!"

-----
Card Name: Anarchist
Version: Tike Alicar
Card Number: MMK-047
Recruitment Cost: 5
Team Affiliation: X-Statix
ATK: 10
DEF: 8

Range.

While Anarchist is team attacking, whenever a character becomes stunned 
by an attacker or defender, KO the stunned character.

"Don't talk to me about justice. Justice is me getting a new car."

-----
Card Name: Annihilus
Version: Destroyer of Life
Card Number: MOR-156
Recruitment Cost: 7
Team Affiliation: Negative Zone
ATK: 16
DEF: 16

Flight. Range.

At the start of the combat phase, if Negative Zone is not in play, lose 
15 endurance.  

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

"Only Annihilus is the death that walks!!"

-----
Card Name: Ant Man
Version: Scott Lang
Card Number: MOR-041
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 2
DEF: 1

Activate ---> Target front row character is not and cannot be 
reinforced this turn.

"Scott Lang turned from a life of crime to join the Fantastic Four as 
the new Ant Man."

-----
Card Name: Anton Hellgate
Version: Thanatologist
Card Number: MMK-136
Recruitment Cost: 4
Team Affiliation: Underworld
ATK: 8
DEF: 6

Flight. Range.

Boost 1: When Anton Hellgate comes into play, discard any number of 
cards. Anton Hellgate gets +1 ATK and +1 DEF this turn for each card 
you discarded this way.

"I crawled my way out of hell, Ghost Rider. There's no way I'm letting 
you send me back."

-----
Card Name: Ape X
Version: Xina
Card Number: MAV-045
Recruitment Cost: 1
Team Affiliation: Squadron Supreme
ATK: 1
DEF: 1

When Ape X comes into play, you may search your deck for an equipment 
card, reveal it, put it into your hand, and shuffle your deck.

-----
Card Name: Apocalypse
Version: En Sabah Nur
Card Number: MOR-161
Recruitment Cost: 8
Team Affiliation: Unaffiliated
ATK: 19
DEF: 19

Flight. Range.

At the start of the combat phase, KO up to two target resources.

"Born over 5,000 years ago in Egypt, En Sabah Nur seeks to bring about 
a new age of man. An age of Apocalypse."

-----
Card Name: Arcade
Version: Master of Murderworld
Card Number: MOR-162
Recruitment Cost: 3
Team Affiliation: Unaffiliated
ATK: 4
DEF: 4

Whenever Arcade stuns a character, KO that character.  Whenever Arcade 
becomes stunned, KO him.

"Y'see ladies, any fool can kill - I wanted to do it with style."

-----
Card Name: Arcanna
Version: Arcanna Jones
Card Number: MAV-046
Recruitment Cost: 7
Team Affiliation: Squadron Supreme
ATK: 15
DEF: 17

Range. Reservist.

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

"My magicks will put you in your place, villain."

-----
Card Name: Archangel
Version: Warren Worthington III
Card Number: MOR-001
Recruitment Cost: 2
Team Affiliation: X-Men
ATK: 2
DEF: 3

Flight. 

Whenever Archangel attacks a support row character, Archangel gets +3 
ATK for this attack.

"The sky is the only place I feel truly free."

-----
Card Name: Archangel
Version: Angel of Death
Card Number: MSM-103
Recruitment Cost: 5
Team Affiliation: X-Men
ATK: 10
DEF: 7

Flight. Range.

X-Men attackers with flight you control cannot be stunned while 
attacking a defender without flight or flight or range.

"The Marauder Harpoon took his wings. Apocalypse took his soul."

-----
Card Name: Asmodeus
Version: Duke of Hell
Card Number: MMK-137
Recruitment Cost: 6
Team Affiliation: Underworld
ATK: 12
DEF: 11

Flight. Range.

Activate, discard an Underworld character card ---> Each player KO's a 
resource he controls. Use this power only during the combat phase.

"We can be thankful that Hell is full of traitors."

-----
Card Name: Aunt May
Version: May Parker
Card Number: MSM-032
Recruitment Cost: 1
Team Affiliation: Spider-Friends
ATK: 0
DEF: 0

You may discard a Spider-Friends character card from your hand rather 
than pay Aunt May's recruit cost.  

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

"Who wants pie?"

-----
Card Name: Avalanche
Version: Dominic Petros
Card Number: MOR-076
Recruitment Cost: 2
Team Affiliation: Brotherhood
ATK: 2
DEF: 2

Activate ---> KO target location an opponent controls. That opponent 
puts the top card of his deck face down into his resource row. Use this 
power only if you control another Brotherhood character.

-----
Card Name: Baltag
Version: Hand of the Conqueror
Card Number: MAV-165
Recruitment Cost: 4
Team Affiliation: Kang Council
ATK: 7
DEF: 7

Range.

Whenever Baltag reinforces a character named Kang, that character has 
invulnerability while reinforced this attack.  While Baltag is 
protecting a character named Kang, that character has invulnerability.

"I serve at the Master's will, even if it means my own life."

-----
Card Name: Banshee
Version: Sean Cassidy
Card Number: MOR-002
Recruitment Cost: 3
Team Affiliation: X-Men
ATK: 4
DEF: 3

Flight. Range.

Whenever Banshee attacks a front row character, exhaust up to two 
target support row characters.

"A concentration of intense sonic energy, Banshee's scream can liquefy 
metal."

-----
Card Name: Basilisk
Version: Basil Elks
Card Number: MAV-211
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 4
DEF: 1

Flight. Range.

Basilisk comes into play exhausted.  Whenever Basilisk causes 
breakthrough while attacking a character, that character cannot ready 
this turn.

"Tainted by the Kree-spawned Alpha Stone, this one-time petty thief is 
now a super-powered threat."

-----
Card Name: Bastion
Version: Leader of Operation: Zero Tolerance
Card Number: MOR-137
Recruitment Cost: 6
Team Affiliation: Sentinel
ATK: 12
DEF: 12

Flight. Range.

Discard a Sentinel character card from your hand ---> Target character 
gets +1 ATK and +1 DEF this turn.

"The human fusion of Nimrod and Master Mold, Bastion launched 
Operation: Zero Tolerance, integrating humans with Sentinel 
technology."

-----
Card Name: Battering Ram
Version: Short-Lived Strongman
Card Number: MMK-048
Recruitment Cost: 5
Team Affiliation: X-Statix
ATK: 9
DEF: 8

Activate, KO Battering Ram ---> Target player exhausts all characters 
he controls. Use this power only during your attack step.

"Hey, before we start fighting, can we talk about my role in the 
group?"

-----
Card Name: Beast
Version: Furry Blue Scientist
Card Number: MAV-001
Recruitment Cost: 1
Team Affiliation: Avengers
ATK: 2
DEF: 1

Reservist  

When Beast comes into play, you may discard an Avengers character card. 
If you do, search your deck for a Team-Up card, reveal it, put it into 
your hand, and shuffle your deck.

"Oh my stars and garters!"

-----
Card Name: Beast
Version: Dr. Henry McCoy
Card Number: MOR-003
Recruitment Cost: 2
Team Affiliation: X-Men
ATK: 2
DEF: 3

Plot twists cost you 1 less to play.

"Don't let the fur and fangs fool you, the Beast is a world-renowned 
biochemist and geneticist."

-----
Card Name: Beetle
Version: Armorsmith
Card Number: MAV-124
Recruitment Cost: 2
Team Affiliation: Masters of Evil
ATK: 3
DEF: 2

Flight. Range.

When Beetle comes into play, you may discard a card. If you do, search 
your deck for an affiliated character card with cost 2 or less, reveal 
it, put it into your hand, and shuffle your deck.

"And now with this armor and these wings, the world will learn that the 
Beetle lives . . . and nothing can stop him!"

-----
Card Name: Beetle
Version: Abner Jenkins
Card Number: MSM-070
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 2
DEF: 0

Flight. Range.

Beetle gets +1 DEF for each resource you control.  

Boost 4: When Beetle comes into play, he gets +X ATK and +X DEF this 
turn, where X is the number of resources you control.

"Abner Jenkins is the personification of "Crime Doesn't Pay.

-----
Card Name: Beetle <> Mach 1
Version: Reluctant Hero
Card Number: MAV-083
Recruitment Cost: 1
Team Affiliation: Thunderbolts
ATK: 2
DEF: 1

Flight. Range.

Whenever Beetle becomes stunned, you may remove him from the game. If 
you do, search your deck for a Team-Up card, reveal it, put it into 
your hand, and shuffle your deck.

"I'm not so sure about this 'hero' business . . . but it sure was nice 
hearing people cheering for me for a change."

-----
Card Name: Beetle <> Mach 2
Version: Matthew Davis
Card Number: MAV-084
Recruitment Cost: 3
Team Affiliation: Thunderbolts
ATK: 5
DEF: 3

Flight. Range.

Beetle gets +4 ATK / +4 DEF while you control six or more resources.

"After the Thunderbolts were exposed to be the Masters of Evil, Abe was 
forced to take on a new identity."

-----
Card Name: Beetle <> Mach 3
Version: Repentant Villain
Card Number: MAV-085
Recruitment Cost: 5
Team Affiliation: Thunderbolts
ATK: 12
DEF: 10

Flight. Range.

While Beetle is attacking or defending against a character, that 
character has invulnerability.

"I finally get it. Being a hero isn't playing by the rules, it's living 
by them."

-----
Card Name: Beetle <> Mach 4
Version: New Team Leader
Card Number: MAV-086
Recruitment Cost: 7
Team Affiliation: Thunderbolts
ATK: 16
DEF: 15

Flight. Range.

Leader: Characters adjacent to Beetle with cost 4 or less get +3 ATK / 
+3 DEF.

"I became Beetle to get respect. I had to become a Thunderbolt to learn 
how to earn it."

-----
Card Name: Bishop
Version: Lucas Bishop
Card Number: MOR-004
Recruitment Cost: 2
Team Affiliation: X-Men
ATK: 2
DEF: 2

Range.

Whenever Bishop attacks a character with range or is attacked by a 
character with range, Bishop gets +3 ATK and +3 DEF for this attack.  

"I must protect your present to prevent my future."

-----
Card Name: Black Cat
Version: Felicia Hardy
Card Number: MSM-001
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 7
DEF: 6

Whenever Black Cat attacks or is attacked, target player puts the top 
card of his deck into his KO'd pile. If that card has an odd cost, that 
player discards a card from his hand.

"You don't want her to cross your path."

-----
Card Name: Black Cat
Version: Master Thief
Card Number: MSM-033
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 2
DEF: 2

Evasion. 

Plot twists cost your opponents 2 more to play.

"The skills of a cat burglar work just as well in the fight against 
crime."

-----
Card Name: Black Panther
Version: T'challa
Card Number: MAV-002
Recruitment Cost: 3
Team Affiliation: Avengers
ATK: 4
DEF: 3

Reservist. Concealed.  

When Black Panther comes into play, you may reveal any number of face-
down resources you control. Put a +1 ATK / +1 DEF counter on Black 
Panther for each reservist card you revealed.

"Warrior. Shaman. King. Avenger."

-----
Card Name: Black Tom
Version: Thomas Cassidy
Card Number: MOR-163
Recruitment Cost: 3
Team Affiliation: Unaffiliated
ATK: 4
DEF: 4

Range.

At the start of the combat phase, if you recruited no characters this 
turn, Black Tom gets +4 ATK and +4 DEF this turn.

"Care to roll the dice?"

-----
Card Name: Blackheart
Version: Son of Mephisto
Card Number: MMK-138
Recruitment Cost: 6
Team Affiliation: Underworld
ATK: 14
DEF: 10

Range.

Discard an Underworld character card ---> Blackheart cannot be stunned 
while attacking a character with cost of 4 or less or while defending 
against a character with cost of 4 or less.

"How many of Mephisto's sons want to usurp his throne?  All of them."

-----
Card Name: Blackout
Version: Master of Darkness
Card Number: MMK-139
Recruitment Cost: 4
Team Affiliation: Underworld
ATK: 8
DEF: 6

Concealed.

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

"Bathed in the black light of a dying star, Marcus Daniels is now a 
living gateway to the Darkforce Dimension."

-----
Card Name: Blade
Version: The Daywalker
Card Number: MMK-001
Recruitment Cost: 5
Team Affiliation: Marvel Knights
ATK: 8
DEF: 8

Loyalty. 

Recruit Blade only if you control an Underworld character.  

Marvel Knights and Underworld characters you control get +2 ATK while 
attacking and +2 DEF while defending.  

Boost 1: Blade comes into play with two +1 ATK / +1 DEF counters on 
him.

-----
Card Name: Blade
Version: Eric Brooks
Card Number: MMK-180
Recruitment Cost: 2
Team Affiliation: Marvel Knights
ATK: 3
DEF: 2

As an additional cost to recruit Blade, reveal a Marvel Knights 
character card from your hand.  

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

"All of their strengths. None of their weaknesses."

-----
Card Name: Blastaar
Version: King of Baluur
Card Number: MOR-157
Recruitment Cost: 6
Team Affiliation: Negative Zone
ATK: 12
DEF: 12

Flight. Range.

At the start of the combat phase, if Negative Zone is not in play, 
discard your hand.  At the start of your attack step, you may stun 
target support row character.

"Learn now why Blastaar is called the Living Bomb Burst!"

-----
Card Name: Blizzard
Version: Donny Gill
Card Number: MAV-087
Recruitment Cost: 2
Team Affiliation: Thunderbolts
ATK: 2
DEF: 3

Range.

Activate ---> Exhaust target character. That character's controller 
moves it to a different position. Use this power only during your 
attack step.

-----
Card Name: Blob
Version: Fred Dukes
Card Number: MOR-077
Recruitment Cost: 4
Team Affiliation: Brotherhood
ATK: 6
DEF: 9
   
While Blob is in your front row, support row Brotherhood characters you 
control cannot be attacked.

"Nothing moves the Blob."

-----
Card Name: Bloke
Version: Mickey Tork
Card Number: MMK-049
Recruitment Cost: 2
Team Affiliation: X-Statix
ATK: 2
DEF: 2

Exhaust another X-Statix character you control ---> Bloke gets +2 ATK 
and +2 DEF this attack.

"Mickey Tork cut his teeth working as a vigilante in the streets of San 
Francisco, operating under his former name, Rainbow."

-----
Card Name: Blue Eagle
Version: James Dore Jr.
Card Number: MAV-047
Recruitment Cost: 4
Team Affiliation: Squadron Supreme
ATK: 7
DEF: 6

Flight. 

Whenever Blue Eagle stuns a character, KO that character if you have no 
cards in hand.  

Pay 1 resource point, discard a card ---> Blue Eagle gets +3 ATK this 
turn. Use this power only once per turn.

"If a citizen violates the law, he forfeits the sanctity of his mind."

-----
Card Name: Boliver Trask
Version: Creator of the Sentinel Program
Card Number: MOR-138
Recruitment Cost: 1
Team Affiliation: Sentinel
ATK: 1
DEF: 1
When Boliver Trask comes into play, search your deck for an army 
Sentinel character card. Reveal that card and put it into your hand. 
Shuffle your deck.

"Mutants are the greatest threat facing humanity today. I have created 
the ultimate solution."

-----
Card Name: Boomerang
Version: Fred Myers
Card Number: MSM-071
Recruitment Cost: 3
Team Affiliation: Sinister Syndicate
ATK: 4
DEF: 3

Flight. Range.

Return Boomerang to owner's hand ---> Return target character with a 
cost of 2 or less to owner's hand. Use this power only if you control 
another Sinister Syndicate character.

"Welcome to San Diego, Spider-Man . . . It's a great place to DIE!"

-----
Card Name: Boris
Version: Doom's Caretaker
Card Number: MFF-013
Recruitment Cost: 2
Team Affiliation: Doom
ATK: 2
DEF: 2

When Boris comes into play, draw a card.

"If Doom has a conscience, Boris keeps it safe."

-----
Card Name: Boris
Version: Personal Servant of Dr. Doom
Card Number: MOR-107
Recruitment Cost: 1
Team Affiliation: Doom
ATK: 1
DEF: 1

Activate ---> Search your deck for a plot twist card. Reveal that card 
and put it into your hand. Shuffle Boris into your deck. Use this power 
only if you control Dr. Doom.

"He's the one man I called friend. -Dr. Doom"

-----
Card Name: Brother Voodoo
Version: Jericho Drumm
Card Number: MMK-002
Recruitment Cost: 3
Team Affiliation: Marvel Knights
ATK: 4
DEF: 4

Activate, discard a card ---> Put any number of cards from your hand on 
the bottom of your deck, then draw that many cards.  

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

"The Loa speak through me . . . and they tell me your time is short."

-----
Card Name: Bulldozer
Version: Wrecking Crew
Card Number: MAV-125
Recruitment Cost: 3
Team Affiliation: Masters of Evil
ATK: 5
DEF: 4

Reservist.

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

-----
Card Name: Bullseye
Version: Deadly Marksman
Card Number: MMK-091
Recruitment Cost: 4
Team Affiliation: Crime Lords
ATK: 9
DEF: 8

Range.

When Bullseye comes into play, KO him unless you discard a plot twist 
card or location card.

"New Flavor Text. See image."

-----
Card Name: Bullseye
Version: Master of Murder
Card Number: MMK-092
Recruitment Cost: 7
Team Affiliation: Crime Lords
ATK: 17
DEF: 14

Range.

While you control another Crime Lords character, whenever an attacker 
an opponent controls becomes stunned by a defender with reinforcement, 
KO that attacker.

"I walk through the herds every day, and they never know a wolf walks 
among them."

-----
Card Name: Captain America
Version: Steve Rogers
Card Number: MAV-003
Recruitment Cost: 3
Team Affiliation: 
ATK: 6
DEF: 4

Range.

Leader: Characters adjacent to Captain America have the Avengers 
affiliation.  

Team attackers adjacent to Captain America get +1 ATK.

"Avengers Assemble!"

-----
Card Name: Captain America
Version: Super Soldier
Card Number: MAV-004
Recruitment Cost: 6
Team Affiliation: Avengers
ATK: 12
DEF: 12

Range.

Leader: Avengers attackers adjacent to Captain America cannot be 
stunned.  

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

"Injected with an experimental super-soldier serum, 98-pound weakling 
Steve Rogers was transformed into Captain America, living legend of 
World War II."

-----
Card Name: Carbone's Assassins
Version: Army
Card Number: MMK-093
Recruitment Cost: 1
Team Affiliation: Crime Lords
ATK: 1
DEF: 1

Range.

Crime Lords defenders you control get +1 ATK.

"To kill the Punisher, you need a whole lot of backup."

-----
Card Name: Cardiac
Version: Elias Wirtham
Card Number: MSM-034
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 3
DEF: 2

Flight. Range.

Activate ---> Stun target character with a cost of 2 or less an 
opponent controls.  

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

"The beta particle generator that replaced Cardiac's heart is the 
source of his powers."

-----
Card Name: Caretaker
Version: Nomadic Mentor
Card Number: MMK-003
Recruitment Cost: 2
Team Affiliation: Marvel Knights
ATK: 1
DEF: 1

Activate ---> Target Marvel Knights character other than Caretaker gets 
+4 ATK this attack.

"Vengeance needs a guiding hand."

-----
Card Name: Carnage
Version: Cletus Kasady
Card Number: MSM-072
Recruitment Cost: 5
Team Affiliation: Sinister Syndicate
ATK: 10
DEF: 8

Loyalty. 

Other characters get +2 ATK.  

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

"The web-slinger's mine! Every bone and sinew, every drop of blood or 
bile . . . mine!"

-----
Card Name: Carol Danvers <> Warbird
Version: Galactic Adventurer
Card Number: MAV-005
Recruitment Cost: 4
Team Affiliation: Avengers
ATK: 7
DEF: 6

Flight. Range.

Reservist.

While Carol Danvers is team attacking, whenever she stuns a defender 
with cost 5 or less, return that defender to its owner's hand.

-----

Card Name: Carrion
Version: Cadaverous Clone
Card Number: MMK-205
Recruitment Cost: 5
Team Affiliation: Sinister Syndicate
ATK: 9
DEF: 8

Whenever Carrion becomes a defender, each of your opponents loses 2 
endurance and you gain 2 endurance.

"Gwen Stacy died for you, Parker. Now you can die for her."

-----
Card Name: Centurious
Version: The Soulless Man
Card Number: MMK-140
Recruitment Cost: 4
Team Affiliation: Underworld
ATK: 7
DEF: 7

Range.

Discard an Underworld character card with cost of 2 or less ---> Power-
up target attacker or defender you control.

"My enemy is captured. At last, I am free."

-----
Card Name: Chameleon
Version: Dmitri Smerdyakov
Card Number: MSM-073
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 1
DEF: 1

Pay 1 endurance ---> Choose a team affiliation. Chameleon has the 
chosen team affiliation this turn. Use this power only once per turn 
and only if you control another Sinister Syndicate character. (This is 
in addition to Chameleon's other team affiliations.)

-----
Card Name: Charcoal
Version: Charles Burlingame
Card Number: MAV-088
Recruitment Cost: 5
Team Affiliation: Thunderbolts
ATK: 9
DEF: 9

Flight. 

Charcoal gets +5 ATK while ready.

"They took me away, ran some tests, hooked me up to machines, injected 
me full of stuff, and said I had the right potential. They turned me 
into this."

-----
Card Name: Cloak
Version: Child of Darkness
Card Number: MMK-004
Recruitment Cost: 4
Team Affiliation: Marvel Knights
ATK: 7
DEF: 3

Concealed

As an additional cost to recruit Cloak, reveal a Marvel Knights 
character card from your hand.  

Activate ---> Exhaust target character with cost 3 or less.

-----
Card Name: Cloak
Version: Tyrone Johnson
Card Number: MSM-035
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 6
DEF: 6

Loyalty. 

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

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

-----
Card Name: Coach
Version: Manipulative Mentor
Card Number: MMK-050
Recruitment Cost: 1
Team Affiliation: X-Statix
ATK: 0
DEF: 2

Concealed. 

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

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

"To drive up ratings, Coach conspired with Zeitgeist to have members of 
the team killed in battle."

-----
Card Name: Cobra
Version: Klaus Vorhees
Card Number: MMK-094
Recruitment Cost: 2
Team Affiliation: Crime Lords
ATK: 2
DEF: 2

When Cobra comes into play, you may search your deck for a character 
card named Mr. Hyde, reveal it, put it into your hand, and shuffle your 
deck.

"I need a new partner . . . one who isn't obsessed with Victorian 
horror novels."

-----
Card Name: Colossus
Version: Peter Rasputin
Card Number: MOR-005
Recruitment Cost: 6
Team Affiliation: X-Men
ATK: 11
DEF: 12

While you have five or more X-Men character cards in your KO'd pile, 
Colossus gets +5 ATK.

"What is the point of possessing power if it is not used? And of being 
human if it is not used for good?"

-----
Card Name: Corkscrew
Version: Twisted Trainee
Card Number: MMK-051
Recruitment Cost: 2
Team Affiliation: X-Statix
ATK: 3
DEF: 2

Concealed. 

Activate, KO Corkscrew ---> Target opponent discards a card. Use this 
power only during the combat phase.

"You'll never know which way he'll turn."

-----
Card Name: Crystal
Version: Elemental Princess
Card Number: MFF-001
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 7
DEF: 6

Range.

Support row characters you control get +1 DEF.

"After Franklin was born, Crystal helped out watchin' him and takin' 
Suzie's place on the team."

-----
Card Name: Crystal
Version: Inhuman
Card Number: MOR-042
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 7
DEF: 6

Range.

Activate ---> Target opponent moves a support row character he controls 
to his front row. Use this power only during the combat phase.

"A member of the genetically altered race of Inhumans, Crystal has the 
power to control the elements."

-----
Card Name: Cyclops
Version: Scott Summers
Card Number: MOR-006
Recruitment Cost: 5
Team Affiliation: X-Men
ATK: 8
DEF: 8

Range.

While attacking from the support row, Cyclops cannot be stunned.

"Unable to control his own mutant power, Cyclops must use a ruby quartz 
visor to focus his optic blasts."

-----
Card Name: Cyclops
Version: Slim
Card Number: MOR-007
Recruitment Cost: 2
Team Affiliation: X-Men
ATK: 3
DEF: 2

Range.

While participating in a team attack, your X-Men characters get +2 ATK 
and +2 DEF.

"A born leader, you can see it in his eye."

-----
Card Name: Dagger
Version: Child of Light
Card Number: MMK-005
Recruitment Cost: 1
Team Affiliation: Marvel Knights
ATK: 1
DEF: 1

Range.

Discard Dagger ---> Search your deck for a card named Midnight Sons, 
reveal it, and put it into your hand. Shuffle your deck. Use this power 
only while Dagger is in your hand.  

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

-----
Card Name: Dagger
Version: Tandy Bowen
Card Number: MSM-036
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 4
DEF: 4

Range.

Activate ---> Target player loses 1 endurance for each card in his 
hand. Use this power only during your attack step.

"Dagger is inseparable from her partner Cloak, acting as his light, and 
ultimately, his salvation."

-----
Card Name: Dallas Riordan
Version: Mayoral Aide
Card Number: MAV-089
Recruitment Cost: 1
Team Affiliation: Thunderbolts
ATK: 1
DEF: 1

Concealed-Optional. 

Activate ---> If you control four or more resources and Dallas Riordan 
is visible, draw a card. Otherwise, look at the top card of your deck, 
and you may put that card on

"If something goes wrong, I'm your first phone call. I'm the best 
friend you've got."

-----
Card Name: Dallas Riordan <> Vantage
Version: Ionic Inheritor
Card Number: MAV-090
Recruitment Cost: 4
Team Affiliation: Thunderbolts
ATK: 8
DEF: 5
Reservist.

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

"Separated from her combined ionic state with Atlas, Dallas emerged 
with new powers and a new identity."

-----
Card Name: Dane Whitman <> Black Knight
Version: Heroic Paladin
Card Number: MAV-006
Recruitment Cost: 2
Team Affiliation: Avengers
ATK: 3
DEF: 3

Reservist.  

Pay 1 resource point, replace a reservist resource you control ---> 
Dane Whitman gets +3 ATK / +3 DEF this turn. Use this power only once 
per turn.

"You have little chance against a blade forged by the mighty Merlin 
himself!"

-----
Card Name: Daredevil
Version: Guardian Devil
Card Number: MMK-006
Recruitment Cost: 7
Team Affiliation: Marvel Knights
ATK: 15
DEF: 15

Concealed. 

When you have 10 or less endurance, if Daredevil is in your hidden 
area, move him to your visible area.

"Hell's Kitchen got rid of its angels a long time ago."

-----
Card Name: Daredevil
Version: Matt Murdock
Card Number: MMK-007
Recruitment Cost: 5
Team Affiliation: Marvel Knights
ATK: 9
DEF: 10

Loyalty.  

Pay 3 endurance ---> Daredevil gets +2 ATK and can attack as though he 
had flight this turn. Move Daredevil to your hidden area. Use this 
power only once per turn.

"He can hear the look on your face."

-----
Card Name: Daredevil
Version: Protector of Hell's Kitchen
Card Number: MMK-008
Recruitment Cost: 3
Team Affiliation: Marvel Knights
ATK: 4
DEF: 4

Pay 2 endurance ---> Daredevil gets +2 ATK this attack. Use this power 
only once per turn.

-----
Card Name: Daredevil
Version: The Man Without Fear
Card Number: MSM-002
Recruitment Cost: 5
Team Affiliation: Spider-Friends
ATK: 9
DEF: 8

While attacking a character with a cost of 5 or more, Daredevil cannot 
be stunned.

"Whatever the danger, whatever the risk, the Daredevil knows no fear."

-----
Card Name: Dark Phoenix
Version: Cosmic Entity
Card Number: MOR-164
Recruitment Cost: 10
Team Affiliation: Unaffiliated
ATK: 25
DEF: 25

Flight. Range.

At the start of the combat phase, KO all resources in play.

"I am ravenous. Before I go on, I need sustenance. This star should do 
nicely."

-----
Card Name: Darkoth
Version: Death Demon
Card Number: MFF-014
Recruitment Cost: 6
Team Affiliation: Doom
ATK: 12
DEF: 11

Range.

Darkoth gets +2 ATK and +2 DEF while exhausted.

"Doom turned one of my best friends into a brainwashed, bloodthirsty 
monster out to kill me. He's gonna pay for that."

-----
Card Name: Darkoth
Version: Major Desmund Pitt
Card Number: MOR-108
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 4
DEF: 5

Range.

Whenever Darkoth attacks, you may KO a resource you control. If you do, 
Darkoth gets +7 ATK for this attack.

"Desmund Pitt, once a major in the Air Force, was transformed by Dr. 
Doom into the monster called Darkoth."

-----
Card Name: Dazzler
Version: Alison Blaire
Card Number: MOR-008
Recruitment Cost: 1
Team Affiliation: X-Men
ATK: 1
DEF: 1

Range.

Activate, discard an X-Men character card from your hand ---> Exhaust 
target support row character. Use this power only during the combat 
phase.

"Alison Blaire has the mutant ability to turn sound into light."

-----
Card Name: Deacon Frost
Version: Vampire Master
Card Number: MMK-141
Recruitment Cost: 2
Team Affiliation: Underworld
ATK: 2
DEF: 3

Flight. 

Boost X: When Deacon Frost comes into play, put X character cards named 
New Blood from your KO'd pile into your front row.

"We are all bound by the blood, Blade. Even you."

-----
Card Name: Dead Girl
Version: Crafty Cadaver
Card Number: MMK-052
Recruitment Cost: 5
Team Affiliation: X-Statix
ATK: 8
DEF: 8

If Dead Girl would become stunned, you may pay 10 endurance instead. If 
you do, move Dead Girl to your support row exhausted and draw a card.

"I don't get out of my coffin for less than $10,000 a day."

-----
Card Name: Deadpool
Version: Wade Wilson
Card Number: MMK-095
Recruitment Cost: 5
Team Affiliation: Crime Lords
ATK: 10
DEF: 8

Range.

Concealed.  

Deadpool gets +3 ATK while attacking a character with a higher cost.

"Is it in the 'mysterious employer credo' that rendezvous always have 
to be in exotic locales? I mean, just once wouldn't you like to sit 
down at Denny's and plan an assassination over a Grand Slam breakfast?"

-----
Card Name: Deathlok
Version: Luther Manning
Card Number: MSM-140
Recruitment Cost: 5
Team Affiliation: Unaffiliated
ATK: 7
DEF: 7

Range.

KO an equipment equipped to Deathlok ---> Ready Deathlok. Use this 
power only once per turn.

"Turned into a cyber-soldier in an alternate future after being 
critically injured, Deathlok was thrown into time by Godwulf's time 
machine in the New York City subway system, where he remained until 
captured by the Fixer."

-----
Card Name: Death-Stalker
Version: Phillip Sterling
Card Number: MMK-096
Recruitment Cost: 3
Team Affiliation: Crime Lords
ATK: 4
DEF: 5

Concealed. 

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

"Leading the Unholy Three, Death-Stalker hopes to destroy the guardian 
devil of Hell's Kitchen."

-----
Card Name: Deathwatch
Version: Unrepentant Killer
Card Number: MMK-183
Recruitment Cost: 5
Team Affiliation: Underworld
ATK: 11
DEF: 11

Loyalty. 

Recruit Deathwatch only if you control a Crime Lords character.  

Defenders you control have reinforcement.  

Boost 1: When Deathwatch comes into play, characters you control get +3 
ATK while defending with reinforcement this turn.

"The stronger you are, Demon, the more powerful I become."

-----
Card Name: Destiny
Version: Irene Adler
Card Number: MOR-078
Recruitment Cost: 1
Team Affiliation: Brotherhood
ATK: 0
DEF: 2

Activate ---> Whenever target character becomes stunned this turn, its 
controller loses 4 endurance. Use this power only during the build 
phase.

"You cannot run from your fate."

-----
Card Name: Doctor Decibel
Version: Anton Decibel
Card Number: MAV-048
Recruitment Cost: 1
Team Affiliation: Squadron Supreme
ATK: 2
DEF: 1

Range.

Concealed-Optional 

Activate ---> Target defender gets -2 DEF this attack. Use this power 
only if Doctor Decibel is visible.

"Tell the good doctor . . . any ringing in your ears?"

-----
Card Name: Doctor Spectrum
Version: Joe Ledger
Card Number: MAV-049
Recruitment Cost: 6
Team Affiliation: Squadron Supreme
ATK: 12
DEF: 12

Flight. Range.

Loyalty. Reservist. Willpower: 4.  

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

"The greatest creation of a lost race, the Doctor's Power Prism may be 
the most powerful weapon in the universe."

-----
Card Name: Doom Guards
Version: Army
Card Number: MOR-109
Recruitment Cost: 1
Team Affiliation: Doom
ATK: 1
DEF: 1

While defending, non-army Doom characters you control get +1 DEF.

-----
Card Name: Doom-Bot
Version: Army
Card Number: MOR-110
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 3
DEF: 4

Range.

Activate, KO Doom-Bot ---> Ready target Dr. Doom.

"Perfect mechanical replicas, Doom-Bots are programmed to believe that 
they are Dr. Doom in his absence."

-----
Card Name: Doop
Version: Forward Observer
Card Number: MMK-053
Recruitment Cost: 1
Team Affiliation: X-Statix
ATK: 1
DEF: 1

Flight. Concealed.  

Whenever an X-Statix attacker you control causes breakthrough to a 
player, that player loses 1 endurance.  

KO Doop ---> Search your deck for a card named Doop Cam, reveal it, and 
put it into your hand. Shuffle your deck.

-----
Card Name: Doop
Version: Ultimate Weapon
Card Number: MMK-054
Recruitment Cost: 8
Team Affiliation: X-Statix
ATK: 25
DEF: 1

Flight. 

Loyalty. Concealed. Invulnerability..

"(in Doop font:) "Man, I'm SUCH a good rare. Aren't you glad you busted 
me? Come on, stop looking at the other cards and put me in the pile. 
I'm going to win this draft for you. If you don't take me, you know the 
next guy will.

-----
Card Name: Dr. Doom
Version: Scientific Sorcerer
Card Number: MFF-015
Recruitment Cost: 7
Team Affiliation: Doom
ATK: 16
DEF: 14

Range.

Exhaust a character you control ---> Dr. Doom gets +1 ATK and +1 DEF 
this attack.

"He blames Reed for ruinin' his face. If I ever get my hands on him, 
I'll show him what a ruined face really looks like."

-----
Card Name: Dr. Doom
Version: Diabolic Genius
Card Number: MOR-111
Recruitment Cost: 4
Team Affiliation: Doom
ATK: 7
DEF: 6

Range.

When Dr. Doom comes into play, you may turn a face-up plot twist you 
control face down.  While you control another non-stunned Doom 
character, your opponents may not play plot twists from their hands.

-----
Card Name: Dr. Doom
Version: Victor Von Doom
Card Number: MOR-112
Recruitment Cost: 6
Team Affiliation: Doom
ATK: 13
DEF: 12

Range.

While you control another non-stunned Doom character, your opponents 
may not play plot twists from their resource rows.

"Surrender! Yield to Dr. Doom, and I promise you a swift, painless 
death."

-----
Card Name: Dr. Doom
Version: Lord of Latveria
Card Number: MOR-113
Recruitment Cost: 8
Team Affiliation: Doom
ATK: 18
DEF: 19

Range.

When Dr. Doom comes into play, for each Doom character you control, you 
may turn a face-up resource face down.  Whenever Dr. Doom attacks, you 
may return a plot twist card from your KO'd pile to your hand.

"Show me the puny mortal who does not tremble at the name of Doctor 
Doom!"

-----
Card Name: Dr. Hauptmann
Version: Diabolic Inventor
Card Number: MSM-126
Recruitment Cost: 1
Team Affiliation: Doom
ATK: 1
DEF: 1

You may discard an army Doom character card from your hand rather than 
pay Dr. Hauptmann's recruit cost.  

Activate ---> Target army Doom attacker you control gets +X ATK this 
attack, where X is equal to the cost of that attacker.

"A brilliant scientist and inventor, Hauptmann helped create Doom's 
robot army."

-----
Card Name: Dr. Octopus
Version: Doc Ock
Card Number: MSM-014
Recruitment Cost: 7
Team Affiliation: Sinister Syndicate
ATK: 15
DEF: 15

Sinister Syndicate defenders you control have reinforcement.  

Whenever Dr. Octopus stuns a defender, you may stun target support row 
character.

"You fool! You've only got two arms to punch with -- but I've got 
six!!"

-----
Card Name: Dr. Octopus
Version: Otto Octavius
Card Number: MSM-015
Recruitment Cost: 4
Team Affiliation: Sinister Syndicate
ATK: 7
DEF: 7

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

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

"Nothing escapes the reach of Dr. Octopus!"

-----
Card Name: Dr. Strange
Version: Stephen Strange
Card Number: MMK-009
Recruitment Cost: 7
Team Affiliation: Marvel Knights
ATK: 15
DEF: 15

Flight. Range. Loyalty. 

At the start of the combat phase, you may move any number of characters 
you control to your hidden area.  

Boost 1: At the start of the combat phase this turn, choose any number 
of characters your opponents control. The controller of each of those

-----
Card Name: Dracula
Version: Lord of the Damned
Card Number: MMK-142
Recruitment Cost: 6
Team Affiliation: Underworld
ATK: 11
DEF: 10

Flight.  Concealed 

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

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

"I am the King of my kind, little mortal. What are you?"

-----
Card Name: Dracula
Version: Vlad Dracula
Card Number: MMK-143
Recruitment Cost: 5
Team Affiliation: Underworld
ATK: 8
DEF: 8

Flight.  Concealed.  

Whenever Dracula stuns a character, move that character to your front 
row and recover it unless its controller pays 5 endurance.

"Come now and join my army of the night!"

-----
Card Name: Dragon Man
Version: Experimental Monster
Card Number: MFF-016
Recruitment Cost: 5
Team Affiliation: Doom
ATK: 9
DEF: 9

Flight. Range.

Whenever Dragon Man attacks a Fantastic Four character, Dragon Man gets 
+3 ATK this attack.

"Fightin' Doom has taught me a thing or two about clobberin' the 
horrors he cooks up in his lab."

-----
Card Name: Dragon Man
Version: Experimental Monster
Card Number: MOR-114
Recruitment Cost: 5
Team Affiliation: Doom
ATK: 9
DEF: 9

Flight. Range.

Whenever Dragon Man attacks a Fantastic Four character, Dragon Man gets 
+3 ATK for this attack.

"An entirely synthetic being, Dragon Man was brought to life through 
alchemy to destroy the Fantastic Four."

-----
Card Name: Dusk
Version: Cassie St. Commons
Card Number: MSM-037
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 2
DEF: 3

Evasion. 

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

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

-----
Card Name: Echo
Version: Maya Lopez
Card Number: MMK-097
Recruitment Cost: 4
Team Affiliation: Crime Lords
ATK: 6
DEF: 6

Whenever a character an opponent controls attacks, put a mirror counter 
on Echo.  

Remove all mirror counters from Echo ---> Echo gets +X ATK this attack, 
where X equals the number of counters you removed this way.

-----
Card Name: Egghead
Version: Elihas Starr
Card Number: MAV-126
Recruitment Cost: 3
Team Affiliation: Masters of Evil
ATK: 5
DEF: 3

Range.

Leader: Characters adjacent to Egghead have the Masters of Evil 
affiliation.  

Pay 1 resource point ---> At the start of the combat phase, characters 
adjacent to Egghead get +2 DEF this turn. Use this power only once per 
turn.

"Do not compare me to Richards or Stark or Banner! Mine is the greatest 
intellect ever to grace the world! Mine and mine alone!"

-----
Card Name: El Guapo
Version: Robbie Rodriguez
Card Number: MMK-055
Recruitment Cost: 1
Team Affiliation: X-Statix
ATK: 1
DEF: 1

Activate --->Target X-Statix defender you control has reinforcement 
this attack.  

Boost 2: When El Guapo comes into play, characters you control have 
reinforcement while defending this turn. Return El Guapo to his owner's 
hand.

----
Card Name: Electro
Version: Maxwell Dillon
Card Number: MSM-016
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 2
DEF: 2

Range.

Activate, discard a Sinister Syndicate character card from your hand --
-> Stun target character with a cost of 3 or less. Use this power only 
during your attack step.

"Get ready for the shock of your life!"

-----
Card Name: Elektra
Version: Assassin
Card Number: MMK-010
Recruitment Cost: 5
Team Affiliation: Marvel Knights
ATK: 0
DEF: 8

Concealed. 

While Elektra is attacking, she cannot be the target of non-ongoing 
plot twists your opponents control.  

Whenever Elektra attacks, she gets +X ATK this attack, where X is the 
DEF of the defe

"Her mercy lies buried with her father."

-----
Card Name: Elektra
Version: Elektra Natchios
Card Number: MMK-011
Recruitment Cost: 3
Team Affiliation: Marvel Knights
ATK: 6
DEF: 3

Concealed.

As an additional cost to recruit Elektra, reveal a Marvel Knights 
character card from your hand.  

Boost 1: When Elektra comes into play, she gets +2 ATK this turn.

"Mercenary, bounty hunter, assassin...and once, long ago, Matt 
Murdock's first love."

-----
Card Name: Elektra
Version: Agent of the Hand
Card Number: MMK-182
Recruitment Cost: 5
Team Affiliation: Crime Lords
ATK: 14
DEF: 9

Loyalty.  Concealed.

Recruit Elektra only if you control a Marvel Knights character.  

Boost 1: When Elektra comes into play, she gets +3 ATK and cannot be 
stunned while attacking this turn.

"Matt sees only what we were . . . not what we've become."

-----
Card Name: Emma Frost
Version: Headmistress of Xavier's Academy
Card Number: MSM-104
Recruitment Cost: 6
Team Affiliation: X-Men
ATK: 12
DEF: 10

Range.

Loyalty. 

Activate ---> Target opponent discards a card from his hand. Draw a 
card. Use this power only during the combat phase.  

Activate ---> Emma Frost gets +3 DEF this attack.

-----
Card Name: Enchantress
Version: Amora
Card Number: MAV-127
Recruitment Cost: 7
Team Affiliation: Masters of Evil
ATK: 16
DEF: 14

Range.

Pay X resource points ---> Stun target character if its cost is less 
than X.

"Look at me! Am I not every woman you've ever desired? Stare into my 
eyes and be mine!"

-----
Card Name: Erik Josten <> Atlas
Version: Kosmos Convict
Card Number: MAV-091
Recruitment Cost: 2
Team Affiliation: Thunderbolts
ATK: 2
DEF: 2
   
At the start of your recruit step, put a +1 ATK / +1 DEF counter on 
Erik Josten. If you control five or more resources, put an additional 
+1 ATK / +1 DEF counter on him.

"Freed from his imprisonment on Kosmos, Josten willingly swore his 
allegiance to Zemo."

-----
Card Name: Erik Josten <> Atlas
Version: Ionic Powerhouse
Card Number: MAV-128
Recruitment Cost: 6
Team Affiliation: Thunderbolts
ATK: 12
DEF: 12

Boost X: When Erik Josten comes into play, he gets +4 ATK / +4 DEF this 
turn for each resource point you paid for X.

-----
Card Name: Erik Josten <> Goliath
Version: Growing Menace
Card Number: MAV-092
Recruitment Cost: 6
Team Affiliation: Masters of Evil
ATK: 13
DEF: 10

When you recruit Erik Josten, if you control a Masters of Evil 
character, gain 2 resource points. Spend these resource points only to 
pay the cost of payment powers.

-----
Card Name: Executioner
Version: Scourge of Jotunheim
Card Number: MAV-129
Recruitment Cost: 6
Team Affiliation: Masters of Evil
ATK: 12
DEF: 11

Whenever Executioner stuns a character, you may discard a Masters of 
Evil character card. If you do, KO that character.

"My lady demands your death, a duty that will bring me great pleasure."

-----
Card Name: Ezekiel
Version: Spirit of the Spider
Card Number: MSM-038
Recruitment Cost: 7
Team Affiliation: Spider-Friends
ATK: 15
DEF: 15

When Ezekiel comes into play, draw a card for each Spider-Friends 
character you control.

"Every generation, someone is fated to receive the Gift of the Spider. 
You must rise to meet your destiny, Spider-Man, as I rose to mine."

-----
Card Name: Falcon
Version: Sam Wilson
Card Number: MAV-007
Recruitment Cost: 2
Team Affiliation: Avengers
ATK: 2
DEF: 2

Flight. Reservist  

Falcon gets +2 ATK / +2 DEF while adjacent to a leader character.  

Boost 1: When Falcon comes into play, search your deck for a leader 
character card, reveal it, put it into your hand, and shuffle your 
deck.

-----
Card Name: Firestar
Version: Hot Stuff
Card Number: MSM-039
Recruitment Cost: 5
Team Affiliation: Spider-Friends
ATK: 8
DEF: 8

Flight .Range. Loyalty. 

Activate ---> Stun all characters with a cost of 2 or less. Use this 
power only during your attack step.

"Is it getting hot in here, or is it just me?"

-----
Card Name: Forge
Version: Cheyenne Mystic
Card Number: MOR-009
Recruitment Cost: 1
Team Affiliation: X-Men
ATK: 1
DEF: 2

Activate, discard an X-Men character card from your hand ---> Search 
your deck for an equipment card. Reveal that card and put it into your 
hand. Shuffle your deck. Return Forge to his owner's hand.

"It isn't enough to be prepared. Sometimes, you have to improvise."

-----
Card Name: Foxfire
Version: Olivia Underwood
Card Number: MAV-050
Recruitment Cost: 2
Team Affiliation: Squadron Supreme
ATK: 3
DEF: 2

Activate, discard a card ---> Target player replaces a non-Team-Up 
location or non-Team-Up ongoing plot twist he controls.

"I don't need to break your heart, baby. One touch and I'll make your 
whole world fall apart."

-----
Card Name: Frankie Raye
Version: Herald of Galactus
Card Number: MOR-043
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 1
DEF: 1

Flight. Range.

While you control a character with a cost of 9 or more, Frankie Raye 
gets +20 ATK and +20 DEF.

"Once simply Johnny Storm's girlfriend, Frankie later became a herald 
of the world-devouring Galactus!"

-----
Card Name: Franklin Richards
Version: Child Prodigy
Card Number: MOR-044
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 0
DEF: 1

Franklin Richards comes into play exhausted.  Whenever Franklin 
Richards is attacked, put him on the bottom of your deck.  

Activate ---> Cards named Mr. Fantastic and Invisible Woman cost you 1 
less to recruit this turn.

"Perhaps the most powerful mutant ever born, Franklin Richards has the 
power to alter reality itself."

-----
Card Name: Frog Man
Version: Eugene Patilio
Card Number: MMK-200
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 4
DEF: 4

If a character you control would become stunned during a team attack, 
you may return that character to its owner's hand instead.

-----
Card Name: Gambit
Version: Remy LeBeau
Card Number: MOR-010
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 6
DEF: 6

Activate, discard an X-Men character card from your hand ---> Stun 
target character with a cost of 3 or less.

"Pick a card, mon ami."

-----
Card Name: Genis-Vell <> Captain Marvel
Version: Son of Mar-Vell
Card Number: MAV-093
Recruitment Cost: 7
Team Affiliation: Thunderbolts
ATK: 19
DEF: 18

Flight. Range. Reservist.

When Genis-Vell comes into play, each opponent may search his deck for 
a card, put it into his hand, and shuffle his deck.

-----
Card Name: Ghost Rider
Version: Danny Ketch
Card Number: MMK-012
Recruitment Cost: 8
Team Affiliation: Marvel Knights
ATK: 19
DEF: 17

Range.

Activate ---> KO all characters with cost 5 or less target opponent 
controls.

"Face the fires of vengeance, mortals! And know the wrath of the Ghost 
Rider."

-----
Card Name: Ghost Rider
Version: Johnny Blaze
Card Number: MMK-013
Recruitment Cost: 6
Team Affiliation: Marvel Knights
ATK: 10
DEF: 12

Range.

Ghost Rider gets +2 ATK while you control fewer characters than an 
opponent.  

Ghost Rider gets +2 ATK while you have fewer cards in your hand than an 
opponent.  

Ghost Rider gets +2 ATK while you have less endurance than an opponent.

"Every night, Johnny Blaze is consumed by Zarathos, the Spirit of 
Vengeance, and becomes Ghost Rider."

-----
Card Name: Ghost Rider
Version: New Fantastic Four
Card Number: MOR-045
Recruitment Cost: 5
Team Affiliation: Fantastic Four
ATK: 9
DEF: 9

While you have 25 or less endurance, Ghost Rider gets +4 ATK.

"While innocent lives are threatened, the Ghost Rider cannot stand idly 
by!"

-----
Card Name: Gin Genie
Version: Beckah Parker
Card Number: MMK-056
Recruitment Cost: 2
Team Affiliation: X-Statix
ATK: 2
DEF: 2

Range.

Whenever Gin Genie stuns a character, you may replace a resource you 
control for each X-Statix character you control.

"I guess you could call me a dipsokinetic. Or maybe I possess 
dipsokinesis. How does that sound?"

-----
Card Name: Golden Archer
Version: Wyatt McDonald
Card Number: MAV-051
Recruitment Cost: 4
Team Affiliation: Squadron Supreme
ATK: 7
DEF: 6

Range. Reservist.

Activate ---> Target opponent loses 6 endurance. Then that opponent 
gains 1 endurance for each card in your hand.

"I couldn't miss a target that big if I traded in me custom double-
recurve for a toy bow!"

-----
Card Name: Green Goblin
Version: Norman Osborn
Card Number: MSM-017
Recruitment Cost: 5
Team Affiliation: Sinister Syndicate
ATK: 9
DEF: 9

Flight. Range.

Activate, discard a Sinister Syndicate character card from your hand --
-> KO target unprotected support row character. Its controller loses 
endurance equal to that character's cost. Use this power only during 
your attack step.

"I've got a whole bag-full of new surprises for you, my friend."

-----
Card Name: Green Goblin
Version: Altered Ego
Card Number: MSM-074
Recruitment Cost: 7
Team Affiliation: Sinister Syndicate
ATK: 17
DEF: 11

Flight. Range. Loyalty. 

Activate, pay 13 endurance ---> Each other player loses 13 endurance.

"What did I do? Oh, nothing much . . . I kidnapped his girlfriend. And 
killed her. Right in front of him. It was a blast!"

-----
Card Name: Grey Gargoyle
Version: Paul Pierre Duval
Card Number: MAV-130
Recruitment Cost: 3
Team Affiliation: Masters of Evil
ATK: 3
DEF: 6

Flight.  Reservist  

Pay 1 resource point ---> Target character cannot ready this turn. Use 
this power only once per turn.

"I should have turned you to stone a long time ago. I'll correct that 
error now!"

-----
Card Name: Growing Man
Version: Kinetic Stimuloid
Card Number: MAV-166
Recruitment Cost: 3
Team Affiliation: Kang Council
ATK: 4
DEF: 3

Exhaust a character named Kang you control ---> Put a +1 ATK / +1 DEF 
counter on Growing Man.

"Desist, Avengers! Every attempt to stop me only makes me more 
powerful!"

-----
Card Name: H.E.R.B.I.E.
Version: Humanoid Experimental Robot B-Type Integrated Electronics
Card Number: MFF-002
Recruitment Cost: 2
Team Affiliation: Fantastic Four
ATK: 2
DEF: 2

Range.

When H.E.R.B.I.E. comes into play, reveal the top card of your deck. If 
you revealed a Fantastic Four character card, put it into your hand. 
Otherwise, put it on the bottom of your deck.

"The little guy helps out Stretch in his lab."

-----
Card Name: Hammerhead
Version: Gangster
Card Number: MSM-075
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 3
DEF: 2

Sinister Syndicate attackers you control get +2 ATK while attacking a 
player directly.

"A modern day gangster, Hammerhead's shattered skull was replaced with 
a special steel alloy."

-----
Card Name: Hank Pym <> Ant Man
Version: Diminutive Hero
Card Number: MAV-010
Recruitment Cost: 1
Team Affiliation: Avengers
ATK: 2
DEF: 1

Flight. Concealed-Optional   

While Hank Pym is visible and team attacking, he gets +2 ATK.

"Alone, I'm not much of a threat. Good thing I brought along some 
friends."

-----
Card Name: Hank Pym <> Giant Man
Version: Towering Titan
Card Number: MAV-008
Recruitment Cost: 5
Team Affiliation: Avengers
ATK: 11
DEF: 8

While you control a team attacker, characters you control cannot be the 
target of plot twist or payment effects your opponents control.

-----
Card Name: Hank Pym <> Goliath
Version: Giant Genius
Card Number: MAV-009
Recruitment Cost: 7
Team Affiliation: Avengers
ATK: 16
DEF: 15

Discard Hank Pym ---> Target Avengers defender you control gains 
reinforcement this attack. Use this power only if Hank Pym is in your 
hand.

-----
Card Name: Hank Pym <> Yellowjacket
Version: Pym Particle Creator
Card Number: MAV-011
Recruitment Cost: 3
Team Affiliation: Avengers
ATK: 4
DEF: 4

Flight. Range. Concealed-Optional 

KO an equipment equipped to Hank Pym ---> Recover target stunned 
character you control.

"Inventor of Pym Particles, which allow their users to alter their 
height, Dr. Pym was also responsible for creating Ultron."

-----
Card Name: Hannibal King
Version: Occult Investigator
Card Number: MMK-014
Recruitment Cost: 2
Team Affiliation: Marvel Knights
ATK: 2
DEF: 2

Flight. Concealed. 

Activate ---> When target character is put into a KO'd pile during the 
combat phase this turn, its controller loses 5 endurance.

"You aren't the only one who's got a vendetta to settle against the 
leeches, Blade."

-----
Card Name: Havok
Version: Alex Summers
Card Number: MOR-011
Recruitment Cost: 3
Team Affiliation: X-Men
ATK: 4
DEF: 4

Range.

Havok comes into play exhausted.  Whenever Havok attacks, he gets +4 
ATK for this attack.

"Havok, Cyclops's younger brother, harnesses solar energy, converting 
it into devastating plasma bolts."

-----
Card Name: Hawkeye
Version: Clinton Barton
Card Number: MAV-012
Recruitment Cost: 4
Team Affiliation: Avengers
ATK: 8
DEF: 5

Range. Reservist.

Activate ---> Stun any number of target characters with total cost 2 or 
less.

"I don't follow the rules, Cap. I make 'em up as I go."

-----
Card Name: Hawkeye
Version: Leader by Example
Card Number: MAV-094
Recruitment Cost: 5
Team Affiliation: Thunderbolts
ATK: 11
DEF: 9

Range. Reservist. 

Leader: Characters adjacent to Hawkeye cannot be stunned while 
attacking a character with a greater cost.

"I'm here to offer you a fresh start, to become the heroes I know you 
can be."

-----
Card Name: Haywire
Version: Harold Danforth
Card Number: MAV-052
Recruitment Cost: 2
Team Affiliation: Squadron Supreme
ATK: 4
DEF: 1

Range. Reservist.

If Haywire would cause breakthrough while attacking a character, 
instead, that character cannot ready this turn.

"Hey! I'm gonna wire your hands to your tonsils for that!"

-----
Card Name: Heinrich Zemo <> Baron Zemo
Version: Baron of Zeulniz
Card Number: MAV-131
Recruitment Cost: 4
Team Affiliation: Masters of Evil
ATK: 7
DEF: 7

Leader: Characters adjacent to Heinrich Zemo get +2 ATK while attacking 
a character with a greater cost.

"I shall bury you where you stand, but not before I see you beg for 
mercy."

-----
Card Name: Helmut Zemo <> Baron Zemo
Version: Uber Enemy
Card Number: MAV-132
Recruitment Cost: 7
Team Affiliation: Masters of Evil
ATK: 15
DEF: 15

Leader: While an attacker is adjacent to Helmut Zemo, defenders lose 
all team affiliations.

"I've had a lifetime to improve upon my father's inventions and 
strategies, you fool! You do not stand a chance!"

-----
Card Name: Helmut Zemo <> Citizen V
Version: Tactician
Card Number: MAV-095
Recruitment Cost: 3
Team Affiliation: Thunderbolts
ATK: 4
DEF: 5

Leader: Ready characters adjacent to Helmut Zemo get +3 ATK.

"Soon we will be able to rid ourselves of this annoying ruse. Did you 
think we would play at being heroes forever?"

-----
Card Name: Helmut Zemo <> Citizen V
Version: Warmonger
Card Number: MAV-096
Recruitment Cost: 6
Team Affiliation: Thunderbolts
ATK: 12
DEF: 13

Leader: Characters adjacent to Helmut Zemo have the Thunderbolts 
affiliation.  Characters adjacent to Helmut Zemo get +2 ATK / +2 DEF 
while attacking an exhausted character.

"It was I who exposed our scheme. You can return to your adoring public 
and be torn limb from limb, or you can become Masters of Evil once 
more!"

-----
Card Name: Hercules
Version: Son of Zeus
Card Number: MAV-013
Recruitment Cost: 7
Team Affiliation: Avengers
ATK: 16
DEF: 16

Loyalty. Reservist. 

Reveal three face-down reservist resources you control ---> Ready 
Hercules. Hercules cannot cause breakthrough while attacking characters 
this turn. Use this power only once per turn.

"Stand aside, mortal, and let me show you what the Son of Zeus can do!"

-----
Card Name: Hitman
Version: Burt Kenyon
Card Number: MAV-217
Recruitment Cost: 5
Team Affiliation: Crime Lords
ATK: 9
DEF: 8

Range.

Activate ---> Stun target character with cost 3 or less. Use this power 
only if Hitman is defending and has reinforcement.

"My going rate is two million, but this one I'll do for free."

-----
Card Name: Hobgoblin
Version: Roderick Kingsley
Card Number: MSM-076
Recruitment Cost: 6
Team Affiliation: Sinister Syndicate
ATK: 13
DEF: 10

Flight. Range. Loyalty. 

When Hobgoblin is put into a KO'd pile from play, you may have each 
player KO a resource he controls.

"Dear, dear Norman . . . if only you could've seen how I'd improve on 
your genius."

-----
Card Name: Hornet
Version: Eddie McDonough
Card Number: MSM-040
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 2
DEF: 2

Flight. Range.

Exhaust a Spider-Friends character you control ---> Target player loses 
1 endurance.

"All it takes to be a super hero is heart, smarts, and a cybernetic 
exoskeleton."

-----
Card Name: Hounds of Ahab
Version: Army
Card Number: MMK-198
Recruitment Cost: 2
Team Affiliation: Sentinel
ATK: 2
DEF: 2

Concealed. 

Whenever Hounds of Ahab attacks a player directly, you may KO target 
stunned character. If you do, Hounds of Ahab cannot cause breakthrough 
this turn.

"Ahab's Hounds are genetically bred to hunt down and kill mutants."

-----
Card Name: Hulk
Version: Gamma Rage
Card Number: MAV-014
Recruitment Cost: 7
Team Affiliation: Avengers
ATK: 17
DEF: 17

Reservist.  

As an additional cost to recruit Hulk, discard an Avengers leader 
character card.  

If Hulk would become stunned, instead, you may pay 7 endurance. If you 
do, exhaust Hulk and put a +1 ATK / +1 DEF counter on him.

"HULK SMASH!!!"

-----
Card Name: Hulk
Version: New Fantastic Four
Card Number: MOR-046
Recruitment Cost: 6
Team Affiliation: Fantastic Four
ATK: 12
DEF: 12

Hulk gets +1 ATK for each face-down resource you control.

"Yes, it's true! For a brief time, the Fantastic Four's roster included 
Wolverine, Ghost Rider, Spider-Man, and the grey-skinned Hulk."

-----
Card Name: Human Torch
Version: Hothead
Card Number: MFF-003
Recruitment Cost: 5
Team Affiliation: Fantastic Four
ATK: 9
DEF: 9

Flight. Range.

Whenever Human Torch attacks or defends, target opponent loses 2 
endurance.

"He takes chances and he's a pain in the keister, but he's the closest 
thing to a little brother a lunk like me ever had."

-----
Card Name: Human Torch
Version: Johnny Storm
Card Number: MOR-047
Recruitment Cost: 2
Team Affiliation: Fantastic Four
ATK: 2
DEF: 2

Flight. Range.

Whenever Human Torch attacks or is attacked, you may pay 4 endurance. 
If you do, he gets +4 ATK for this attack.

"Flame on!"

-----
Card Name: Human Torch
Version: Hotshot
Card Number: MOR-048
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 6
DEF: 5

Flight. Range.

Recruit Human Torch only if you control a Fantastic Four character.  

Activate ---> Target player loses 5 endurance.

"Too hot to handle!"

-----
Card Name: Human Torch
Version: Super Nova
Card Number: MOR-049
Recruitment Cost: 6
Team Affiliation: Fantastic Four
ATK: 11
DEF: 10

Flight. Range.

Recruit Human Torch only if you control a Fantastic Four character.  

Whenever Human Torch attacks or is attacked, you may pay 6 endurance. 
If you do, Human Torch gets +6 ATK and -6 DEF for this attack.

-----
Card Name: Human Torch
Version: Friendly Rival
Card Number: MSM-041
Recruitment Cost: 5
Team Affiliation: Spider-Friends
ATK: 8
DEF: 9

Flight. Range.

Whenever Human Torch attacks or is attacked, you may pay 3 endurance. 
If you do, Human Torch gets +X ATK this attack, where X is the number 
of other non-stunned Spider-Friends characters you control.

-----
Card Name: Hydro-Man
Version: Morris Bench
Card Number: MSM-077
Recruitment Cost: 5
Team Affiliation: Sinister Syndicate
ATK: 7
DEF: 7

Whenever Hydro-Man becomes stunned, at the start of the recovery phase, 
recover him.

"Immune to physical harm, his few defeats at the hands of Spider-Man 
were caused by his own evaporation."

-----
Card Name: Hyperion
Version: Mark Milton
Card Number: MAV-053
Recruitment Cost: 6
Team Affiliation: Squadron Supreme
ATK: 13
DEF: 12

Flight. Range.

Leader: Characters adjacent to Hyperion have the Squadron Supreme 
affiliation.  Characters adjacent to Hyperion cannot be stunned while 
attacking a character with reinforcement.

"Curbing our power hasn't worked. Maybe it's time we all began living 
up to our potential."

-----
Card Name: Hyperion
Version: Sun God
Card Number: MAV-054
Recruitment Cost: 8
Team Affiliation: Squadron Supreme
ATK: 20
DEF: 20

Flight. Range.

Recruit Hyperion only if you have no other cards in hand.  Hyperion 
cannot be stunned while attacking.  Hyperion has invulnerability while 
defending.

"We will save the Earth . . . you are either with us or against us."

-----
Card Name: Iceman
Version: Bobby Drake
Card Number: MOR-012
Recruitment Cost: 3
Team Affiliation: X-Men
ATK: 3
DEF: 4

Pay 3 endurance ---> Target attacker with a cost of 3 or less does not 
ready during the recovery phase this turn. Use this power only once per 
turn.

"The Iceman cometh!"

-----
Card Name: Iceman
Version: Cool Customer
Card Number: MSM-042
Recruitment Cost: 6
Team Affiliation: Spider-Friends
ATK: 12
DEF: 12

Range.

At the start of the recovery phase, each opponent who has three or more 
cards in his hand discards cards until he has two cards in his hand.

"Looks like you could use a cold shower."

-----
Card Name: Inertia
Version: Edith Freiberg
Card Number: MAV-055
Recruitment Cost: 3
Team Affiliation: Squadron Supreme
ATK: 5
DEF: 3

Range. Reservist  

Discard a card ---> The controller of target character moves it to a 
different position. Use this power only once per turn.

"All I have to do is use your own momentum against you."

-----
Card Name: Invisible Woman
Version: Protector
Card Number: MFF-004
Recruitment Cost: 3
Team Affiliation: Fantastic Four
ATK: 4
DEF: 4

Invisible Woman has reinforcement while defending.

"Reed might lead the team, but Suzie's what holds it together."

-----
Card Name: Invisible Woman
Version: The Invisible Girl
Card Number: MOR-050
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 1
DEF: 1

When Invisible Woman comes into play, put an invisibility counter on 
her.  Whenever Invisible Woman is attacked, you may remove an 
invisibility counter from her. If you do, negate that attack effect. 
(The attacker does not ready.)

"You can't hit what you can't see!"

-----
Card Name: Invisible Woman
Version: Sue Storm
Card Number: MOR-051
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 6
DEF: 8

Fantastic Four characters you control are reinforced.

-----
Card Name: Invisible Woman
Version: Sue Richards
Card Number: MOR-052
Recruitment Cost: 8
Team Affiliation: Fantastic Four
ATK: 16
DEF: 17

Flight. Range.

Activate, pay 6 endurance ---> Fantastic Four defending characters you 
control cannot be stunned this turn.

"Fiercely loyal with a strong maternal instinct, Sue will fight until 
her last breath for those she loves."

-----
Card Name: Iron Fist
Version: Danny Rand
Card Number: MMK-015
Recruitment Cost: 2
Team Affiliation: Marvel Knights
ATK: 3
DEF: 2

Concealed. 

When Iron Fist comes into play, if you control a character named Luke 
Cage, put three +1 ATK / +1 DEF counters on Iron Fist.

"Though he's been an orphan, millionaire, and Hero for Hire, Danny Rand 
will always be the Champion of K'un L'un."

-----
Card Name: Iron Fist
Version: Living Weapon
Card Number: MMK-016
Recruitment Cost: 5
Team Affiliation: Marvel Knights
ATK: 9
DEF: 8

Pay 2 endurance ---> Iron Fist can be the target of plot twists you 
control as though he had all team affiliations this turn.

"I can put this fist through steel, punk. What makes you think I can't 
put it straight through you?"

-----
Card Name: Iron Man
Version: Invincible
Card Number: MAV-015
Recruitment Cost: 6
Team Affiliation: Avengers
ATK: 12
DEF: 12

Flight. Range.

While Iron Man is equipped, he gets +1 ATK / +1 DEF.  

While Iron Man is equipped and attacking, he cannot be stunned.

"CEO of Stark Enterprises, Tony uses his personal fortune to fund the 
Avengers."

-----
Card Name: Iron Man
Version: Tony Stark
Card Number: MAV-016
Recruitment Cost: 4
Team Affiliation: Avengers
ATK: 7
DEF: 7

Flight. Range.

Leader: Avengers characters adjacent to Iron Man have flight and range 
and get +1 ATK / +1 DEF.

"We are no longer five disparate heroes . . . from this moment on, we 
are Avengers."

-----
Card Name: Iron Man <> Cobalt Man
Version: Avenger in Disguise
Card Number: MAV-097
Recruitment Cost: 4
Team Affiliation: Thunderbolts
ATK: 11
DEF: 7

Loyalty.  

Recruit Iron Man only if you control an Avengers character.  

Iron Man has invulnerability while attacking.  

Boost 1: When Iron Man comes into play, he gets +3 ATK this turn.

"Iron Man to Avengers. They bought it. I'm in."

-----
Card Name: J. Jonah Jameson
Version: Sensationalist
Card Number: MSM-141
Recruitment Cost: 1
Team Affiliation: Unaffiliated
ATK: 1
DEF: 1

If you win the game, you choose who starts with the initiative the next 
time you play against the same opponent or opponents.  <<NOTE: This 
power can not be used in this game>>

"I can see the headlines now . . . 'Heroic Publisher Squashes Spider-
Man!'"

-----
Card Name: Jackal
Version: Dr. Miles Warren
Card Number: MSM-078
Recruitment Cost: 4
Team Affiliation: Sinister Syndicate
ATK: 6
DEF: 6

Activate ---> Put a Sinister Syndicate character card with a cost of 3 
or less from your hand into your support row exhausted. Use this power 
only during the recovery phase.

"To destroy Spider-Man, Jackal created a series of Spider-Clones."

-----
Card Name: Jaime Ortiz <> Damage
Version: Cybernetic Enforcer
Card Number: MMK-098
Recruitment Cost: 6
Team Affiliation: Crime Lords
ATK: 11
DEF: 13

Range.

Stun a Crime Lords defender you control ---> Remove all defenders from 
this attack. Jaime Ortiz becomes the defender this attack.

"The Punisher broke him. The Kingpin re-built him and gave him his 
enemy's face."

-----
Card Name: Jarvis
Version: Honorary Avenger
Card Number: MAV-017
Recruitment Cost: 1
Team Affiliation: Avengers
ATK: 1
DEF: 1

Whenever Jarvis becomes a defender, you may return him to his owner's 
hand. If you do, search your deck for an Avengers character card, 
reveal it, put it into your hand, and shuffle your deck.

"This man is an Avenger, Cap said, "And anyone who thinks differently 
will answer to me.

-----
Card Name: Jean Grey
Version: Marvel Girl
Card Number: MOR-013
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 6
DEF: 8

Activate ---> KO a resource you control. Put the top card of your deck 
face down into your resource row.

-----
Card Name: Jean Grey
Version: Phoenix Force
Card Number: MOR-014
Recruitment Cost: 8
Team Affiliation: X-Men
ATK: 17
DEF: 18

Flight. Range.

Recruit Jean Grey only if you have a card named Jean Grey in your KO'd 
pile.  

Activate, KO Jean Grey ---> Return all characters in play to their 
owners' hands.

"I am fire! And life incarnate! Now and forever - I am Phoenix!"

-----
Card Name: Jessica Drew <> Spider-Woman
Version: Venom Blast
Card Number: MSM-043
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 3
DEF: 2

Range. Evasion.

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

"Stricken with radiation poisoning, Jessica's father injected her with 
an experimental serum of spider's blood."

-----
Card Name: Jester
Version: Jonathan Powers
Card Number: MMK-099
Recruitment Cost: 4
Team Affiliation: Crime Lords
ATK: 7
DEF: 6

Range.

Pay 3 endurance ---> Transfer target equipment to an unequipped 
character you control. Use this power only once per turn. (You may 
target an equipment an opponent controls.)

"What's the matter, Horn-Head? Can't take a joke?"

-----
Card Name: Jigsaw
Version: Billy Russo
Card Number: MMK-100
Recruitment Cost: 5
Team Affiliation: Crime Lords
ATK: 8
DEF: 8

Range.

Discard a Crime Lords character card ---> Target character you control 
gets +1 ATK and +1 DEF this attack.

"I'm not gonna kill the Punisher. I'm gonna make him wish he was dead."

-----
Card Name: John Proudstar <> Thunderbird
Version: Apache Warrior
Card Number: MSM-105
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 9
DEF: 8

Whenever John Proudstar becomes stunned, at the start of the recovery 
phase, if he is stunned, KO him.

"Desperate to prove his worth, Thunderbird lost his life on only his 
second mission."

-----
Card Name: Jolt
Version: Helen Takahama
Card Number: MAV-098
Recruitment Cost: 4
Team Affiliation: Thunderbolts
ATK: 7
DEF: 6

Reservist.

Jolt gets +1 ATK for each ready character you control.

"I believe in the Thunderbolts! Why can't you believe in yourselves?"

-----
Card Name: Joystick
Version: Janice Yanizesh
Card Number: MAV-099
Recruitment Cost: 1
Team Affiliation: Thunderbolts
ATK: 5
DEF: 5

Range.

Joystick gets -1 ATK / -1 DEF for each card in your hand.

-----
Card Name: Juggernaut
Version: Cain Marko
Card Number: MOR-165
Recruitment Cost: 7
Team Affiliation: Unaffiliated
ATK: 17
DEF: 17

While Juggernaut is attacking a support row character, the defender is 
not and cannot be reinforced.  Whenever Juggernaut attacks, he does not 
ready during the recovery phase this turn.

"Nothing can stop the Juggernaut!"

-----
Card Name: Julia Carpenter <> Spider-Woman
Version: Web Weaver
Card Number: MSM-044
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 7
DEF: 7

Evasion. 

Activate, discard two Spider-Friends character cards from your hand ---
> Target character cannot attack this turn unless it team attacks. Use 
this power only during the build phase.

-----
Card Name: Kaine
Version: Imperfect Clone
Card Number: MSM-079
Recruitment Cost: 6
Team Affiliation: Sinister Syndicate
ATK: 12
DEF: 12

While you control another Spider-Friends character, Kaine has the 
Spider-Friends team affiliation.  

Whenever Kaine stuns a Sinister Syndicate defender, KO that character.

"A flawed copy of Spider-Man, Kaine is obsessed with destroying his 
progenitor."

-----
Card Name: Kang
Version: Earth Mesozoic-24
Card Number: MAV-167
Recruitment Cost: 4
Team Affiliation: Kang Council
ATK: 10
DEF: 10

Range.

Kang is not unique.  

If Kang would come into play during your recruit step, instead, remove 
him from the game. At the start of the recovery phase this turn, put 
Kang into your front row.

"I am not human? Phah! As if being human was desirable! I am KANG! And 
that is better than being human!"

-----
Card Name: Kang
Version: Immortus
Card Number: MAV-168
Recruitment Cost: 8
Team Affiliation: Kang Council
ATK: 20
DEF: 19

Range.

Kang is not unique.  

Remove Kang and two other cards in your hand from the game ---> Negate 
target non-ongoing plot twist effect. Use this power only if you 
control a character named Kang and only if Kang is in your hand.

"It is I who guards and preserves the time stream. Your meddling only 
hastens your doom!"

-----
Card Name: Kang
Version: Kang Cobra
Card Number: MAV-169
Recruitment Cost: 3
Team Affiliation: Kang Council
ATK: 4
DEF: 3

Range.  Concealed. 

Kang is not unique.  

Characters your opponents control cannot become powered-up.

"You thought you were the Master of Time and Kang would consent to be a 
mere warlord in your court . . . but Kang is the Master here and you 
are only his pawn!"

-----
Card Name: Kang
Version: Kang Kong
Card Number: MAV-170
Recruitment Cost: 2
Team Affiliation: Kang Council
ATK: 2
DEF: 2

Range.

Kang is not unique.  

When Kang comes into play, you may reveal a Kang Council character card 
in your hand or resource row and remove Kang from the game. If you do, 
search your deck for a card, put it into your hand, and shuffle your 
deck.

-----
Card Name: Kang
Version: The Conqueror
Card Number: MAV-171
Recruitment Cost: 5
Team Affiliation: Kang Council
ATK: 10
DEF: 9

Range. Loyalty  

Kang is not unique.  

At the start of the combat phase, if you control 6 or fewer resources, 
move Kang to your hidden area, exhaust him, and exhaust target 
character with cost 5 or less. At the start of the recovery phase, move 
Kang to your visibl

"Now and in all the future, as in all my past, Kang shall have but one 
goal: CONQUEST!"

-----
Card Name: Kang
Version: Kang Ransom
Card Number: MAV-172
Recruitment Cost: 3
Team Affiliation: Kang Council
ATK: 5
DEF: 5

Range.

Kang is not unique.  

At the start of the combat phase, if you control 3 or fewer resources, 
move Kang to your hidden area, exhaust him, and replace target 
resource. At the start of the recovery phase, move Kang to your visible 
area.

-----
Card Name: Kang
Version: Lord Kang
Card Number: MAV-173
Recruitment Cost: 6
Team Affiliation: Kang Council
ATK: 12
DEF: 12

 Range.

Kang is not unique.  

Leader: Whenever an attacker adjacent to Kang becomes powered-up, that 
attacker cannot be stunned this attack.

"History will record this upheaval as the first step toward a new era. 
The Age of Kang!"

-----
Card Name: Kang
Version: Lord of Limbo
Card Number: MAV-174
Recruitment Cost: 7
Team Affiliation: Kang Council
ATK: 15
DEF: 15

Range.

Kang is not unique.  

At the start of the combat phase, the controller of target visible 
character moves it to his hidden area.

"It will be centuries before men from your age will see the wonders 
which are commonplace to Kang!"

-----
Card Name: Kang
Version: Master of Time
Card Number: MAV-175
Recruitment Cost: 4
Team Affiliation: Kang Council
ATK: 6
DEF: 6

Range. Concealed  

Kang is not unique.  

At the start of the combat phase, discard a card.  At the start of the 
recovery phase, draw two cards.

"The final result is already written! And, not your speed, not all your 
trickery, can change a word of it!"

-----
Card Name: Kang
Version: Ultimate Kang
Card Number: MAV-176
Recruitment Cost: 5
Team Affiliation: Kang Council
ATK: 9
DEF: 9

Range.

Kang is not unique.  

Activate, stun another character named Kang you control ---> Remove all 
attackers from this attack. Use this power only if Kang is defending.

"Warlord of Time, Kang's greatest enemy, his most worthy opponent, is 
often another incarnation of himself."

-----
Card Name: Kang
Version: Rama Tut
Card Number: MAV-177
Recruitment Cost: 1
Team Affiliation: Kang Council
ATK: 1
DEF: 1

Range. Concealed  

Kang is not unique.  

Return Kang to his owner's hand ---> Target Kang Council attacker or 
defender you control gets +1 ATK / +1 DEF this attack.

"Cease your struggles, Kang! Accept the fact that I am what you will 
become!"

-----
Card Name: Kang's Guards
Version: Army
Card Number: MAV-178
Recruitment Cost: 1
Team Affiliation: Kang Council
ATK: 2
DEF: 1

Range.

Activate, KO Kang's Guards ---> Target character named Kang you control 
has invulnerability while defending this turn.

"We hear and obey, Lord Kang!"

-----
Card Name: Karla Sofen <> Meteorite
Version: Celestial Power
Card Number: MAV-100
Recruitment Cost: 4
Team Affiliation: Thunderbolts
ATK: 5
DEF: 4

Flight. Range.

As an additional cost to recruit Karla Sofen, reveal a Thunderbolts 
character card in your hand or resource row.  

Karla Sofen gets +1 ATK / +1 DEF for each face-up resource you control.

"I'm not in this hero business to save the world. I'm in it for me."

-----
Card Name: Karla Sofen <> Meteorite
Version: Twin Moonstones
Card Number: MAV-101
Recruitment Cost: 8
Team Affiliation: Thunderbolts
ATK: 23
DEF: 23

Flight. Range. Loyalty  

While you have 1 or more endurance, your opponents cannot lose the game 
and you cannot win the game.

"With the power of two moonstones at her command, not even the 
Thunderbolts and Avengers combined could stop her."

-----
Card Name: Karla Sofen <> Moonstone
Version: Master Manipulator
Card Number: MAV-133
Recruitment Cost: 6
Team Affiliation: Masters of Evil
ATK: 12
DEF: 12

Flight. Range.

At the start of the combat phase, the controller of target character 
moves it to his front row.

"For all their power, the Avengers will fall before our superior 
numbers!"

-----
Card Name: Kingpin
Version: The Kingpin of Crime
Card Number: MMK-101
Recruitment Cost: 7
Team Affiliation: Crime Lords
ATK: 15
DEF: 13

Concealed. 

While Kingpin is ready, Crime Lords characters you control get +2 ATK.  

Activate ---> Move Kingpin to your visible area. Use this power only if 
you control no visible characters or if all of

-----
Card Name: Kingpin
Version: Wilson Fisk
Card Number: MMK-102
Recruitment Cost: 3
Team Affiliation: Crime Lords
ATK: 5
DEF: 3

While a Crime Lords defender you control has reinforcement, it gets +2 
DEF.  

Boost 1: When Kingpin comes into play, you may distribute two +1 ATK / 
+1 DEF counters as you choose among any number of Crime Lords 
characters you control.

"I know how to destroy a man. Take away everything he loves, everything 
he believes in. Then, leave him to destroy himself."

-----
Card Name: Kingpin
Version: Crime Boss
Card Number: MSM-080
Recruitment Cost: 6
Team Affiliation: Sinister Syndicate
ATK: 7
DEF: 7

Kingpin gets +1 ATK and +1 DEF for each other Sinister Syndicate 
character you control. 

Exhaust a location you control ---> Target Sinister Syndicate character 
you control gets +1 ATK and +1 DEF this attack.

-----
Card Name: Kirigi
Version: Master Assassin
Card Number: MMK-103
Recruitment Cost: 6
Team Affiliation: Crime Lords
ATK: 12
DEF: 11

Loyalty. 

Whenever Kirigi becomes the target of a non-ongoing plot twist, he gets 
+2 ATK this turn.  

Pay 5 endurance ---> Characters you control can attack hidden 
characters this turn.

"His name is a legend that has been whispered by the dying and the 
doomed."

-----
Card Name: Klaw
Version: Ulysses Klaw
Card Number: MAV-134
Recruitment Cost: 5
Team Affiliation: Masters of Evil
ATK: 9
DEF: 10

Range.

Pay 3 endurance ---> KO target stunned character. Use this power only 
once per turn and only if Klaw has caused breakthrough this turn.

-----
Card Name: Kraven the Hunter
Version: Sergei Kravinoff
Card Number: MSM-018
Recruitment Cost: 4
Team Affiliation: Sinister Syndicate
ATK: 6
DEF: 6

At the start of the combat phase, you may choose a character name.  
Kraven the Hunter gets +4 ATK while attacking a character with that 
name this turn.

"To regain a sense of his lost nobility, Kraven hunts the most 
dangerous game of all."

-----
Card Name: Kristoff Von Doom
Version: Ticking Time Bomb
Card Number: MFF-017
Recruitment Cost: 1
Team Affiliation: Doom
ATK: 2
DEF: 1

"The most rotten, despicable thing that creep's ever done was 
hypnotizing this kid into thinking he was Doom."

-----
Card Name: Kristoff Von Doom
Version: The Boy Who Would Be Doom
Card Number: MOR-115
Recruitment Cost: 2
Team Affiliation: Doom
ATK: 1
DEF: 2

You are considered to control Dr. Doom.  

Army Doom characters you control get +1 ATK and +1 DEF.

-----
Card Name: La Nuit
Version: Pierre Truffaut
Card Number: MMK-057
Recruitment Cost: 4
Team Affiliation: X-Statix
ATK: 6
DEF: 9

While La Nuit is in the front row, support row characters you control 
get +1 DEF.

"Darkness is a cloak that hides a deeper danger."

-----
Card Name: Lacuna
Version: Media Darling
Card Number: MMK-209
Recruitment Cost: 2
Team Affiliation: Unaffiliated
ATK: 2
DEF: 2

While in play or in your deck, hand, or KO'd pile, Lacuna has the team 
affiliations of each character you control.  

Activate ---> KO a resource you control. If you do, search your deck 
for a card named Marvel Team-Up, reveal it, and put it face down into 
your resource row. Shuffle your deck and discard a card.

"For someone who can move between moments, she sure likes standing in 
the spotlight."

-----
Card Name: Lady Deathstrike
Version: Yuriko Oyama
Card Number: MOR-166
Recruitment Cost: 5
Team Affiliation: Unaffiliated
ATK: 8
DEF: 8

Whenever Lady Deathstrike attacks a character with a cost of 6 or more 
or is attacked by a character with a cost of 6 or more, she gets +5 ATK 
and +5 DEF for this attack.

"Donald Pierce made her a cyborg. Her need for revenge made her a 
monster."

-----
Card Name: Lady Lark
Version: Linda Lewis
Card Number: MAV-056
Recruitment Cost: 3
Team Affiliation: Squadron Supreme
ATK: 7
DEF: 4

Range. Reservist.  

Whenever Lady Lark becomes stunned, you lose endurance equal to the 
number of cards in your hand. (This is in addition to the normal stun 
endurance loss.)

"It's time to turn up the volume!"

-----
Card Name: Lady Punisher
Version: Lynn Michaels
Card Number: MAV-213
Recruitment Cost: 4
Team Affiliation: Marvel Knights
ATK: 7
DEF: 5

Range. Reservist  

At the start of the recovery phase, you may KO target stunned 
character.

"For a time, it was believed that Frank Castle had fallen in battle. In 
his absence, others arose to fight injustice and deal out punishment."

-----
Card Name: Lamprey
Version: Donald McQuiggan
Card Number: MAV-057
Recruitment Cost: 3
Team Affiliation: Squadron Supreme
ATK: 5
DEF: 4

Flight. 

If Lamprey would cause breakthrough while attacking a character, 
instead, put a +1 ATK / +1 DEF counter on Lamprey.

"You might be stronger and faster, but once I get my hands on you, 
that's all gonna change."

-----
Card Name: Lilith
Version: Daughter of Dracula
Card Number: MMK-144
Recruitment Cost: 1
Team Affiliation: Underworld
ATK: 0
DEF: 1

Flight. 

KO Lilith, reveal an Underworld character card from your hand ---> Move 
target character with cost 1 or less to your front row. Use this power 
only during the combat phase.

-----
Card Name: Lizard
Version: Dr. Curtis Connors
Card Number: MSM-019
Recruitment Cost: 3
Team Affiliation: Sinister Syndicate
ATK: 3
DEF: 4

Pay 4 endurance ---> Lizard gets +2 DEF this attack.

"My skin is as hard as armor, and my muscles are equally strong!"

-----
Card Name: Lockjaw
Version: Inhuman
Card Number: MMK-194
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 7
DEF: 7

Flight. Range.

Activate ---> Exchange the position of Lockjaw and a Fantastic Four 
character you control if they are both in the same area.

"Crystal's faithful companion has saved the Fantastic Four more times 
than even Reed Richards can count."

-----
Card Name: Longshot
Version: Rebel Freedom Fighter
Card Number: MOR-015
Recruitment Cost: 1
Team Affiliation: X-Men
ATK: 2
DEF: 1

Activate ---> Name two different cards. Reveal the top four cards of 
your deck. If both of the named cards are revealed, put all copies of 
the named cards into your hand. Put all remaining cards on the bottom 
of your deck in any order.

"If Mojo wants a show, I'll give him a blockbuster."

-----
Card Name: Lorelei
Version: Savage Land Mutate
Card Number: MOR-079
Recruitment Cost: 1
Team Affiliation: Brotherhood
ATK: 1
DEF: 1

While attacking Lorelei, characters get -2 ATK.

"Lorelei's hypersonic song can paralyze an attacker."

-----
Card Name: Luke Cage
Version: Reserve Member
Card Number: MFF-005
Recruitment Cost: 3
Team Affiliation: Fantastic Four
ATK: 5
DEF: 3

When Luke Cage comes into play, draw a card.

"I needed a vacation, but the team needed a hero. And well, Luke Cage 
was for hire . . ."

-----
Card Name: Luke Cage
Version: Power Man
Card Number: MMK-017
Recruitment Cost: 6
Team Affiliation: Marvel Knights
ATK: 14
DEF: 12

Luke Cage has the team affiliations of each other character you 
control. (This is in addition to his other affiliations.)

"You got a Galactus? Call the Avengers. But, if you need a street-smart 
brother with skin of steel, you know who to call."

-----
Card Name: Luke Cage
Version: Street Enforcer
Card Number: MMK-018
Recruitment Cost: 4
Team Affiliation: Marvel Knights
ATK: 8
DEF: 7

Concealed. 

Pay 3 endurance ---> Luke Cage can attack hidden characters this turn.  
Whenever a character an opponent controls is put into a KO'd pile 
during the combat phase, draw a card.

-----
Card Name: Luke Cage
Version: Hero for Hire
Card Number: MOR-053
Recruitment Cost: 2
Team Affiliation: Fantastic Four
ATK: 3
DEF: 2

Discard a Fantastic Four character card from your hand ---> Luke Cage 
gets +2 ATK and +2 DEF this turn. Use this power only once per turn.

"He's your man... if the price is right."

-----
Card Name: Lyja
Version: The Lazerfist
Card Number: MSM-139
Recruitment Cost: 3
Team Affiliation: Skrull
ATK: 4
DEF: 3

Range.

While you control another Fantastic Four character, Lyja has the 
Fantastic Four team affiliation.  

KO Lyja ---> Recover target stunned Fantastic Four character you 
control.

"After assuming the identity of Alicia Masters, Lyja fell in love with 
Johnny Storm, eventually sacrificing herself to save him."

-----
Card Name: Macrobots
Version: Army
Card Number: MAV-179
Recruitment Cost: 2
Team Affiliation: Kang Council
ATK: 2
DEF: 3

Range.

Exhaust another character you control ---> Macrobots gets +1 ATK / +1 
DEF this turn.

"Trapped within the cold machinery of Kang's robot minions is a living 
soul."

-----
Card Name: Madame Web
Version: Cassandra Webb
Card Number: MSM-003
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 3
DEF: 1

Whenever a Spider-Friends character you control uses an activated 
power, gain 2 endurance.  

Activate ---> Look at the top two cards of target player's deck. You 
may put those cards into that player's KO'd pile or return them to the 
top of his deck in any

"The webs of destiny are tangled, but a champion will arise."

-----
Card Name: Magneto
Version: Eric Lehnsherr
Card Number: MOR-080
Recruitment Cost: 5
Team Affiliation: Brotherhood
ATK: 9
DEF: 9

Flight. Range.

At the start of your attack step, if you control another Brotherhood 
character, you may exhaust target character with a cost of 4 or less.

"A new generation is being born and with it must come a new order."

-----
Card Name: Magneto
Version: Master of Magnetism
Card Number: MOR-081
Recruitment Cost: 7
Team Affiliation: Brotherhood
ATK: 16
DEF: 16

Flight. Range.

Stunned characters your opponents control cannot be recovered.

"My apologies children, for I am afraid I cannot save you all."

-----
Card Name: Magneto
Version: Lord Magnus
Card Number: MOR-082
Recruitment Cost: 8
Team Affiliation: Brotherhood
ATK: 18
DEF: 18

Flight. Range.

Recruit Magneto only if you control a Brotherhood character. At the 
start of your attack step, exhaust all characters target player 
controls.

"I am many things. A mutant, master of magnetism and an avowed enemy of 
humankind. But a murderer, a slayer of innocents? Never!"

-----
Card Name: Mammomax
Version: Elephant Boy
Card Number: MAV-206
Recruitment Cost: 3
Team Affiliation: Brotherhood
ATK: 7
DEF: 4

Whenever you recruit a character with cost 5 or greater, exhaust 
Mammomax.

"Not one of the "pretty" mutants, Mammomax recently stampeded onto the 
scene when Exodus reformed the Brotherhood."

-----
Card Name: Man-Wolf
Version: John Jameson
Card Number: MSM-081
Recruitment Cost: 3
Team Affiliation: Sinister Syndicate
ATK: 3
DEF: 4

Man-Wolf gets +3 ATK while you control the initiative.  

Boost 2: When Man-Wolf comes into play, he gets +X ATK this turn, where 
X is the number of resources you control.

"Awroooooo!"

-----
Card Name: Marcus Daniels <> Blackout
Version: Darkbringer
Card Number: MAV-135
Recruitment Cost: 3
Team Affiliation: Masters of Evil
ATK: 4
DEF: 5

Reservist, Concealed-Optional. 

Pay 1 resource point ---> Masters of Evil characters with cost 4 or 
less you control have reinforcement this turn. Use this power only if 
Marcus Daniels is visible.



-----
Card Name: Marie Laveau
Version: Voodoo Priestess
Card Number: MMK-145
Recruitment Cost: 3
Team Affiliation: Underworld
ATK: 3
DEF: 5

Range.

Pay 2 endurance ---> Move each of your characters.

"Yours is a dark destiny, Blaze. One even I fear to look upon."

-----
Card Name: Mark II, Number II
Version: Leader Unit
Card Number: MSM-132
Recruitment Cost: 3
Team Affiliation: Sentinel
ATK: 4
DEF: 4

Flight. Range.

Sentinel characters you control cannot be stunned or KO'd by non-
ongoing plot twist effects your opponents control.

"Tricked by Cyclops, Number II led the Sentinels on a deadly mission to 
destroy the sun."

-----
Card Name: Mary Jane Watson
Version: MJ
Card Number: MSM-045
Recruitment Cost: 1
Team Affiliation: Spider-Friends
ATK: 1
DEF: 1

   

Protected Spider-Friends defenders you control have reinforcement.  

Whenever one or more Spider-Friends team attackers you control stun a 
defender, draw a card.

"Face it tiger, you just hit the jackpot."

-----
Card Name: Masked Marauder
Version: Frank Farnum
Card Number: MMK-104
Recruitment Cost: 4
Team Affiliation: Crime Lords
ATK: 7
DEF: 7

Range.

Whenever Masked Marauder becomes stunned, KO him if you don't control 
another Crime Lords character.  

Pay 3 endurance ---> Exhaust target character. Use this power only 
during your attack step.

-----
Card Name: Master Mold
Version: Sentinel Supreme
Card Number: MOR-139
Recruitment Cost: 6
Team Affiliation: Sentinel
ATK: 10
DEF: 14

Range.

Master Mold cannot attack.  

Your army Sentinel characters get +2 ATK.  

Activate ---> Put an army Sentinel character card from your hand into 
your front row or support row. Use this power only during your recruit 
step.

-----
Card Name: Mastermind
Version: Jason Wyngarde
Card Number: MOR-083
Recruitment Cost: 1
Team Affiliation: Brotherhood
ATK: 1
DEF: 1

Activate ---> Target character with a cost of 3 or less attacking 
Mastermind does not ready during the recovery phase this turn.

"I will make your nightmares come true."

-----
Card Name: Mattie Franklin <> Spider-Woman
Version: Gift of Power
Card Number: MSM-046
Recruitment Cost: 6
Team Affiliation: Spider-Friends
ATK: 11
DEF: 11

Flight. Range.

Whenever Mattie Franklin attacks or is attacked, reveal any number of 
face-down resources you control. Mattie Franklin gets +1 ATK and +1 DEF 
this attack for each Spider-Friends character card you revealed this 
way. Then KO all Spider-Friends character cards you revealed, and put 
the top card of your deck into your resource row for each card KO'd 
this way.

-----
Card Name: Medusa
Version: Medusalith Amaquelin
Card Number: MFF-006
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 7
DEF: 6
 

Whenever a character attacks Medusa, that character cannot ready this 
turn.

"She's a bad girl gone good, even fillin' in for Suzie every once in a 
while."

-----
Card Name: Medusa
Version: Inhuman
Card Number: MOR-054
Recruitment Cost: 3
Team Affiliation: Fantastic Four
ATK: 3
DEF: 4

Whenever Medusa is attacked, you may exhaust target character.

"Bride of Black Bolt, Medusa is Queen of the Inhumans."

-----
Card Name: Melissa Gold <> Screaming Mimi
Version: Mimi Schwartz
Card Number: MAV-136
Recruitment Cost: 2
Team Affiliation: Masters of Evil
ATK: 3
DEF: 2

Range.

Pay 1 resource point ---> Target opponent loses 1 endurance for each 
non-Army character you control. Use this power only once per turn.

"AIEEEEEEEEEEEEEEEEEEE!"

-----
Card Name: Melissa Gold <> Songbird
Version: Heroine Unbound
Card Number: MAV-102
Recruitment Cost: 6
Team Affiliation: Thunderbolts
ATK: 13
DEF: 12

Flight. Range.

Whenever Melissa Gold attacks, you may ready her. If you do, she cannot 
attack this turn and you cannot use her activated powers this turn.

"I don't have to pretend anymore. I don't have to hide. I'm a 
Thunderbolt, and that's all that matters."

-----
Card Name: Melissa Gold <> Songbird
Version: Sonic Carapace
Card Number: MAV-103
Recruitment Cost: 2
Team Affiliation: Thunderbolts
ATK: 6
DEF: 3

Flight. Range.

At the start of the build phase, target opponent may turn a face-up 
resource he controls face down.

"You really think I'm a hero? I guess I can try."

-----
Card Name: Melter
Version: Bruno Horgan
Card Number: MAV-137
Recruitment Cost: 2
Team Affiliation: Masters of Evil
ATK: 4
DEF: 1

Range.

Activate ---> KO target stunned character with cost 5 or greater.

"Your invincible armor is no match for me, iron-clad fool!"

-----
Card Name: Mendel Stromm
Version: Robot Master
Card Number: MMK-206
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 2
DEF: 1

KO Mendel Stromm ---> Put a +1 ATK / +1 DEF counter on target Sinister 
Syndicate character you control.

"I'm going to finish what Osborn started . . . and that means killing 
you, Parker."

-----
Card Name: Mephisto
Version: Father of Lies
Card Number: MMK-146
Recruitment Cost: 8
Team Affiliation: Underworld
ATK: 15
DEF: 20

Flight. Range.

Recruit Mephisto only if you have three or more Underworld character 
cards in your KO'd pile.  

You cannot lose the game.  At the start of your attack step, KO three 
characters you control.

"Who dares summon Mephisto?"

-----
Card Name: Mephisto
Version: Soulstealer
Card Number: MMK-147
Recruitment Cost: 5
Team Affiliation: Underworld
ATK: 5
DEF: 8

Flight. Range. Concealed. 

Reveal an Underworld character card from your hand ---> Remove any 
number of target character cards in a KO'd pile from the game. Mephisto 
gets +1 ATK this turn for each card you removed this way.

"His sons have inherited his taste for treachery."

-----
Card Name: Micro-Chip
Version: Linus Lieberman
Card Number: MMK-019
Recruitment Cost: 1
Team Affiliation: Marvel Knights
ATK: 1
DEF: 1

Activate, remove Micro-Chip from the game ---> Turn a face-up plot 
twist with cost of 1 or less you control face down.

"You can't fight crime with just brute force, Frank. You need 
intelligence, too."

-----
Card Name: Mikado and Mosha
Version: Angels of Destruction
Card Number: MMK-020
Recruitment Cost: 1
Team Affiliation: Marvel Knights
ATK: 1
DEF: 1

Discard Mikado and Mosha ---> Stun target character with cost of 1 or 
less. Use this power only during the combat phase and only while Mikado 
and Mosha is in your hand.

-----
Card Name: Mimic
Version: Calvin Rankin
Card Number: MSM-119
Recruitment Cost: 6
Team Affiliation: Brotherhood
ATK: 12
DEF: 12

While another character has flight, Mimic has flight.  

While another character has range, Mimic has range.  

At the start of the combat phase, Mimic gains target character's 
activated powers this turn. (If any of the powers use that character's 
name, use this character's name instead.)

-----
Card Name: Moira MacTaggert
Version: World-Renowned Geneticist
Card Number: MOR-016
Recruitment Cost: 1
Team Affiliation: X-Men
ATK: 1
DEF: 1

Activate ---> Recover target stunned X-Men character. Put Moira 
MacTaggert on the bottom of your deck. Use this power only during the 
recovery phase.

"A lifelong love of Professor X, Moira gave her life curing the Legacy 
Virus."

-----
Card Name: Mojo
Version: Ruler of Mojoworld
Card Number: MOR-167
Recruitment Cost: 4
Team Affiliation: Unaffiliated
ATK: 5
DEF: 7

Mojo gets +3 ATK for each other character without a team affiliation 
you control.

"And that, ladies and gentleviewers, is a wrap.

-----
Card Name: Mole Man
Version: Leader of the Moloids
Card Number: MSM-142
Recruitment Cost: 2
Team Affiliation: Unaffiliated
ATK: 2
DEF: 2

Mole Man gets +1 ATK and +1 DEF for each ongoing plot twist you 
control.

"The First Family's first foe."

-----
Card Name: Monica Rambeau <> Captain Marvel
Version: Lady of Light
Card Number: MAV-018
Recruitment Cost: 5
Team Affiliation: Avengers
ATK: 9
DEF: 9

Flight. Range.

Leader: Pay 3 endurance ---> Ready all team attackers adjacent to 
Monica Rambeau. Those team attackers cannot cause breakthrough this 
turn. Use this power only once per turn.

-----
Card Name: Moon Knight
Version: Marc Spector
Card Number: MMK-021
Recruitment Cost: 4
Team Affiliation: Marvel Knights
ATK: 7
DEF: 6

   

Moon Knight gets +3 ATK and +1 DEF while you control the initiative.  

Boost 2: When Moon Knight comes into play, if you control the 
initiative, he gets +4 ATK this turn. Otherwise, he gets +6 ATK this 
turn.

-----
Card Name: Moonglow
Version: Melissa Hanover
Card Number: MAV-058
Recruitment Cost: 3
Team Affiliation: Squadron Supreme
ATK: 4
DEF: 5

Reservist.  

Moonglow has the team affiliations of each other character you control.  

Activate, discard a card ---> You may search your deck for a Team-Up 
card, reveal it, put it into your hand, and shuffle your deck.

-----
Card Name: Morbius
Version: The Living Vampire
Card Number: MMK-148
Recruitment Cost: 3
Team Affiliation: Underworld
ATK: 5
DEF: 3

Flight. 

When Morbius comes into play, you may search your deck for a card named 
Hypnotic Charms, reveal it, put it into your hand, and shuffle your 
deck.

"Michael Morbius wanted to find a cure. Instead, he found something 
much worse."

-----
Card Name: Morbius
Version: Dr. Michael Morbius
Card Number: MSM-082
Recruitment Cost: 5
Team Affiliation: Sinister Syndicate
ATK: 8
DEF: 8

Flight. 

Whenever Morbius stuns a character, gain endurance equal to that 
character's cost.

"In the process of curing his rare blood disorder, Dr. Michael Morbius 
inadvertently transformed himself into a living vampire."

-----
Card Name: Mortician
Version: Toussaint Morrow
Card Number: MAV-219
Recruitment Cost: 2
Team Affiliation: Underworld
ATK: 3
DEF: 2

Concealed-Optional. 

Boost 1: When Mortician comes into play, put target Underworld 
character card with cost 2 or less from your KO'd pile into your front 
row if you do not control a character with the same name as that card.

-----
Card Name: Mr. Code
Version: Masked Malcontent
Card Number: MMK-105
Recruitment Cost: 3
Team Affiliation: Crime Lords
ATK: 4
DEF: 4

Concealed.  

Move Mr. Code from your hidden area to your visible area ---> Target 
opponent moves a hidden character he controls to his visible area.

"If I have to kill you to wake you up, I will."

-----
Card Name: Mr. Fantastic
Version: Leader
Card Number: MFF-007
Recruitment Cost: 7
Team Affiliation: Fantastic Four
ATK: 15
DEF: 15

Range.

Other Fantastic Four characters you control get +1 ATK and +1 DEF.

"'Smart' don't have enough letters to say how smart he is."

-----
Card Name: Mr. Fantastic
Version: Reed Richards
Card Number: MOR-055
Recruitment Cost: 2
Team Affiliation: Fantastic Four
ATK: 2
DEF: 3

Range.

Activate ---> Reveal the top four cards of your deck. Choose one 
equipment card from among them and put it into your hand. Put the 
remaining cards on the bottom of your deck in any order.
 
-----
Card Name: Mr. Fantastic
Version: Scientific Genius
Card Number: MOR-056
Recruitment Cost: 7
Team Affiliation: Fantastic Four
ATK: 14
DEF: 14

Range.

When Mr. Fantastic comes into play, if you control another Fantastic 
Four character, search your deck for an equipment card. Reveal that 
card and put it into your hand. Shuffle your deck.  Equipment cards 
cost you 2 less to recruit.

-----
Card Name: Mr. Fantastic
Version: Stretch
Card Number: MOR-057
Recruitment Cost: 5
Team Affiliation: Fantastic Four
ATK: 7
DEF: 10

Range.

Equipment cards cost you 1 less to recruit.  

Pay 2 endurance ---> Transfer target equipment you control to an 
unequipped Fantastic Four character you control.

"Let's hope I can stretch far enough!"

-----
Card Name: Mr. Fear
Version: Zoltan Drago
Card Number: MMK-106
Recruitment Cost: 5
Team Affiliation: Crime Lords
ATK: 8
DEF: 8

Range.

Pay 1 endurance ---> Choose another non-stunned Crime Lords character 
you control. If you do, remove all defenders from this attack and that 
character becomes the defender this attack. Use this power only while 
Mr. Fear is defending.

"There is no power more deadly than a man's deepest fears."

-----
Card Name: Mr. Hyde
Version: Engine of Destruction
Card Number: MAV-138
Recruitment Cost: 4
Team Affiliation: Masters of Evil
ATK: 7
DEF: 7

Reservist.

Mr. Hyde gets +2 ATK / +2 DEF while an opponent controls a character 
with a greater cost than that of any character you control.

-----
Card Name: Mr. Hyde
Version: Calvin Zabo
Card Number: MMK-107
Recruitment Cost: 3
Team Affiliation: Crime Lords
ATK: 5
DEF: 4

Characters you control named Cobra get +2 ATK and have reinforcement 
while defending.

"I need a new partner . . . one who isn't obsessed with snakes."

-----
Card Name: Mr. Sinister
Version: Dr. Nathaniel Essex
Card Number: MOR-168
Recruitment Cost: 7
Team Affiliation: Unaffiliated
ATK: 15
DEF: 15

If Mr. Sinister would become stunned, you may pay 10 endurance instead. 
If you do, exhaust Mr. Sinister and he is not stunned.

"Mr. Sinister plotted the course of certain gene pools for over a 
century and found that Scott Summers and Jean Grey would eventually 
generate a mutant of incredible power."

-----
Card Name: Mysterio
Version: Quentin Beck
Card Number: MSM-083
Recruitment Cost: 3
Team Affiliation: Sinister Syndicate
ATK: 4
DEF: 2

Range. Evasion. 

Boost 1: When Mysterio comes into play, search your deck for a 
character card named Mysterio and put it into your front row. Shuffle 
your deck.

"The master of confusion and illusion, even his costume is 
bewildering."

-----
Card Name: Mysterious Fan Boy
Version: Arthur Lundberg
Card Number: MMK-058
Recruitment Cost: 6
Team Affiliation: X-Statix
ATK: 12
DEF: 11

Range.

Discard two X-Statix character cards ---> KO target stunned character.

-----
Card Name: Mystique
Version: Raven Darkholme
Card Number: MOR-084
Recruitment Cost: 3
Team Affiliation: Brotherhood
ATK: 4
DEF: 3

If Mystique would cause breakthrough endurance loss to an opponent, 
that opponent loses 5 endurance instead.

-----
Card Name: Mystique
Version: Shape-Changing Assassin
Card Number: MOR-085
Recruitment Cost: 6
Team Affiliation: Brotherhood
ATK: 12
DEF: 12

Whenever Mystique causes breakthrough endurance loss to an opponent, 
look at that opponent's hand and choose a card. That opponent discards 
that card.

-----
Card Name: Natasha Romanoff <> Black Widow
Version: Super Spy
Card Number: MAV-019
Recruitment Cost: 2
Team Affiliation: Avengers
ATK: 3
DEF: 2

Range. Reservist. 

While Natasha Romanoff is team attacking, whenever she stuns a 
defender, you may stun target character with cost 3 or less.

"The KGB trained her, and S.H.I.E.L.D. recruited her, but the Avengers 
trusted her."

-----
Card Name: Natasha Romanoff <> Black Widow
Version: KGB Killer
Card Number: MMK-022
Recruitment Cost: 6
Team Affiliation: Marvel Knights
ATK: 14
DEF: 9

Range. Concealed. 

Pay 1 endurance ---> Characters you control can attack hidden 
characters this turn.  

Boost 1: Whenever a character an opponent controls becomes stunned this 
turn, it cannot ready this turn.

-----
Card Name: Nathan Garrett <> Black Knight
Version: Corrupt Crusader
Card Number: MAV-139
Recruitment Cost: 1
Team Affiliation: Masters of Evil
ATK: 2
DEF: 1

Range.

Discard a card ---> Target front row character loses reinforcement and 
cannot gain reinforcement this turn. Use this power only once per turn.

"You have strength and skill, but your compassion will always be your 
fatal weakness!"

-----
Card Name: Nekra
Version: Nekra Sinclair
Card Number: MMK-149
Recruitment Cost: 2
Team Affiliation: Underworld
ATK: 2
DEF: 2

Activate ---> Reveal the top two cards of your deck. Put each revealed 
Underworld character card with cost 2 or less into your hand. Put all 
other revealed cards on the bottom of your deck. If you put two cards 
into your hand this way, discard a card.

-----
Card Name: New Blood
Version: Army
Card Number: MMK-150
Recruitment Cost: 1
Team Affiliation: Underworld
ATK: 2
DEF: 1

Flight. 

Whenever New Blood becomes stunned, KO it unless you pay 1 endurance.

"Vampires awaken with only one desire: the blood of the living."

-----
Card Name: Nightcrawler
Version: Kurt Wagner
Card Number: MOR-017
Recruitment Cost: 2
Team Affiliation: X-Men
ATK: 3
DEF: 2

Nightcrawler can attack as though he has flight and range.  While 
Nightcrawler is attacking, he cannot be stunned.

"BAMF!"

-----
Card Name: Nightcrawler
Version: Fuzzy Elf
Card Number: MOR-018
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 7
DEF: 7

Nightcrawler can attack as though he has flight and range.  

Pay 3 endurance ---> Target character can attack as though it has 
flight and range this turn.

"Kurt Wagner, a world-class gymnast and fencer, also has the ability to 
teleport himself and others over great distances."

-----
Card Name: Nighthawk
Version: Kyle Richmond
Card Number: MAV-059
Recruitment Cost: 5
Team Affiliation: Squadron Supreme
ATK: 9
DEF: 9

Reservist.  

Leader: Characters adjacent to Nighthawk can attack hidden characters.  
Equipped characters adjacent to Nighthawk get +1 ATK / +1 DEF.

"How meaningful will a Utopia be if it is not something man has earned 
himself?"

-----
Card Name: Nightmare
Version: Dark Lord of Dreams
Card Number: MMK-151
Recruitment Cost: 7
Team Affiliation: Underworld
ATK: 15
DEF: 14

Range.  Concealed. 

When Nightmare comes into play, if you control another Underworld 
character, KO a resource you control. If you do, put a card from your 
KO'd pile face down into your resource row.

"Only the Sorcerer Supreme stands between me and your darkest dreams!"

-----
Card Name: Nimrod
Version: Mutant Hunter
Card Number: MOR-140
Recruitment Cost: 5
Team Affiliation: Sentinel
ATK: 9
DEF: 9

Flight. Range.

When Nimrod comes into play, if you control another Sentinel character, 
put a repair counter on Nimrod.  If Nimrod would become stunned, remove 
a repair counter from him instead. If you do, exhaust Nimrod and he is 
not stunned.

"I am the ultimate hunter, come from the future to destroy you."

-----
Card Name: Noah Baxter
Version: CEO, Baxter Industries
Card Number: MFF-008
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 1
DEF: 2

"Reed rented out the top of the Baxter Building from an old family 
friend."

-----
Card Name: Nova
Version: Richard Rider
Card Number: MSM-009
Recruitment Cost: 6
Team Affiliation: Spider-Friends
ATK: 11
DEF: 12

Flight. 

Whenever Nova attacks, you may discard a Spider-Friends character card 
from your hand. If you do, Nova gets +X ATK this attack, where X is the 
cost of the card you discarded.

"With superhuman strength and the ability to fly faster than sound, 
this 'Buckethead' can pack quite a wallop."

-----
Card Name: Nuke
Version: Renegade Super Soldier
Card Number: MMK-108
Recruitment Cost: 6
Team Affiliation: Crime Lords
ATK: 10
DEF: 10

Range.

Exhaust a Crime Lords character you control ---> Nuke gets +2 ATK and 
+2 DEF this attack step.

"Give me a red! Give me a red!"

-----
Card Name: Ogre
Version: Weaponsmith
Card Number: MAV-104
Recruitment Cost: 1
Team Affiliation: Thunderbolts
ATK: 1
DEF: 2

Activate ---> Target attacker you control gets +1 ATK / +1 DEF this 
attack. If you control four or more resources, instead, put a +1 ATK / 
+1 DEF counter on that attacker.

-----
Card Name: Onslaught
Version: Psionic Spawn of Xavier and Magneto
Card Number: MOR-169
Recruitment Cost: 9
Team Affiliation: Unaffiliated
ATK: 21
DEF: 21

Flight. Range.

At the start of your attack step, name a team affiliation. Stun all 
characters of that team affiliation.

-----
Card Name: Orb
Version: Drake Shannon
Card Number: MMK-152
Recruitment Cost: 1
Team Affiliation: Underworld
ATK: 0
DEF: 1

Range. Concealed.

Activate ---> Target hidden character you control gets +1 ATK this 
attack.  

Activate, discard a character card with concealed ---> Draw a card.

"Cringe, Hellspawn! Your deadliest enemy is back to exact the most 
monstrous vengeance of all!"

-----
Card Name: Orphan
Version: Good Guy
Card Number: MMK-059
Recruitment Cost: 7
Team Affiliation: X-Statix
ATK: 14
DEF: 15

Other X-Statix defenders you control get +X DEF, where X is the number 
of X-Statix characters you control.

"Away from the glitter, the glamour, and the good life . . . we can be 
one deadly and unforgiving bunch of killers."

-----
Card Name: Orphan
Version: Guy Smith
Card Number: MMK-060
Recruitment Cost: 3
Team Affiliation: X-Statix
ATK: 3
DEF: 6

As an additional cost to recruit Orphan, reveal an X-Statix character 
card from your hand.  While you control no other characters, Orphan 
gets +1 ATK for each resource you control.

"We're filthy, ungodly mutants. But we're their filthy, ungodly 
mutants."

-----
Card Name: Orphan
Version: Mr. Sensitive
Card Number: MMK-061
Recruitment Cost: 5
Team Affiliation: X-Statix
ATK: 10
DEF: 11

At the start of the combat phase, if you control a character you 
recruited this turn, exhaust Orphan.

"It was Charles Xavier who designed the special suit that empowered Guy 
to control his undiluted senses."

-----
Card Name: Ovoid Mentor
Version: Alien Mentalist
Card Number: MFF-018
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 4
DEF: 3

Exhaust a character you control ---> Ovoid Mentor gets +1 ATK this 
attack.

"This alien taught Doom a nasty mind-swapping trick. Like he needed 
another way to be underhanded."

-----
Card Name: Owl
Version: Leland Owlsley
Card Number: MMK-109
Recruitment Cost: 3
Team Affiliation: Crime Lords
ATK: 5
DEF: 3

Flight. 

Crime Lords characters you control have flight.  

Boost 1: When Owl comes into play, move target character with cost 1 or 
less an opponent controls into your front row.

-----
Card Name: Paul Ebersol <> Fixer
Version: Problem Solver
Card Number: MAV-140
Recruitment Cost: 1
Team Affiliation: Masters of Evil
ATK: 2
DEF: 1

Range.

Characters you control cannot be stunned by non-ongoing plot twist 
effects your opponents control.

"Maybe this time it will be a challenge."

-----
Card Name: Paul Ebersol <> Techno
Version: Gadgeteer
Card Number: MAV-105
Recruitment Cost: 2
Team Affiliation: Thunderbolts
ATK: 3
DEF: 2

Range.

Discard Paul Ebersol ---> Target Thunderbolts attacker or defender with 
cost 3 or less you control gets +2 ATK / +2 DEF this attack. Use this 
power only if Paul Ebersol is in your hand and only if you control five 
or more resources.

-----
Card Name: Paul Ebersol <> Techno
Version: Man of Metal
Card Number: MAV-106
Recruitment Cost: 5
Team Affiliation: Thunderbolts
ATK: 10
DEF: 8

Range.

When Paul Ebersol comes into play, each player may return a card from 
his KO'd pile to his hand.

"I finally have the calculating capacity to crack the Avengers' 
security files."

-----
Card Name: Phantazia
Version: Eileen Harsaw
Card Number: MOR-086
Recruitment Cost: 1
Team Affiliation: Brotherhood
ATK: 1
DEF: 1

Range.

Activate ---> Target defender gets -2 DEF for this attack.



-----
Card Name: Phat
Version: Liv'n Large
Card Number: MAV-215
Recruitment Cost: 3
Team Affiliation: X-Statix
ATK: 4
DEF: 4

Exhaust two non-Army characters you control ---> Put a +1 ATK / +1 DEF 
counter on Phat.

"This homey don't do nothin' without his crew, y'all."

-----
Card Name: Phat
Version: William Reilly
Card Number: MMK-062
Recruitment Cost: 1
Team Affiliation: X-Statix
ATK: 1
DEF: 1

Boost X: When Phat comes into play, you may discard an X-Statix 
character card. If you do, put two +1 ATK / +1 DEF counters on Phat for 
each resource point you spent on X.

"It be tha Mastah P.H.A.T. bringin' it down original X-Style, y'all!"

-----
Card Name: Piledriver
Version: Wrecking Crew
Card Number: MAV-141
Recruitment Cost: 4
Team Affiliation: Masters of Evil
ATK: 8
DEF: 6

Reservist.

Discard Piledriver, pay 1 resource point ---> Whenever target character 
becomes stunned this turn, KO it. Use this power only if Piledriver is 
in your hand.

-----
Card Name: Plant Man <> Blackheath
Version: Samuel Smithers
Card Number: MAV-107
Recruitment Cost: 3
Team Affiliation: Thunderbolts
ATK: 4
DEF: 4

At the start of your recruit step, you may put target Thunderbolts 
character card with cost 1 or less from your KO'd pile into your front 
row if you do not control a character with the same name as that card.

-----
Card Name: Plazm
Version: Protoplasmic Protagonist
Card Number: MMK-063
Recruitment Cost: 3
Team Affiliation: X-Statix
ATK: 5
DEF: 2

Flight. Range.

Boost 3: When Plazm comes into play, if you control another X-Statix 
character, you may stun target character with a DEF of 10 or less. 
Return Plazm to his owner's hand.

"We hardly knew him, but he'll be in our memories forever."

-----
Card Name: Polaris
Version: Lorna Dane
Card Number: MAV-204
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 7
DEF: 7

Flight. Range.

At the start of your attack step, characters your opponents control 
lose flight and range this turn.

"Polaris, proclaimed daughter of Magneto, was one of the few survivors 
of the Sentinel attack on Genosha."

-----
Card Name: Post
Version: Kevin Tremain
Card Number: MSM-120
Recruitment Cost: 5
Team Affiliation: Brotherhood
ATK: 10
DEF: 10

When Post comes into play, stun a Brotherhood character you control.  

Post gets +2 DEF while defending.

"Post briefly served as a Herald of Onslaught, and fought Cyclops, 
Iceman, Storm, and Wolverine to see if they were worthy."

-----
Card Name: Power Princess
Version: The Last Utopian
Card Number: MAV-060
Recruitment Cost: 7
Team Affiliation: Squadron Supreme
ATK: 16
DEF: 15

Flight. 

Leader: Whenever a character adjacent to Power Princess causes 
breakthrough, each player loses 2 endurance for each card in his hand.

"Maybe now, in the wake of this chaos, people will want to believe 
Utopia isn't just a dream."

-----
Card Name: Power Princess
Version: Zarda
Card Number: MAV-061
Recruitment Cost: 4
Team Affiliation: Squadron Supreme
ATK: 7
DEF: 7

Flight. 

If Power Princess would cause breakthrough while attacking a character, 
instead, a character of your choice gets +3 ATK / +3 DEF this turn.

"With our strength united, we will create a better world."

-----
Card Name: Prodigy
Version: Richie Gilmore
Card Number: MSM-047
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 4
DEF: 4

Spider-Friends characters with a cost of 3 or less you control get +3 
ATK while defending against a character with a higher cost.

"All it takes to be a super hero is dedication, discipline, and a 
bulletproof costume."

-----
Card Name: Professor X
Version: Mutant Mentor
Card Number: MMK-181
Recruitment Cost: 1
Team Affiliation: X-Statix
ATK: 2
DEF: 2

Range. Loyalty. Concealed.

Recruit Professor X only if you control an X-Men character.  

Activate ---> Return target X-Men or X-Statix character card from your 
KO'd pile to your hand.

-----
Card Name: Professor X
Version: Mental Master
Card Number: MMK-191
Recruitment Cost: 8
Team Affiliation: X-Men
ATK: 18
DEF: 18

Range.

Pay 1 endurance ---> Target opponent discards a card. Use this power 
only during the combat phase.  

Boost 1: When Professor X comes into play, move target character with 
cost 8 or less an opponent controls to your front row.

"Any time, from anywhere in the world, Charles Xavier can destroy you."

-----
Card Name: Professor X
Version: Charles Xavier
Card Number: MOR-019
Recruitment Cost: 5
Team Affiliation: X-Men
ATK: 8
DEF: 8

Range.

When Professor X comes into play, if you control another X-Men 
character, target player chooses and discards a card from his hand.  

Activate ---> Target player chooses and discards a card from his hand. 
Use this power only during the combat phase.

"Any dream worth having is a dream worth fighting for."

-----
Card Name: Professor X
Version: World's Most Powerful Telepath
Card Number: MOR-020
Recruitment Cost: 7
Team Affiliation: X-Men
ATK: 16
DEF: 14

Range.

Recruit Professor X only if you control an X-Men character.  

Activate ---> Exhaust target character with a cost of 5 or less. That 
character's controller loses endurance equal to the target's ATK.

-----
Card Name: Prowler
Version: Hobie Brown
Card Number: MSM-004
Recruitment Cost: 1
Team Affiliation: Spider-Friends
ATK: 1
DEF: 1

Whenever Prowler causes breakthrough, draw a card, then discard a card 
from your hand.

"Hobie began his career as a costumed criminal, but has since become a 
friend and ally of Spider-Man."

-----
Card Name: Psylocke
Version: Betsy Braddock
Card Number: MOR-021
Recruitment Cost: 3
Team Affiliation: X-Men
ATK: 3
DEF: 4
Whenever Psylocke causes breakthrough endurance loss to an opponent, 
that opponent chooses and discards a card from his hand.

"My psychic knife is the focused totality of my mutant telepathic 
powers."

-----
Card Name: Puma
Version: Thomas Fireheart
Card Number: MSM-048
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 7
DEF: 8

Puma has evasion while attacking.  

Boost 3: When Puma comes into play, he gets +7 ATK and +6 DEF this 
turn.

"As CEO of Fireheart Enterprises, Puma protects his tribe and provides 
them economic security."

-----
Card Name: Punisher
Version: Executioner
Card Number: MMK-023
Recruitment Cost: 5
Team Affiliation: Marvel Knights
ATK: 9
DEF: 9

Range.

Punisher gets +1 ATK and +1 DEF while equipped.  

Boost 2: When Punisher comes into play, you may KO two equipment you 
control. If you do, Punisher gets +5 ATK this turn, and you may stun 
target character with cost of 5 or less.

-----
Card Name: Punisher
Version: Judge
Card Number: MMK-024
Recruitment Cost: 1
Team Affiliation: Marvel Knights
ATK: 2
DEF: 1

Range. Loyalty.  

Activate ---> KO target stunned character with cost 3 or less.

"I've heard them beg. I've heard them plead. I've heard it all before. 
And my answer is always the same."

-----
Card Name: Punisher
Version: Jury
Card Number: MMK-025
Recruitment Cost: 4
Team Affiliation: Marvel Knights
ATK: 7
DEF: 6

Range.

Whenever Punisher attacks or becomes a defender, if he is unequipped, 
you may put an equipment card with cost of 1 or less from your hand 
into play equipped to Punisher.  

KO an equipment equipped to Punisher ---> KO target stunned character.

-----
Card Name: Punisher
Version: Vigilante
Card Number: MSM-005
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 7
DEF: 5

Range.

Activate, discard a Spider-Friends character card from your hand ---> 
KO target stunned character.

"Castle wages a one-man war on crime - a war that takes no prisoners."

-----
Card Name: Puppet Master
Version: Philip Masters
Card Number: MOR-170
Recruitment Cost: 2
Team Affiliation: Unaffiliated
ATK: 0
DEF: 2

Activate ---> Target player exhausts a ready character he controls.

"When they play out their little act, I shall prove my power in another 
way!"

-----
Card Name: Purple Man
Version: Zebediah Killgrave
Card Number: MSM-127
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 4
DEF: 4

Activate ---> KO a resource you control. Move target face-down resource 
an opponent controls to your resource row. That opponent puts the top 
card of his deck into his resource row.

"It's simply no fun anymore! Total power over all who live is a beastly 
bore."

-----
Card Name: Pyro
Version: St. John Allerdyce
Card Number: MOR-087
Recruitment Cost: 2
Team Affiliation: Brotherhood
ATK: 2
DEF: 2

Range.

Activate ---> Target player loses 3 endurance.

"Need a light? I insist."

-----
Card Name: Quagmire
Version: Jerome Meyers
Card Number: MAV-062
Recruitment Cost: 1
Team Affiliation: Squadron Supreme
ATK: 1
DEF: 2

Discard Quagmire ---> Target attacker or defender gets -2 DEF this 
attack while exhausted. Use this power only if Quagmire is in your 
hand.

"My muck is more than a match for your hocus pocus any day!"

-----
Card Name: Quicksilver
Version: Mutant Avenger
Card Number: MAV-020
Recruitment Cost: 3
Team Affiliation: Avengers
ATK: 4
DEF: 5

Reservist.

Whenever a defender becomes stunned by one or more team attackers you 
control, ready Quicksilver.

-----
Card Name: Quicksilver
Version: Pietro Maximoff
Card Number: MOR-088
Recruitment Cost: 3
Team Affiliation: Brotherhood
ATK: 3
DEF: 4

Activate ---> Target player who controls no ready support row 
characters loses 5 endurance. Use this power only during the combat 
phase.

"The son of Magneto, Quicksilver has always lived in his father's 
shadow."

-----
Card Name: Quicksilver
Version: Speed Demon
Card Number: MOR-089
Recruitment Cost: 5
Team Affiliation: Brotherhood
ATK: 8
DEF: 8

Discard a Brotherhood character card from your hand ---> Ready 
Quicksilver. Use this power only once per turn.

"Gifted with the ability to think and move at superhuman speeds, the 
quick-tempered Pietro is uncomfortable standing still."

-----
Card Name: Radioactive Man
Version: Reformed Renegade
Card Number: MAV-108
Recruitment Cost: 6
Team Affiliation: Thunderbolts
ATK: 12
DEF: 11

While Radioactive Man is ready, whenever he becomes stunned, you may 
stun target character with cost 4 or less.

"You are rash and irrational. Very American."

-----
Card Name: Radioactive Man
Version: Chen Lu
Card Number: MAV-142
Recruitment Cost: 1
Team Affiliation: Masters of Evil
ATK: 2
DEF: 1

At the start of your recruit step, you may gain 1 resource point. If 
you do, you cannot recruit characters or equipment this turn. Spend 
this resource point only to pay the cost of a payment power.

-----
Card Name: Rama-Tut
Version: Pharaoh from the 30th Century
Card Number: MOR-116
Recruitment Cost: 2
Team Affiliation: Doom
ATK: 2
DEF: 2

When Rama-Tut comes into play, if you control Dr. Doom, you may return 
target plot twist card from your KO'd pile to your hand.

-----
Card Name: Random Punks
Version: Army
Card Number: MOR-171
Recruitment Cost: 1
Team Affiliation: Unaffiliated
ATK: 2
DEF: 1

Range.

When Random Punks comes into play, all players lose 1 endurance.

"Every day, from Boston to Phoenix, punks like these debase the 
foundation of American values."

-----
Card Name: Reaper
Version: Vampire Armageddon
Card Number: MMK-153
Recruitment Cost: 4
Team Affiliation: Underworld
ATK: 12
DEF: 1

Concealed.  

At the start of the build phase, KO a character you control.

"The Reaper was merely a vampire legend until summoned in an attempt to 
end his race's long war with Blade."

-----
Card Name: Redstone
Version: Michael Redstone
Card Number: MAV-063
Recruitment Cost: 5
Team Affiliation: Squadron Supreme
ATK: 8
DEF: 11

Reservist. 

If Redstone would cause breakthrough while attacking a character, 
instead, that character's controller loses 6

"He is both the irresistible force and the immovable object."

-----
Card Name: Rhino
Version: Alex O'Hirn
Card Number: MSM-020
Recruitment Cost: 3
Team Affiliation: Sinister Syndicate
ATK: 7
DEF: 4

At the start of your recruit step, pay 4 endurance or KO Rhino.

"Once charging, a rhino cannot easily change direction or halt its 
advance."

-----
Card Name: Rick Jones
Version: A Hero's Best Friend
Card Number: MAV-021
Recruitment Cost: 1
Team Affiliation: Avengers
ATK: 1
DEF: 1

Reservist, Concealed .

You may discard an Avengers character card rather than pay Rick Jones's 
recruit cost.  

Activate, return Rick Jones to his owner's hand ---> Target defender 
you control has reinforcement this attack.

"You don't need powers to be a hero."

-----
Card Name: Ricochet
Version: Johnny Gallo
Card Number: MSM-049
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 3
DEF: 5

Evasion. 

Characters with evasion you control cannot be the target of plot twist 
or payment effects an opponent controls.

"Slingers Were Here (spray-paint font)"

-----
Card Name: Robot Destroyer
Version: Army
Card Number: MOR-117
Recruitment Cost: 5
Team Affiliation: Doom
ATK: 9
DEF: 8

Range.

Activate, stun Robot Destroyer ---> Stun target character with a cost 
of 4 or less. Use this power only if you control Dr. Doom.

"<01000100010011110100111101001101>"

-----
Card Name: Robot Enforcer
Version: Army
Card Number: MOR-118
Recruitment Cost: 4
Team Affiliation: Doom
ATK: 6
DEF: 6

Range.

When Robot Enforcer attacks, if you control another army Doom 
character, target player discards a card from his hand.

"<01001111010000100100010101011001>"

-----
Card Name: Robot Seeker
Version: Army
Card Number: MOR-119
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 3
DEF: 4

Range.

When Robot Seeker comes into play, name a character.  Whenever Robot 
Seeker attacks a character with that name, Robot Seeker gets +3 ATK for 
this attack.

"<01001101010101010101001101010100>"

-----
Card Name: Robot Sentry
Version: Army
Card Number: MOR-120
Recruitment Cost: 2
Team Affiliation: Doom
ATK: 2
DEF: 2

Range.

Activate ---> Exhaust target character with a cost of 2 or less. Use 
this power only if you control another Doom character.

"<0101011101000101>"

-----
Card Name: Rocket Racer
Version: Robert Farrell
Card Number: MSM-050
Recruitment Cost: 1
Team Affiliation: Spider-Friends
ATK: 1
DEF: 1

Evasion. 

While a Spider-Friends character is protecting Rocket Racer, that 
character has reinforcement.  

Pay 1 endurance ---> Move Rocket Racer.

"Did you see the sign?  "What sign?"  "The 'No Skating' sign."  "Yes.

-----
Card Name: Rogue
Version: Power Absorption
Card Number: MOR-022
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 7
DEF: 7

Flight. 

At the start of the combat phase, target a character. You may use the 
target's activated powers this turn as if Rogue possessed them.

"Don't worry shugah -- the pounding ah'm about to deliver will be face 
to face."

-----
Card Name: Rogue
Version: Powerhouse
Card Number: MOR-023
Recruitment Cost: 6
Team Affiliation: X-Men
ATK: 12
DEF: 11

Flight. 

Recruit Rogue only if you control an X-Men character.  

Whenever Rogue stuns a defender, KO that character.

-----
Card Name: Rogue
Version: Anna Raven
Card Number: MOR-090
Recruitment Cost: 3
Team Affiliation: Brotherhood
ATK: 4
DEF: 4

Flight. 

Whenever Rogue attacks a character, exhaust that character.

"The adopted daughter of Mystique, Rogue was thrust into the 
Brotherhood before joining the X-Men."

-----
Card Name: Roscoe Sweeny
Version: Fixer
Card Number: MMK-110
Recruitment Cost: 1
Team Affiliation: Crime Lords
ATK: 0
DEF: 1

   

Activate, pay 1 endurance ---> Search your deck for a Crime Lords 
character card with cost equal to the number of resources you control, 
reveal it, and put it into your hand. Shuffle your deck and discard a 
card.

"I don't fix nothin'. I just make things work the way they should."

-----
Card Name: Sabretooth
Version: Feral Rage
Card Number: MOR-091
Recruitment Cost: 4
Team Affiliation: Brotherhood
ATK: 11
DEF: 7

As an additional cost to recruit Sabretooth, discard a Brotherhood 
character card from your hand.

"A lethal hunter and assassin, Sabretooth possesses mutant healing 
abilities, superior senses and deadly claws."

-----
Card Name: Sabretooth
Version: Victor Creed
Card Number: MOR-092
Recruitment Cost: 6
Team Affiliation: Brotherhood
ATK: 13
DEF: 11

If Sabretooth is in your front row and would become stunned, you may 
pay 10 endurance instead. If you do, exhaust Sabretooth, move him to 
your support row, and Sabretooth is not stunned.

"We're monsters, buddy. Plain and simple."

-----
Card Name: Saint Anna
Version: Sympathetic Healer
Card Number: MMK-064
Recruitment Cost: 4
Team Affiliation: X-Statix
ATK: 6
DEF: 7

   

Activate ---> Target character gets +1 DEF this attack for each X-
Statix character other than Saint Anna you control.

"She may not have been a saint, but she ended up a martyr."

-----
Card Name: Sandman
Version: William Baker
Card Number: MSM-084
Recruitment Cost: 6
Team Affiliation: Sinister Syndicate
ATK: 8
DEF: 8

When Sandman comes into play, put six +1 ATK / +1 DEF counters on him.  

Whenever Sandman becomes stunned, remove all counters from him.

"Nice try Spider-Man, but I'm made of sand!"

-----
Card Name: Saracen
Version: Muzzafar Lambert
Card Number: MMK-111
Recruitment Cost: 4
Team Affiliation: Crime Lords
ATK: 7
DEF: 7

Range.

While a Crime Lords defender you control has reinforcement, it gets +2 
ATK.

"One day, my most worthy enemy, we will find no excuse to put off our 
personal war any longer."

-----
Card Name: Sauron
Version: Dr. Karl Lykos
Card Number: MOR-093
Recruitment Cost: 4
Team Affiliation: Brotherhood
ATK: 7
DEF: 6

Flight. 

Sauron gets +1 ATK for each stunned character in play.

"Bitten by a pteranodon from the Savage Land, Dr. Karl Lykos 
transformed into the monster Sauron."

-----
Card Name: Scarlet Spider
Version: Ben Reilly
Card Number: MSM-051
Recruitment Cost: 6
Team Affiliation: Spider-Friends
ATK: 10
DEF: 12

Other Spider-Friends characters you control get +2 ATK while attacking.  

Reveal Scarlet Spider from your hand ---> Character cards named Spider-
Man are not unique this turn. Use this power only while Scarlet Spider 
is in your hand.

-----
Card Name: Scarlet Spider <> Spider-Man
Version: Successor
Card Number: MMK-201
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 2
DEF: 3

Whenever a character named Scarlet Spider comes into play under your 
control, you may move it to your hidden area.

-----
Card Name: Scarlet Witch
Version: Mistress of Chaos Magic
Card Number: MAV-022
Recruitment Cost: 5
Team Affiliation: Avengers
ATK: 9
DEF: 9

Range.

Discard an Avengers character card ---> Your opponents cannot use 
character payment powers this turn. Use this power only during the 
combat phase.

"With the tiniest hex, one thing goes wrong and the rest falls apart."

-----
Card Name: Scarlet Witch
Version: Eldritch Enchantress
Card Number: MMK-195
Recruitment Cost: 2
Team Affiliation: Brotherhood
ATK: 2
DEF: 2

Range.

When Scarlet Witch comes into play, you may have target opponent lose 1 
endurance for each other Brotherhood character you control. If you do, 
return Scarlet Witch to her owner's hand.

"Let them hate as long as they fear."

-----
Card Name: Scarlet Witch
Version: Wanda Maximoff
Card Number: MOR-094
Recruitment Cost: 5
Team Affiliation: Brotherhood
ATK: 9
DEF: 10

Range.

Whenever an opponent uses a character's activated power, that opponent 
loses 5 endurance.

"Magneto's daughter, Scarlet Witch is feared for her probability-
altering hex bolts."

-----
Card Name: Scorpia
Version: Elaine Colls
Card Number: MMK-207
Recruitment Cost: 4
Team Affiliation: Sinister Syndicate
ATK: 6
DEF: 7
Concealed. 

Whenever Scorpia stuns a character with cost 3 or less, KO that 
character.

-----
Card Name: Scorpion
Version: Fatal Sting
Card Number: MAV-143
Recruitment Cost: 3
Team Affiliation: Masters of Evil
ATK: 5
DEF: 4

Reservist. 

Pay 1 resource point ---> Whenever Scorpion stuns a character this 
turn, KO that character.

-----
Card Name: Scorpion
Version: MacDonald Gargan
Card Number: MSM-085
Recruitment Cost: 5
Team Affiliation: Sinister Syndicate
ATK: 9
DEF: 8

Pay 2 endurance ---> Exhausted characters your opponents control lose 
reinforcement this turn.  

Boost 2: When Scorpion comes into play, exhaust any number of target 
characters with a combined cost of 5 or less.

"Once a pawn of J. Jonah Jameson, the Scorpion turned on him, resulting 
in the publisher's humiliating rescue at the hands of Spider-Man."

-----
Card Name: Senator Kelly
Version: Anti-Mutant Advocate
Card Number: MOR-141
Recruitment Cost: 1
Team Affiliation: Sentinel
ATK: 1
DEF: 1

Activate ---> Target player loses endurance equal to the number of army 
Sentinel characters you control.

"We need a final solution to the mutant problem."

-----
Card Name: Sentinel Mark I
Version: Army
Card Number: MOR-142
Recruitment Cost: 2
Team Affiliation: Sentinel
ATK: 2
DEF: 2

Flight. Range.

Activate, stun Sentinel Mark I ---> Stun target character with a cost 
of 1 or less.

"Boliver Trask's first Sentinel design, these robots stood only ten 
feet high."

-----
Card Name: Sentinel Mark II
Version: Army
Card Number: MOR-143
Recruitment Cost: 3
Team Affiliation: Sentinel
ATK: 4
DEF: 3

Flight. Range.

Activate, discard a Sentinel character card from your hand ---> Negate 
target activated character effect.

"Designed by Trask's son, Larry, the Mark II version incorporated 
numerous upgrades."

-----
Card Name: Sentinel Mark III
Version: Army
Card Number: MSM-134
Recruitment Cost: 2
Team Affiliation: Sentinel
ATK: 1
DEF: 2

Flight. Range.

Army Sentinel characters you control get +1 ATK while attacking.

"The first of Steven Lang's creations, the Mark III was a step backward 
in Sentinel design."

-----
Card Name: Sentinel Mark IV
Version: Army
Card Number: MOR-144
Recruitment Cost: 4
Team Affiliation: Sentinel
ATK: 5
DEF: 6

Flight. Range.

Sentinel Mark IV gets +1 ATK for each other non-stunned army Sentinel 
character you control.

"The modern Sentinel, the Mark IV features advanced mutant tracking 
systems, poison gas jets and laser eye beams."

-----
Card Name: Sentinel Mark V
Version: Army
Card Number: MSM-133
Recruitment Cost: 4
Team Affiliation: Sentinel
ATK: 7
DEF: 7

Flight. Range.

While Sentinel Mark V is ready, army Sentinel characters you control 
have reinforcement.  

Boost 1: When Sentinel Mark V comes into play, put two +1 ATK / +1 DEF 
counters on it.

-----
Card Name: Shadowcat
Version: Kitty Pryde
Card Number: MOR-024
Recruitment Cost: 1
Team Affiliation: X-Men
ATK: 1
DEF: 1

Activate ---> Target defending X-Men character gets +1 DEF for this 
attack.

"Never use a door when you can make one of your own."

-----
Card Name: Shadowcat
Version: Pride of the X-Men
Card Number: MSM-106
Recruitment Cost: 3
Team Affiliation: X-Men
ATK: 3
DEF: 5

Evasion. 

Activate ---> Return target X-Men character you control to owner's 
hand.

"Kitty's phasing powers allow her to carry anything - or anyone- 
through solid objects."

-----
Card Name: Shang Chi
Version: Master of Kung Fu
Card Number: MMK-026
Recruitment Cost: 2
Team Affiliation: Marvel Knights
ATK: 2
DEF: 1

Shang Chi gets +2 ATK and +2 DEF while attacking a character without 
flight and without range or while defending against a character without 
flight and without range.

"He'll never live up to his father's expectations . . . and he's just 
fine with that."

-----
Card Name: Shape
Version: Malleable Mutant
Card Number: MAV-064
Recruitment Cost: 2
Team Affiliation: Squadron Supreme
ATK: 6
DEF: 1

Shape gets -1 ATK for each card in your hand.  Shape gets +1 DEF for 
each resource you control.

"Shape never had friends before. Shape like friends."

-----
Card Name: Sharon Ginsberg
Version: Corrupt Counsel
Card Number: MMK-210
Recruitment Cost: 4
Team Affiliation: Unaffiliated
ATK: 7
DEF: 6

Flight. 

Discard Sharon Ginsberg and another card ---> Draw a card. Use this 
power only while Sharon Ginsberg is in your hand.

"X-Statix . . . You have destroyed me . . . . Now I will destroy you."

-----
Card Name: She-Hulk
Version: Gamma Bombshell
Card Number: MAV-023
Recruitment Cost: 5
Team Affiliation: Avengers
ATK: 10
DEF: 7

Reservist. 

Replace a reservist resource you control ---> She-Hulk has 
invulnerability this attack. Use this power only once per turn.

-----
Card Name: She-Hulk
Version: Green Jeans
Card Number: MFF-009
Recruitment Cost: 5
Team Affiliation: Fantastic Four
ATK: 8
DEF: 9
 

At the start of the combat phase, She-Hulk gets +1 ATK this turn for 
each front row character target opponent controls.

"I got lost in space, so Reed asked Jennifer to take my place for a 
while."

-----
Card Name: She-Hulk
Version: Jennifer Walters
Card Number: MOR-058
Recruitment Cost: 3
Team Affiliation: Fantastic Four
ATK: 4
DEF: 4

While She-Hulk is ready, she gets +2 ATK and +2 DEF.

"Mutated after receiving a blood transfusion from her cousin Bruce 
Banner, She-Hulk first joined the Fantastic Four during the Secret 
Wars."

-----
Card Name: She-Hulk
Version: Green Jeans
Card Number: MOR-059
Recruitment Cost: 5
Team Affiliation: Fantastic Four
ATK: 8
DEF: 9

At the start of the combat phase, She-Hulk gets +1 ATK this turn for 
each front row character target opponent controls.

"Now that's what I'm talking about!"

-----
Card Name: Shelob
Version: Queen of Spiders
Card Number: MMK-154
Recruitment Cost: 1
Team Affiliation: Underworld
ATK: 2
DEF: 1
 

Loyalty.  

When Shelob comes into play, put the top four cards of your deck into 
your KO'd pile. Gain 1 endurance for each character card with concealed 
you put into your KO'd pile this way.

-----
Card Name: She-Thing
Version: Sharon Ventura
Card Number: MOR-060
Recruitment Cost: 2
Team Affiliation: Fantastic Four
ATK: 3
DEF: 3

Whenever She-Thing attacks a character, KO all equipment equipped to 
that character.

"Altered in a tragic shuttle accident, Sharon Ventura became the 
Thing's female counterpart."

-----
Card Name: Shocker
Version: Vibro-Shock Villain
Card Number: MAV-144
Recruitment Cost: 2
Team Affiliation: Masters of Evil
ATK: 3
DEF: 2

Range. Reservist.

Activate, pay up to 3 resource points ---> Stun target character if its 
cost is equal to the number of resource points you paid.

"I designed these bracers to blast through bank vaults. Let's see what 
they do to you."

-----
Card Name: Shocker
Version: Herman Schultz
Card Number: MSM-086
Recruitment Cost: 4
Team Affiliation: Sinister Syndicate
ATK: 7
DEF: 6

Range.

Activate ---> Target opponent exhausts a front row character he 
controls and a support row character he controls. Use this power only 
during your attack step.

"Generated by wrist-mounted vibro-shock units, Shocker's powers are 
sonic, not electrical, in origin."

-----
Card Name: Shriek
Version: Frances Barrison
Card Number: MSM-087
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 2
DEF: 1

Range.

Other characters get +1 ATK.

"I'll bring out the worst in you."

-----
Card Name: Silver Sable
Version: Silver Sablinovia
Card Number: MSM-052
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 2
DEF: 2

Range.

Characters named Wild Pack you control get +1 ATK and +1 DEF.  

Boost 1: When Silver Sable comes into play, search your deck for a 
character card named Wild Pack and put it into your front row. Shuffle 
your deck.

". . . No fee too high."

-----
Card Name: Silver Surfer
Version: Norrin Radd
Card Number: MSM-114
Recruitment Cost: 8
Team Affiliation: Fantastic Four
ATK: 19
DEF: 19

Flight. Range.

At the start of the combat phase, you may discard a Fantastic Four 
character card from your hand. If you do, gain control of the 
initiative.

"You might have power, but I am power!"

-----
Card Name: Silvermane
Version: Silvio Manfredi
Card Number: MSM-088
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 0
DEF: 2

Silvermane gets +1 ATK for each resource you control.  

Boost 5: When Silvermane comes into play, he gets +1 ATK this turn for 
each resource controlled by target opponent.

"Obsessed with longevity, Silvio Manfredi had his head transferred to a 
robotic body."

-----
Card Name: Skinner
Version: Psychotic Shredder
Card Number: MMK-155
Recruitment Cost: 3
Team Affiliation: Underworld
ATK: 4
DEF: 2

Concealed. 

Discard a card ---> Skinner gets +1 ATK and +1 DEF this turn.

"A hideous mass of razor-sharp bones, Skinner only passes as human by 
wearing the skins of his victims."

-----
Card Name: Skrull Soldier
Version: Army
Card Number: MOR-159
Recruitment Cost: 2
Team Affiliation: Skrull
ATK: 2
DEF: 2

Range.

Activate ---> Target attacker gets +1 ATK for this attack for each 
support row Skrull Soldier you control.

"Earth is of great strategic value to the Skrulls in their eternal 
battle against the Kree."

-----
Card Name: Skymax
Version: Skrullian Skymaster
Card Number: MAV-065
Recruitment Cost: 6
Team Affiliation: Squadron Supreme
ATK: 14
DEF: 10

Flight. Range.

At the start of your recruit step, if Skymax is in your KO'd pile, you 
may return him to your hand. If you do, discard a card.  

While you have no cards in hand and Skymax is attacking, he cannot be 
stunned.

"You have saved my life, Joe Ledger. In exchange I give you this. . . 
the Power Prism."

-----
Card Name: Sluk
Version: Byron Spencer
Card Number: MMK-065
Recruitment Cost: 3
Team Affiliation: X-Statix
ATK: 4
DEF: 4

KO Sluk --->Target X-Statix defender cannot be stunned this attack.  

Boost 1: When Sluk comes into play, he gets +3 ATK this turn.

"Gone, but due to merchandising, not forgotten."

-----
Card Name: Sniper
Version: Rich van Burian
Card Number: MMK-112
Recruitment Cost: 2
Team Affiliation: Crime Lords
ATK: 3
DEF: 1

Range. Concealed. 

Crime Lords characters you control have 

-----
Card Name: Solo
Version: James Bourne
Card Number: MSM-006
Recruitment Cost: 2
Team Affiliation: Spider-Friends
ATK: 4
DEF: 1

Range.

As an additional cost to recruit Solo, reveal another Spider-Friends 
character card from your hand.

"While Solo lives, terror dies!"

-----
Card Name: Speed Demon
Version: Second Chance Speedster
Card Number: MAV-109
Recruitment Cost: 3
Team Affiliation: Thunderbolts
ATK: 5
DEF: 4

Pay 1 endurance ---> Ready Speed Demon. If he is attacking, he cannot 
be stunned this attack. Use this power only if you control five or more 
resources and only once per turn.

-----
Card Name: Speed Demon
Version: James Sanders
Card Number: MSM-089
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 1
DEF: 1

Evasion.  

Speed Demon cannot be equipped.  

Pay 1 endurance --> Ready Speed Demon. He cannot attack this turn. Use 
this power only once per turn.

-----
Card Name: Spider-Man
Version: Peter Parker
Card Number: MAV-209
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 7
DEF: 7

Evasion  

Pay 1 endurance ---> Stunned Spider-Friends characters you control 
cannot be the target of effects your opponents control this turn..  

Characters with evasion you control get +1 DEF while attacking and +1 
ATK while defending.

-----
Card Name: Spider-Man
Version: The Spectacular Spider-Man
Card Number: MMK-027
Recruitment Cost: 6
Team Affiliation: Marvel Knights
ATK: 12
DEF: 12

Loyalty.  

Activate ---> Target opponent exhausts all characters he controls. Use 
this power only during your attack step.

-----
Card Name: Spider-Man
Version: New Fantastic Four
Card Number: MOR-061
Recruitment Cost: 3
Team Affiliation: Fantastic Four
ATK: 3
DEF: 4

When Spider-Man comes into play, put three web counters on Spider-Man.  

Activate, remove a web counter from Spider-Man ---> Put a -1 ATK 
counter on target character.

"With fantastic power comes fantastic responsibility."

-----
Card Name: Spider-Man
Version: Friendly Neighborhood Spider-Man
Card Number: MSM-007
Recruitment Cost: 3
Team Affiliation: Spider-Friends
ATK: 4
DEF: 5

While Spider-Man is team attacking, attackers you control cannot be 
stunned.

"Spider-Man, Spider-Man Friendly neighborhood Spider-Man Wealth and 
fame, he's ignored Action is his reward"

-----
Card Name: Spider-Man
Version: The Amazing Spider-Man
Card Number: MSM-008
Recruitment Cost: 7
Team Affiliation: Spider-Friends
ATK: 14
DEF: 16

Discard a Spider-Friends character card from your hand ---> Exhaust 
target character if it has a cost less than or equal to the cost of the 
card you discarded.

"With great power comes great responsibility."

-----
Card Name: Spider-Man
Version: Alien Symbiote
Card Number: MSM-053
Recruitment Cost: 5
Team Affiliation: Spider-Friends
ATK: 9
DEF: 9

Evasion. 

If Spider-Man would become powered-up, you may put a +1 ATK / +1 DEF 
counter on him instead.  

Whenever Spider-Man becomes stunned by a character an opponent 
controls, remove all counters from Spider-Man.

"Though the strange black costume triggered his spider sense, Peter 
didn't figure out why until much later."

-----
Card Name: Spider-Man
Version: Cosmic Spider-Man
Card Number: MSM-054
Recruitment Cost: 8
Team Affiliation: Spider-Friends
ATK: 17
DEF: 17

Flight. Range.

Spider-Friends attackers you control cannot be stunned.  

At the start of the combat phase, Spider-Man gets +1 ATK and +1 DEF for 
each non-stunned character target opponent controls.

"When Earth's need is greatest, the Enigma Force chooses a champion 
upon which to bestow the power of Captain Universe. (non-foil)"

-----
Card Name: Spiral
Version: Ricochet Rita
Card Number: MOR-172
Recruitment Cost: 4
Team Affiliation: Unaffiliated
ATK: 7
DEF: 7

Spiral can attack as though she has flight and range.   

When Spiral is put into your KO'd pile from play, you may return a 
different card named Spiral from your KO'd pile to your hand.

"Altered by Mojo, stuntwoman Ricochet Rita became Spiral, a 
teleporting, six-armed sorceress."

-----
Card Name: Steel Wind
Version: Cyborg Cyclist
Card Number: MMK-156
Recruitment Cost: 2
Team Affiliation: Underworld
ATK: 1
DEF: 4

Range.

Activate ---> Put the top card of your deck into your KO'd pile.

-----
Card Name: Stick
Version: Leader of the Chaste
Card Number: MMK-028
Recruitment Cost: 3
Team Affiliation: Marvel Knights
ATK: 5
DEF: 4

Pay 1 endurance ---> Target Marvel Knights character you control can be 
the target of plot twists you control as though it had all team 
affiliations this turn.

-----
Card Name: Stilt-Man
Version: Wilbur Day
Card Number: MMK-113
Recruitment Cost: 2
Team Affiliation: Crime Lords
ATK: 3
DEF: 2
 

Whenever a character an opponent controls gains one or more counters or 
comes into play with one or more counters, put a +1 ATK / +1 DEF 
counter on Stilt-Man.  

Boost 1: When Stilt-Man comes into play, put a +1 ATK / +1 DEF counter 
on him.

-----
Card Name: Storm
Version: Ororo Munroe
Card Number: MOR-025
Recruitment Cost: 4
Team Affiliation: X-Men
ATK: 7
DEF: 6

Flight. Range.

Pay 2 endurance ---> Your opponents' characters lose flight this turn.

"Ororo Munroe is worshipped as a goddess in her native Kenya."

-----
Card Name: Storm
Version: Weather Witch
Card Number: MOR-026
Recruitment Cost: 6
Team Affiliation: X-Men
ATK: 11
DEF: 12

Flight .Range.

Support row characters your opponents control cannot attack.  

At the start of the combat phase, you may move characters you control.

"My hurricane winds will bring you down to earth!"

-----
Card Name: Sub-Mariner
Version: Atlantean Monarch
Card Number: MFF-019
Recruitment Cost: 5
Team Affiliation: Doom
ATK: 9
DEF: 9

Flight. 

When Sub-Mariner comes into play, if you have the initiative, you may 
exhaust target character an opponent controls.

"Whenever this guy shows up, we never know if he's gonna be a friend or 
foe."

-----
Card Name: Sub-Mariner
Version: Ally of Doom
Card Number: MOR-121
Recruitment Cost: 7
Team Affiliation: Doom
ATK: 15
DEF: 16

Flight. 

Recruit Sub-Mariner only if you control Dr. Doom.  

When Sub-Mariner attacks a support row character, ready Sub-Mariner.

"Join with me and together we can defeat the Fantastic Four! -Dr. Doom"

-----
Card Name: Suicide
Version: Chris Daniels
Card Number: MMK-157
Recruitment Cost: 3
Team Affiliation: Underworld
ATK: 4
DEF: 5

When Suicide is put into a KO'd pile from play, you may discard two 
Underworld character cards. If you do, put Suicide into your front row 
and Suicide cannot attack this phase.

-----
Card Name: Sunfire
Version: Shiro Yoshida
Card Number: MSM-107
Recruitment Cost: 5
Team Affiliation: X-Men
ATK: 8
DEF: 7

Flight. Range.

Activate, discard an X-Men character card from your hand ---> Stun any 
number of target characters with a combined cost of 3 or less.

"Sunfire stayed with the X-Men for only one mission before his national 
pride compelled him to return to Japan."

-----
Card Name: Super Skrull
Version: Engineered Super-Soldier
Card Number: MOR-160
Recruitment Cost: 6
Team Affiliation: Skrull
ATK: 10
DEF: 10

Flight. Range.

When Super Skrull attacks or is attacked, you may discard a card from 
your hand. If you do, Super Skrull gets +3 ATK and +3 DEF for this 
attack, ready all front row army Skrull characters you control, and 
each of your opponents loses 3 endurance.

"You are nothing compared to me... I have more power than all four of 
you combined."

-----
Card Name: Tempus
Version: Menace out of Time
Card Number: MAV-180
Recruitment Cost: 6
Team Affiliation: Kang Council
ATK: 13
DEF: 11

Range.

Concealed-Optional.

Activate ---> Move any number of Kang Council characters you control to 
your hidden area.  While you control only one visible character, that 
character gets +1 ATK / +1 DE

-----
Card Name: Terrax
Version: Tyros
Card Number: MSM-128
Recruitment Cost: 8
Team Affiliation: Doom
ATK: 19
DEF: 19

Flight. Range.

At the start of the combat phase, each player KO's all locations he 
controls. Then, each player puts the top card of his deck into his 
resource row for each location he KO'd this way. KO all characters in 
play with a cost less than or equal to the number of locations KO'd 
this way.

-----
Card Name: The Hand
Version: Army
Card Number: MMK-114
Recruitment Cost: 2
Team Affiliation: Crime Lords
ATK: 2
DEF: 1

Concealed. 

Activate ---> Target attacker gets -2 DEF this attack.

"You cannot fight us. You cannot stop us. You can only die."

-----
Card Name: The Rose
Version: Shadowy Lieutenant
Card Number: MMK-115
Recruitment Cost: 2
Team Affiliation: Crime Lords
ATK: 2
DEF: 2

Range. Concealed. 

Activate, move The Rose from your hidden area to your visible area ---> 
KO a resource you control. If you do, search your deck for a card named 
Made Men, reveal it, put it face down into your resource row, and 
shuffle your deck.

"Branded a failure, the Rose backed a play to usurp his father, 
Kingpin."

-----
Card Name: The Rose
Version: Richard Fisk
Card Number: MSM-090
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 2
DEF: 3

Locations cost your opponents 3 more to flip.

"Unbeknownst to the Kingpin, his most trusted lieutenant is also his 
son."

-----
Card Name: The Russian
Version: Contract Killer
Card Number: MMK-116
Recruitment Cost: 5
Team Affiliation: Crime Lords
ATK: 9
DEF: 9
 

The Russian gets +3 ATK while attacking a character without flight and 
without  range. 

The Russian gets +3 ATK while defending against a character without 
flight and without  range.

"The choice is simple, comrade: give me da money, or they'll find your 
body in Newark."

-----
Card Name: The Spike
Version: Angry Young Mutant
Card Number: MMK-066
Recruitment Cost: 4
Team Affiliation: X-Statix
ATK: 10
DEF: 7

Range.

Whenever The Spike becomes stunned, KO him unless you control two or 
more other X-Statix characters.

"You just lie there, old man, and let the youth take over."

-----
Card Name: The Wrecker
Version: Wrecking Crew
Card Number: MAV-145
Recruitment Cost: 6
Team Affiliation: Masters of Evil
ATK: 13
DEF: 12

Reservist.  

Other Wrecking Crew characters you control get +1 ATK / +1 DEF.  

Pay 1 resource point ---> Wrecking Crew characters you control get +2 
ATK and can attack hidden characters this turn. Use this power only 
once per turn.

"Outta my way! I'm gonna wreck an Avenger's head!"

-----
Card Name: Thermite
Version: Sam Yurimoto
Card Number: MAV-066
Recruitment Cost: 1
Team Affiliation: Squadron Supreme
ATK: 2
DEF: 1

Range. Reservist.

If Thermite would cause breakthrough, instead, each player discards a 
card.

-----
Card Name: Thing
Version: Strongman
Card Number: MFF-010
Recruitment Cost: 6
Team Affiliation: Fantastic Four
ATK: 14
DEF: 12

"And then there's me: the ever-lovin' blue-eyed Thing."

-----
Card Name: Thing
Version: Ben Grimm
Card Number: MOR-062
Recruitment Cost: 3
Team Affiliation: Fantastic Four
ATK: 5
DEF: 5

KO an equipment you control equipped to Thing ---> Stun target 
character with a cost less than or equal to the printed cost of that 
equipment.

-----
Card Name: Thing
Version: Heavy Hitter
Card Number: MOR-063
Recruitment Cost: 5
Team Affiliation: Fantastic Four
ATK: 11
DEF: 11

Recruit Thing only if you control a Fantastic Four character.

"It's clobberin' time!"

-----
Card Name: Thing
Version: The Ever-Lovin' Blue-Eyed Thing
Card Number: MOR-064
Recruitment Cost: 7
Team Affiliation: Fantastic Four
ATK: 16
DEF: 16

When Thing comes into play, if you control another Fantastic Four 
character, return all characters with a cost of 3 or less that your 
opponents control to their owners' hands.

-----
Card Name: Thor
Version: God of Thunder
Card Number: MAV-024
Recruitment Cost: 8
Team Affiliation: Avengers
ATK: 20
DEF: 20

Flight. Range.

Leader: Each Avengers character adjacent to Thor gets + X ATK, where X 
is that character's cost.

"'Tis our destiny to protect those in need . . . the innocent, the meek 
. . . on this world and worlds beyond!"

-----
Card Name: Thor
Version: Odinson
Card Number: MAV-025
Recruitment Cost: 4
Team Affiliation: Avengers
ATK: 8
DEF: 7

Flight. Range.

As an additional cost to recruit Thor, reveal an Avengers character 
card in your hand or resource row.  

Whenever Thor causes breakthrough to a player, put the top card of your 
deck into your KO'd pile. That player loses endurance equal to the cost 
of that card.

"Thou shall face the wrath and fury of the Son of Odin!"

-----
Card Name: Thornn
Version: Feral Hunter
Card Number: MSM-121
Recruitment Cost: 1
Team Affiliation: Brotherhood
ATK: 1
DEF: 1

Discard a card from your hand ---> Thornn gets +2 ATK this attack. Use 
this power only once per turn.

"Thornn's search for her parents' killer led her to a stunning 
revelation: Feral, her own sister, murdered them."

-----
Card Name: Thunderball
Version: Wrecking Crew
Card Number: MAV-146
Recruitment Cost: 5
Team Affiliation: Masters of Evil
ATK: 10
DEF: 9

   

Reservist.

At the start of the combat phase, if you recruited no characters this 
turn, Thunderball gets +3 ATK / +3 DEF and and has invulnerability this 
turn.

-----
Card Name: Tibetan Monks
Version: Army
Card Number: MOR-122
Recruitment Cost: 1
Team Affiliation: Doom
ATK: 1
DEF: 1

Activate ---> Target Dr. Doom gets +2 ATK and +2 DEF for this attack.

"An ancient order of monks that trained Doom and crafted his armor."

-----
Card Name: Tiger Shark
Version: Todd Arliss
Card Number: MAV-147
Recruitment Cost: 3
Team Affiliation: Masters of Evil
ATK: 6
DEF: 3

Reservist.

Pay 1 resource point ---> Tiger Shark gets +2 ATK / +2 DEF this turn. 
Use this power only once per turn.

"Transformed by the Morphotron and injected with Atlantean DNA, Todd 
Arliss is now more monster than man."

-----
Card Name: Tinkerer
Version: Phineas Mason
Card Number: MSM-091
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 1
DEF: 1

At the start of the recovery phase, if you control more non-stunned 
characters than each of your opponents, put a +1 ATK / +1 DEF counter 
on target character you control.

"Arguably the world's greatest inventor, the Tinkerer creates his 
devices for financial gain, rather than a higher calling."

-----
Card Name: Titania
Version: Vengeful Vixen
Card Number: MAV-148
Recruitment Cost: 5
Team Affiliation: Masters of Evil
ATK: 10
DEF: 8

When you recruit Titania, if you control a Masters of Evil character, 
gain 1 resource point. Spend this resource point only to pay the cost 
of a payment power.

"Everyone who wants to stay alive better get outta my way!"

-----
Card Name: Titania
Version: Big Bad Bully
Card Number: MFF-020
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 4
DEF: 4

Titania gets +1 ATK for each character in your front row.

"She tried to kill She-Hulk once. Heck, she's tried to kill everybody 
once."

-----
Card Name: Titania
Version: Mary MacPherran
Card Number: MOR-123
Recruitment Cost: 4
Team Affiliation: Doom
ATK: 7
DEF: 8

Whenever Titania is targeted by a plot twist, she gets +1 ATK this 
turn.

-----
Card Name: Toad
Version: Mortimer Toynbee
Card Number: MOR-095
Recruitment Cost: 2
Team Affiliation: Brotherhood
ATK: 3
DEF: 2

If Toad would become stunned, you may return him to his owner's hand 
instead.

"Once an underling of Magneto, Toad eventually ascended to lead the 
Brotherhood."

-----
Card Name: Tom Thumb
Version: Thomas Thompson
Card Number: MAV-067
Recruitment Cost: 2
Team Affiliation: Squadron Supreme
ATK: 2
DEF: 3

Concealed-Optional.

While Tom Thumb is visible, equipped characters you control get +1 ATK 
/ +1 DEF.

Discard an equipment card ---> Power-up target attacker or defender you 
control. Use this power only if Tom Thumb is hidden.

-----
Card Name: Tombstone
Version: Lonnie Lincoln
Card Number: MSM-092
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 3
DEF: 4

At the start of the your recruit step, KO Tombstone unless you discard 
a Sinister Syndicate character card from your hand.

"It's your funeral, Spider-Man. I'm just here to mark the occasion."

-----
Card Name: Tri-Sentinel
Version: Super Sentinel
Card Number: MSM-135
Recruitment Cost: 7
Team Affiliation: Sentinel
ATK: 13
DEF: 13

Flight. Range.

Whenever an army Sentinel character you control becomes stunned, target 
opponent loses endurance equal to that character's cost.  

Boost 1: When Tri-Sentinel comes into play, return all army Sentinel 
character cards in your KO'd pile to your hand.

-----
Card Name: Tryks
Version: Army
Card Number: MMK-158
Recruitment Cost: 1
Team Affiliation: Underworld
ATK: 1
DEF: 1

Flight. 

Discard Tryks ---> Target character gets -1 ATK this attack. Use this 
power only while Tryks is in your hand.

"The final stage of the Vapor Vultur Vampyrus virus, Tryks are feared 
by vampires and humans alike."

-----
Card Name: Typhoid Mary
Version: Mary Walker
Card Number: MMK-117
Recruitment Cost: 6
Team Affiliation: Crime Lords
ATK: 12
DEF: 10

Range.

Discard a Crime Lords character card ---> KO a resource you control. If 
you do, KO target location. Use this power only during the combat phase 
and only once per turn.

"I only want you to do one thing Matt-burn."

-----
Card Name: U-Go-Girl
Version: Eddie Sawyer
Card Number: MMK-067
Recruitment Cost: 6
Team Affiliation: X-Statix
ATK: 11
DEF: 13

Flight. 

Discard an X-Statix character card ---> Change the target of target 
plot twist effect that targets a single character. (The new target must 
be legal.)

"To make it in this city, a girl has got to have something special."

-----
Card Name: U-Go-Girl
Version: Tragic Teleporter
Card Number: MMK-068
Recruitment Cost: 4
Team Affiliation: X-Statix
ATK: 7
DEF: 7

Flight. 

When U-Go-Girl comes into play, you may return an X-Statix character 
you control to its owner's hand. If you do, return target character 
with cost 2 or less to its owner's hand.

"Ready to port back to HQ? I need a stiff drink and a hot bath."

-----
Card Name: Ultron <> Crimson Cowl
Version: Dark Disguise
Card Number: MAV-149
Recruitment Cost: 5
Team Affiliation: Masters of Evil
ATK: 9
DEF: 8

Flight .Range.

Leader: While an attacker is adjacent to Ultron, defenders lose 
reinforcement and cannot gain reinforcement.

-----
Card Name: Ultron <> Ultron 5
Version: Ultimate Evil
Card Number: MAV-150
Recruitment Cost: 8
Team Affiliation: Masters of Evil
ATK: 20
DEF: 19

Flight. Range.

When you recruit Ultron, gain 5 resource points. Spend these resource 
points only to pay the cost of payment powers.  

If Ultron would become stunned, instead, you may discard a card. If you 
do, lose 8 endurance and exhaust Ultron.

"I am Ultron! My purpose it to destroy all that lives! You are livings 
things, ergo, you must die!"

-----
Card Name: Unus
Version: Angelo Unuscione
Card Number: MOR-096
Recruitment Cost: 2
Team Affiliation: Brotherhood
ATK: 2
DEF: 2

Activate ---> Unus gets +2 DEF for this attack.

"Not for nothing am I called Unus, the Untouchable!"

-----
Card Name: Valeria
Version: Daughter of Doom
Card Number: MMK-193
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 0
DEF: 1

Pay 1 endurance ---> Move Valeria Richards to your hidden area. Use 
this power only if you control Dr. Doom.  Activate ---> Draw a card. 
Use this power only if Valeria Richards has the Doom affiliation and 
only if you control Dr. Doom.

"Doom is not done with his daughter. Not yet."

-----
Card Name: Vanessa Fisk
Version: Mob Matron
Card Number: MMK-118
Recruitment Cost: 1
Team Affiliation: Crime Lords
ATK: 1
DEF: 1

Concealed.   

Discard Vanessa Fisk ---> Characters you control get +1 ATK while in 
the hidden area this turn. Use this power only while Vanessa Fisk is in 
your hand.

"Behind every great man is a ruthless woman."

-----
Card Name: Varnae
Version: First Vampire
Card Number: MMK-159
Recruitment Cost: 7
Team Affiliation: Underworld
ATK: 15
DEF: 13

Flight. 

Activate ---> Target attacker gets -15 DEF this attack, and Varnae 
cannot be stunned this attack. Use this power only if you have three or 
more Underworld character cards in your KO'd pile.

"It is the oldest of evils, the primal darkness, the first vampire."

-----
Card Name: Vengeance
Version: Michael Badilino
Card Number: MMK-160
Recruitment Cost: 5
Team Affiliation: Underworld
ATK: 7
DEF: 9

Range. Concealed.

Pay 1 endurance ---> Remove target character card in an opponent's KO'd 
pile from the game. If you do, Vengeance gets +7 ATK this turn while 
attacking a character with the same name as the card you removed this 
way. Use this power only once per turn.

"Vengeance is another aspect of the demon Zarathos . . . one unclouded 
by empathy or morality."

-----
Card Name: Venom
Version: Eddie Brock
Card Number: MSM-021
Recruitment Cost: 6
Team Affiliation: Sinister Syndicate
ATK: 12
DEF: 12

Whenever Venom stuns a character, KO that character unless its 
controller pays 6 endurance.

"I want to hear you scream!!!"

-----
Card Name: Venom
Version: Alien Symbiote
Card Number: MSM-093
Recruitment Cost: 4
Team Affiliation: Sinister Syndicate
ATK: 7
DEF: 7

Evasion. 

When Venom comes into play, you may KO a Sinister Syndicate character 
you control. If you do, put X +1 ATK / +1 DEF counters on Venom, where 
X is the cost of the character you KO'd.

"Two fractured minds. One monstrous killer."

-----
Card Name: Venus Dee Milo
Version: Dee Milo
Card Number: MMK-069
Recruitment Cost: 6
Team Affiliation: X-Statix
ATK: 10
DEF: 13

Flight. Range.

Pay 5 endurance, return Venus Dee Milo to her owner's hand ---> Return 
target character with cost 5 or less to its owner's hand. Use this 
power only if you control another X-Statix character.

-----
Card Name: Venus Dee Milo
Version: Telegenic Teleporter
Card Number: MMK-070
Recruitment Cost: 3
Team Affiliation: X-Statix
ATK: 3
DEF: 5

Flight. Range. Concealed.

Activate ---> Return target X-Statix character you control to its 
owner's hand.

"I'm a muddled bunch of unstable energy that would blow all over the 
place if it wasn't for this suit."

-----
Card Name: Vermin
Version: Sewer Rat
Card Number: MAV-212
Recruitment Cost: 2
Team Affiliation: Sinister Syndicate
ATK: 3
DEF: 2

When you recruit Vermin, you may search your deck for a character card 
named Vermin, reveal it, put it into your hand, and shuffle your deck.  

Whenever Vermin becomes stunned, you may KO him. If you do, you may put 
a character card named Vermin from your hand into your front row 
exhausted.

-----
Card Name: Victor Von Doom II
Version: Doomed Heir
Card Number: MFF-021
Recruitment Cost: 4
Team Affiliation: Doom
ATK: 7
DEF: 6

Flight. Range.

When Victor Von Doom II comes into play, search your deck for a 
character card named Dr. Doom. Reveal that card and put it into your 
hand. Shuffle your deck.

"Doom cloned himself an heir, but the creation ended up turning against 
him."

-----
Card Name: Victor Von Doom II
Version: Son of Doom
Card Number: MOR-124
Recruitment Cost: 5
Team Affiliation: Doom
ATK: 8
DEF: 8

Flight. Range.

You are considered to control Dr. Doom.  

At the start of the combat phase, target opponent chooses one of the 
following: Victor Von Doom II gets +2 ATK this turn; or Victor Von Doom 
II gets +2 DEF this turn; or that opponent loses 5 endurance.

"We may have been born from the same cell... but I do not possess your 
outrage, your hate, or your insanity!"

-----
Card Name: Vision
Version: Synthetic Humanoid
Card Number: MAV-026
Recruitment Cost: 6
Team Affiliation: Avengers
ATK: 13
DEF: 11

Flight. Range.

Concealed-Optional.

Pay 1 endurance ---> Negate target non-ongoing plot twist effect. Use 
this power only if Vision is attacking or defending.

"I am a creature of logic, not emotion. Your threats and intimidation 
have no effect on me."

-----
Card Name: Vivisector
Version: Myles Alfred
Card Number: MMK-071
Recruitment Cost: 2
Team Affiliation: X-Statix
ATK: 2
DEF: 2

Boost 1: When Vivisector comes into play, if you control another X-
Statix character, target opponent loses 5 endurance. Return Vivisector 
to his owner's hand.

"To hell with Hamlet! I want blood!"

-----
Card Name: Vivisector
Version: Lunatic Lycanthrope
Card Number: MMK-072
Recruitment Cost: 5
Team Affiliation: X-Statix
ATK: 10
DEF: 8

Boost 1: When Vivisector comes into play, if you control another X-
Statix character, you may exhaust target character. Return Vivisector 
to his owner's hand.

"If you ever misquote something to me again, I shall seriously consider 
stamping on your corpus callosum."

-----
Card Name: Volcana
Version: Raging Inferno
Card Number: MFF-022
Recruitment Cost: 4
Team Affiliation: Doom
ATK: 7
DEF: 6

Range.

Activate ---> Target player loses 3 endurance.

"Doom gave her all those powers when we were fightin' for the 
Beyonder."

-----
Card Name: Volcana
Version: Marsha Rosenberg
Card Number: MOR-125
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 3
DEF: 3

Range.

Recruit Volcana only if you control Dr. Doom.  Activate ---> Target 
player loses endurance equal to the number of face-up resources you 
control.

-----
Card Name: Vulture
Version: Adrian Toomes
Card Number: MSM-022
Recruitment Cost: 1
Team Affiliation: Sinister Syndicate
ATK: 2
DEF: 1

Flight. 

As an additional cost to recruit Vulture, reveal another Sinister 
Syndicate character card from your hand.  

Whenever Vulture causes breakthrough, you gain that much endurance.

"Faced with his own failing health, the Vulture uses 'The Juvenator' to 
drain his opponent's life force."

-----
Card Name: Wasp
Version: Janet Van Dyne-Pym
Card Number: MAV-027
Recruitment Cost: 2
Team Affiliation: Avengers
ATK: 2
DEF: 3

Flight. Range. Concealed-Optional/

Leader: Team attackers adjacent to Wasp cannot be stunned.

"She may be small, but as a founding member and longstanding chairman, 
Janet is one of the most experienced members of the team."

-----
Card Name: Werewolf by Night
Version: Jack Russell
Card Number: MMK-161
Recruitment Cost: 2
Team Affiliation: Underworld
ATK: 2
DEF: 2

Concealed.

  At the start of the combat phase, if you control the initiative, 
Werewolf by Night gets +1 ATK and +1 DEF this turn. Otherwise, put the 
top card of your deck into your KO'd pile.

"So that no other will bear his family curse, he left behind all that 
he was."

-----
Card Name: Whirlwind
Version: David Cannon
Card Number: MAV-151
Recruitment Cost: 4
Team Affiliation: Masters of Evil
ATK: 8
DEF: 6

Flight. Range.

Pay X resource points ---> Exhaust target character if its cost is less 
than X.

"I'm not crazy, Wasp. I'm just a man in love. And sometimes love 
doesn't hurt . . . it kills."

-----
Card Name: White Tiger
Version: Hector Ayala
Card Number: MAV-210
Recruitment Cost: 5
Team Affiliation: Spider-Friends
ATK: 9
DEF: 10

Evasion .

White Tiger has invulnerability while defending against exactly one 
attacker.

"Armed with a mystical medallion of power, Hector prowls the mean 
streets of New York."

-----
Card Name: Whizzer
Version: Stanley Stewart
Card Number: MAV-068
Recruitment Cost: 5
Team Affiliation: Squadron Supreme
ATK: 9
DEF: 9

Pay 2 endurance ---> Ready Whizzer. Use this power only once per turn 
and only if you have no cards in hand.

"While you guys checked out New York, I covered the rest of the 
country."

-----
Card Name: Wild Pack
Version: Army
Card Number: MSM-055
Recruitment Cost: 1
Team Affiliation: Spider-Friends
ATK: 1
DEF: 1

Range.

Wild Pack gets +1 ATK while team attacking.

"No job too small . . ."

-----
Card Name: Wild Sentinel
Version: Army
Card Number: MOR-145
Recruitment Cost: 1
Team Affiliation: Sentinel
ATK: 1
DEF: 1

Range.

When Wild Sentinel comes into play, it gets +1 ATK this turn.

"A new breed of Sentinels, the Wild Sentinels reconstruct themselves 
into ever-deadlier versions."

-----
Card Name: Will O' The Wisp
Version: Jackson Arvad
Card Number: MSM-056
Recruitment Cost: 4
Team Affiliation: Spider-Friends
ATK: 7
DEF: 7

Flight. Evasion. 

Whenever Will O' The Wisp recovers, put a +1 ATK / +1 DEF counter on 
him.

"A former enemy of Spider-Man, Will O' the Wisp is now one of Spidey's 
eeriest allies."

-----
Card Name: Wolverine
Version: Berserker Rage
Card Number: MOR-027
Recruitment Cost: 7
Team Affiliation: X-Men
ATK: 15
DEF: 13

Whenever Wolverine stuns a character with a cost of 4 or less, ready 
Wolverine.

"I'm the best there is at what I do."

-----
Card Name: Wolverine
Version: James Howlett
Card Number: MOR-028
Recruitment Cost: 5
Team Affiliation: X-Men
ATK: 8
DEF: 8

If Wolverine is in your front row and would become stunned, you may 
discard an X-Men character card from your hand instead. If you do, 
exhaust Wolverine, move him your support row, and Wolverine is not 
stunned.

"Adamantium, an indestructible metal, was bonded to Wolverine's 
skeleton as part of the Weapon X program."

-----
Card Name: Wolverine
Version: Logan
Card Number: MOR-029
Recruitment Cost: 3
Team Affiliation: X-Men
ATK: 6
DEF: 6

As an additional cost to recruit Wolverine, reveal an X-Men character 
card from your hand.

-----
Card Name: Wolverine
Version: New Fantastic Four
Card Number: MOR-065
Recruitment Cost: 4
Team Affiliation: Fantastic Four
ATK: 8
DEF: 6

Whenever Wolverine attacks a character who has already been attacked 
this turn, Wolverine gets +5 ATK for this attack.

"It's clobberin' time, bub."

-----
Card Name: Wonder Man
Version: Simon Williams
Card Number: MAV-028
Recruitment Cost: 6
Team Affiliation: Avengers
ATK: 12
DEF: 12

Flight. Range. Reservist.  

When Wonder Man comes into play, you may reveal up to five face-down 
resources you control. You may stun target character if its cost is 
less than the number of reservist cards you revealed.

"Simon's brain waves served as the template for Vision's personality 
matrix."

-----
Card Name: Wyatt Wingfoot
Version: Keewazi Adventurer
Card Number: MSM-115
Recruitment Cost: 1
Team Affiliation: Fantastic Four
ATK: 1
DEF: 1

Activate, return Wyatt Wingfoot to owner's hand ---> Target defender 
you control has reinforcement this attack.  

Discard Wyatt Wingfoot from your hand ---> Target Fantastic Four 
character gains +1 DEF this attack. Use this power only while Wyatt 
Wingfoot is in your hand.

-----
Card Name: Yelena Belova <> Black Widow
Version: Enemy Agent
Card Number: MMK-029
Recruitment Cost: 4
Team Affiliation: Marvel Knights
ATK: 6
DEF: 6

Range. Concealed. 

Yelena Belova cannot team attack.  

Whenever Yelena Belova stuns an exhausted defender, KO that defender.

"The web of espionage has room enough for but one queen."

-----
Card Name: Yellowjacket
Version: Rita DeMara
Card Number: MAV-152
Recruitment Cost: 1
Team Affiliation: Masters of Evil
ATK: 1
DEF: 2

Flight. Range. Reservist. Concealed-Optional 

Boost 1: When Yellowjacket comes into play, search your deck for a 
Masters of Evil character card with cost 2 or less, reveal it, put it 
into your hand, and shuffle your deck. Gain 1 resource point.

"After stealing Hank Pym's costume, Rita DeMara embarked on a brief 
crime spree before joining the Masters."

-----
Card Name: Zarathos
Version: Spirit of Vengeance
Card Number: MMK-162
Recruitment Cost: 5
Team Affiliation: Underworld
ATK: 10
DEF: 11

Flight. Range.

As an additional cost to play Zarathos, return an Underworld character 
you control to its owner's hand.

"Set me free, Blaze! Set me FREE!"

-----
Card Name: Zeitgeist
Version: Axel Cluney
Card Number: MMK-073
Recruitment Cost: 6
Team Affiliation: X-Statix
ATK: 12
DEF: 12

Range.

Cosmic: Activate ---> Remove a cosmic counter from Zeitgeist  .If you 
do, stun target character. Use this power only during the combat phase 
and only if you control no other characters.

"The popularity of the team is down, Coach. Don't worry-I've got a 
plan."

-----
Card Name: Zodiak
Version: Norman Harrison
Card Number: MMK-163
Recruitment Cost: 2
Team Affiliation: Underworld
ATK: 3
DEF: 2

Range.

Zodiak can team attack as though he had all team affiliations.  

Boost 3: When Zodiak comes into play, he gets +X ATK and +X DEF this 
turn, where X is the number of cards in your hand.

-----
Card Name: Zorba
Version: Deposed Leader of Latveria
Card Number: MAV-207
Recruitment Cost: 3
Team Affiliation: Doom
ATK: 5
DEF: 4

Other Doom characters you control get +1 ATK while you do not control 
Dr. Doom.

"This land belongs to its people, not to a madman in a metal mask."


-----------------------------------------------------------------------

Section 9.2b Equipment [EQPT]

 
Card Name: Advanced Hardware
Card Number: MOR-174
Recruitment Cost: 1

Equipped character gets +3 ATK, has range, and has "Activate ---> 
Target player loses 3 endurance."

-----
Card Name: Airskimmer
Card Number: MAV-070
Recruitment Cost: 1

Squadron Supreme characters you control get +1 ATK / +1 DEF and have 
flight.  

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

-----
Card Name: Armed Escort
Card Number: MMK-119
Recruitment Cost: 1

Armed Escort costs 1 less to equip while you control a Crime Lords 
character.  

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

-----
Card Name: Armored Spider Suit
Card Number: MSM-058
Recruitment Cost: 2

Armored Spider Suit costs 1 less to recruit for each Spider-Friends 
character you recruited this turn.  

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

-----
Card Name: Borrowed Blade
Card Number: MOR-179
Recruitment Cost: 0

Equipped character gets +1 ATK and +1 DEF.

-----
Card Name: Com Link
Card Number: MSM-147
Recruitment Cost: 0

You may propose a team attack with equipped character as though it had 
all team affiliations.  

Equipped character has "Activate ---> Target defender has reinforcement 
this attack."

"Hey honey, the Fantasticar is on the fritz, Nyglar just escaped from 
the Negative Zone, and I think Franklin may have changed reality again. 
Oh, and remember to pick up some milk on the way home tonight."

-----
Card Name: Decoy Program
Card Number: MSM-129
Recruitment Cost: 0

Unique. 

Equip only to an army Doom character you control.  Equipped character 
loses all names and gains the name Dr. Doom.

"Fools! Did you think Doom could be defeated so easily?"

-----
Card Name: Doop Cam
Card Number: MMK-075
Recruitment Cost: 1

Transferable.  

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

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

"I don't think he likes having his picture taken, Doop. (Doop font) 
Then he shouldn't have posed for the card."

-----
Card Name: Dual Sidearms
Card Number: MOR-184
Recruitment Cost: 0

Equipped character gets +2 ATK and has range.

"Additional firepower is never, ever a bad idea."

-----
Card Name: Fantasticar
Card Number: MOR-070
Recruitment Cost: 1

Characters you control have flight.  

Fantastic Four characters you control get +1 ATK and +1 DEF.

"Designed by Reed Richards, the 'Flying Bathtub' is able to carry the 
Fantastic Four at speeds up to 500 miles an hour."

-----
Card Name: Flamethrower
Card Number: MSM-150
Recruitment Cost: 1

Equipped character gets +5 ATK.  

Whenever equipped character becomes stunned, KO equipped character.  

Exhaust equipped character ---> Target player loses 5 endurance. Use 
this power only once per turn.

-----
Card Name: Force Field Belt
Card Number: MAV-193
Recruitment Cost: 0

Transferable. 

Equipped character gets +1 DEF. 

Pay up to 2 resource points ---> Put a +1 ATK / +1 DEF counter on 
equipped character for each point you paid. Use this power only once 
per turn.

-----
Card Name: Framistat
Card Number: MAV-205
Recruitment Cost: 1

You may exhaust a character you control instead of paying Framistat's 
recruit cost. 

At the start of the combat phase, choose one: Equipped character gets 
+3 ATK this turn; or while equipped character is defending this turn, 
it gets +1 DEF and has reinforcement. If the equipped character has the 
Fantastic Four affiliation, instead, choose both.

-----
Card Name: Goblin Glider
Card Number: MSM-097
Recruitment Cost: 2

Goblin Glider costs 1 less to recruit for each Sinister Syndicate 
character you recruited this turn.  

Equipped character gets +4 ATK, has flight, and has range.

"A perfect combination of technology and insanity."

-----
Card Name: Jetpack
Card Number: MSM-029
Recruitment Cost: 0

Equipped character gets +2 ATK and has flight.

"Parker! Get this infernal contraption off me!"

-----
Card Name: Kevlar Body Armor
Card Number: MOR-197
Recruitment Cost: 2

Equipped character gets +1 DEF.  

If equipped character would become stunned, you may KO this card 
instead. If you do, the character is not stunned.

-----
Card Name: Medallion of Power
Card Number: MMK-213
Recruitment Cost: 0

Equip Medallion of Power only to a hidden character.  Medallion of 
Power is not KO'd as equipped character moves to a different area.  

Pay 1 endurance ---> Move equipped character to your hidden area or 
your visible area.

-----
Card Name: Mjolnir
Card Number: MAV-035
Recruitment Cost: 0

Equip only to a character named Thor.  

Equipped character gets +2 ATK and, while attacking, has 
invulnerability.  

Reveal Mjolnir and put it on the bottom of your deck ---> Search your 
deck for a character card named Thor, reveal it, put it into your hand.

-----
Card Name: Mystic Chain
Card Number: MMK-215
Recruitment Cost: 0

Recruit Mystic Chain only if you control three or more characters.  

Whenever equipped character causes breakthrough to a player, that 
player discards a card and you draw a card.

"A weapon of pure malice wielded by a spirit of pure vengeance."

-----
Card Name: Mystical Sigil
Card Number: MMK-216
Recruitment Cost: 1

Equip Mystical Sigil only to a hidden character.  

Equipped character gets +3 ATK and has flight.

"The first rule of magic is that you always give up more than you get 
back."

-----
Card Name: Personal Force Field
Card Number: MOR-208
Recruitment Cost: 1

Equipped character gets +3 DEF, is reinforced, and cannot be the target 
of plot twists.

-----
Card Name: Power Compressor
Card Number: MOR-134
Recruitment Cost: 1

Equip only to your Dr. Doom.  

Your opponents may not use activated character powers.

-----
Card Name: Quinjet
Card Number: MAV-038
Recruitment Cost: 0

Characters you control have flight.  

Characters you control get +1 DEF while defending with reinforcement.  

Discard Quinjet ---> Move and then power-up target Avengers attacker or 
defender you control. Use this power only if Quinjet is in your hand.

-----
Card Name: Rapier
Card Number: MSM-157
Recruitment Cost: 0

Equipped character gets +3 ATK while attacking a front row character or 
defending against a front row character.

"It's all about the riposte, really."

-----
Card Name: Smoke Screen
Card Number: MSM-031
Recruitment Cost: 1

KO Smoke Screen ---> Target attacker cannot be stunned this attack.

"Where'd that smoke come from?? H-he's disappearing!"

-----
Card Name: Sonic Gun
Card Number: MSM-160
Recruitment Cost: 0

Whenever equipped character attacks a defender, exhaust that defender.  

Equipped character has "Activate ---> Remove all +1 ATK / +1 DEF 
counters from target character."

-----
Card Name: The Blackbird
Card Number: MOR-036
Recruitment Cost: 2

Unique. 

Characters you control have flight.  

X-Men characters you control get +2 ATK and +2 DEF.  

Whenever equipped character becomes stunned, KO The Blackbird.

"Topping out at the speed of Mach 4.2, the VTOL-equipped Blackbird is 
the X-Men's primary mode of transportation."

-----
Card Name: The Darkhold
Card Number: MMK-176
Recruitment Cost: 1

The Darkhold costs 1 less to recruit while you control an Underworld 
character.  

Equipped character has "Activate ---> Put the top card of your deck 
into your KO'd pile. 
If it's a character card, gain 4 endurance."

"It's full of whispered psalms and shadowed prayers."

-----
Card Name: The Pogo Plane
Card Number: MOR-074
Recruitment Cost: 1

Unique. 

Equip only to a Fantastic Four character you control.  Equipped 
character has flight and is reinforced.  

Discard a card from your hand, put The Pogo Plane on the bottom of your 
deck ---> Search your deck for a location card. Reveal that card and 
put it into your hand. Shuffle your deck.

-----
Card Name: Thunder Jet
Card Number: MAV-120
Recruitment Cost: 0

Equipped character gets +2 ATK and has flight.  While equipped 
character has the Thunderbolts affiliation, whenever it attacks a 
character, you may exhaust that character.

"You got a ship already? It took us forever to get a ship with the old 
team."

-----
Card Name: Time Platform
Card Number: MSM-164
Recruitment Cost: 2

Unique. Transferable. 

KO Time Platform ---> Negate target non-ongoing plot twist effect.

"With a turn of this dial, I shall destroy the four of you forever!"

-----
Card Name: Titanium Sword
Card Number: MMK-043
Recruitment Cost: 1

Titanium Sword costs 1 less to recruit while you control a Marvel 
Knights character.  

Whenever equipped character stuns a character, the stunned character's 
controller loses 3 endurance.

-----
Card Name: Unstable Molecules
Card Number: MOR-220
Recruitment Cost: 0

Equipped character gets +1 DEF.  

KO Unstable Molecules ---> Equipped character gets +3 DEF this turn.

"Perhaps one of Reed Richard's greatest inventions, Unstable Molecules 
allow for costumes that adapt to their wearer's powers."

-----
Card Name: V-Wing
Card Number: MAV-122
Recruitment Cost: 0

Unique, Transferable.  

Characters you control have flight and, while ready, get +1 ATK.  

Discard V-Wing ---> Target Thunderbolts character you control gets +3 
DEF while attacking a character with greater cost or while defending 
against a character with greater cost this turn. Use this power only if 
V-Wing is in your hand.

-----
Card Name: War Wagon
Card Number: MMK-044
Recruitment Cost: 1

War Wagon costs 1 less to recruit while you control a Marvel Knights 
character.  

Equipped character has "Activate ---> KO target stunned character. Its 
controller loses endurance equal to that character's cost."

-----
Card Name: Web Shooters
Card Number: MMK-204
Recruitment Cost: 1

Web Shooters costs 1 less to recruit onto a character named Spider-Man.  

Equipped character has "Activate ---> Target character gets -2 ATK this 
attack."
-----------------------------------------------------------------------

Section 9.2c Locations [LCTN]

Card Name: Antarctic Research Base
Card Number: MOR-067
Threshold: 1

Whenever you recruit an equipment card, if you control a Fantastic Four 
character, draw a card.  

"Due to near-cataclysmic disasters in the past, Mr. Fantastic 
constructed this Antarctic research base to house his more dangerous 
experiments."

-----
Card Name: Asteroid M
Card Number: MOR-097
Threshold: 2

Activate ---> Target Brotherhood character gets +4 ATK this turn while 
attacking a character with a lower cost.

"Orbiting miles above the earth, Asteroid M serves as Magneto's primary 
base of operations."

-----
Card Name: Avalon Space Station
Card Number: MOR-098
Threshold: 2

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

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

"A sanctuary for persecuted mutants, Avalon was once Graymalkin, 
Cable's fortress from the future."

-----
Card Name: Avengers Mansion
Card Number: MAV-030
Threshold: 3

Activate ---> Reveal any number of face-down resources you control. 
Target attacker or defender you control gets +1 ATK this attack for 
each Avengers character card you revealed.

"One of New York's most famous landmarks is located at 890 Fifth 
Avenue."

-----
Card Name: Base of Operations
Card Number: MOR-176
Threshold: 1

Activate ---> Look at the top card of your deck. You may put that card 
on the bottom of your deck.

"First we plan, then we strike."

-----
Card Name: Baxter Building
Card Number: MOR-068
Threshold: 1

Activate ---> Reveal the top card of your deck. If you control a 
Fantastic Four character, reveal two cards instead. Put all revealed 
equipment cards into your hand. Put all other revealed cards on the 
bottom of your deck in any order.

"Originally located at Madison and 42nd in New York City, the Baxter 
Building served as the Fantastic Four's first headquarters until its 
destruction at the hands of Kristoff."

-----
Card Name: Biomodem Satellite
Card Number: MAV-111
Threshold: 3

Activate ---> Target Thunderbolts attacker or defender you control gets 
+1 DEF this attack. If you control five or more resources, instead, it 
gets +1 ATK this attack.

-----
Card Name: Cerebro
Card Number: MOR-030
Threshold: 2

Activate ---> Reveal the top two cards of your deck. Put all revealed 
X-Men character cards into your hand. Put all other revealed cards on 
the bottom of your deck in any order. For each card put into your hand 
this way, discard a card from your hand.

"Professor X can use Cerebro to locate any mutant in the world."

-----
Card Name: Club Dead
Card Number: MMK-177
Threshold: 3

Activate, put an Underworld character card from your KO'd pile on the 
bottom of your deck ---> Recover target stunned character with cost of 
3 or less you control.

"The sheep think they're wolves . . . but the wolves know better."

-----
Card Name: Daily Bugle
Card Number: MSM-010
Threshold: 2

When you flip Daily Bugle, choose a character name.  Whenever a 
character with that name an opponent controls becomes stunned by a 
Spider-Friends character you control, you may turn a face-up resource 
you control face down.

"The Bugle Challenges Spider-Man to Defeat the Lizard!"

-----
Card Name: Danger Room
Card Number: MOR-032
Threshold: 1

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

"Designed with alien Shi'ar technology, the Danger Room serves as the 
X-Men's training facility."

-----
Card Name: Doc Ock's Lab
Card Number: MSM-023
Threshold: 1

Activate, pay 3 endurance ---> Target Sinister Syndicate attacker gets 
+3 ATK this attack.

"In addition to his four super-strong steel tentacles, Dr. Octopus 
possesses the mind of a brilliant engineer and inventor."

-----
Card Name: Doom's Laboratory
Card Number: MFF-023
Threshold: 3

Activate ---> Target Doom character you control gets +1 ATK this 
attack.

"I gotta wonder if all Doom ever does is sit around and think up ways 
to kill us."

-----
Card Name: Doom's Throne Room
Card Number: MOR-128
Threshold: 2

Activate ---> Reveal the top card of your deck. If you control a Doom 
character, reveal two cards instead. Put all revealed plot twist cards 
into your hand. Put all other revealed cards on the bottom of your deck 
in any order. For each card put into your hand this way, discard a card 
from your hand.

"Located in the heart of Castle Doomstadt, the throne room is Dr. 
Doom's seat of power."

-----
Card Name: Doomstadt
Card Number: MOR-129
Threshold: 1

You are considered to control Dr. Doom.  Your Dr. Doom gets +3 DEF.

"It darkens Latveria with Doom's shadow."

-----
Card Name: Dracula's Castle
Card Number: MMK-168
Threshold: 2

Activate ---> Target defender gets +1 DEF this attack.  

Activate, put an Underworld character card from your KO'd pile on the 
bottom of your deck ---> Gain 3 endurance.

"The villagers say it was built from blood and bones."

-----
Card Name: ESU Science Lab
Card Number: MSM-011
Threshold: 2

Whenever a defender you control becomes powered-up, it has 
reinforcement this attack.  

Exhaust two Spider-Friends characters you control ---> Draw a card.

"In a lab at Empire State University, Peter Parker was bitten by the 
radioactive spider that turned him into the Amazing Spider-Man."

-----
Card Name: Fisk Towers
Card Number: MSM-095
Threshold: 2

Whenever you recruit a Sinister Syndicate character card with a cost of 
4 or more, you may put a Sinister Syndicate character card with a cost 
of 1 or less from your hand into your front row.

-----
Card Name: Four Freedoms Plaza
Card Number: MOR-071
Threshold: 3

Activate ---> If you control Mr. Fantastic, Invisible Woman, Human 
Torch and Thing, search your deck for a card. Put that card into your 
hand and shuffle your deck.

"Designed from the ground up to replace the Baxter Building, Four 
Freedoms Plaza is a Manhattan landmark."

-----
Card Name: Genosha
Card Number: MOR-099
Threshold: 4

Activate, KO Genosha ---> Draw two cards. If you control Magneto, draw 
four cards instead.

"Sentinels exterminated sixteen million mutants at Genosha, site of the 
greatest massacre in mutant history."

-----
Card Name: Geraci Family Estate
Card Number: MMK-123
Threshold: 1

At the start of the recovery phase, replace Geraci Family Estate unless 
you discard a card.  

Activate ---> Target Crime Lords defender you control has reinforcement 
this attack.

"To get in, you need to be carrying a fat envelope or a search 
warrant."

-----
Card Name: Hand Dojo
Card Number: MMK-125
Threshold: 2

Whenever a Crime Lords character you control becomes a defender, it 
gets +2 ATK this attack unless any player pays 3 endurance.

"The training tool of The Hand is not discipline, but fear."

-----
Card Name: Hell's Kitchen
Card Number: MMK-035
Threshold: 1

Flip Hell's Kitchen only if you control a Marvel Knights character.  
Whenever a character an opponent controls is put into a KO'd pile 
during the combat phase, that opponent discards a card.

"Abandon all hope, ye who enter here."

-----
Card Name: Infernal Gateway
Card Number: MMK-172
Threshold: 3

Activate, discard three cards ---> Return target card from your KO'd 
pile to your hand. Use this power only if you control an Underworld 
character.

"Nothing from hell stays there for very long."

-----
Card Name: Kang Kross-roads
Card Number: MAV-182
Threshold: 3

While you control only one visible character, it gets +1 ATK / +1 DEF.  

Activate ---> Move target stunned character named Kang you control to 
your hidden area.

"Here we are, the most powerful fellowship, destined to conquer all 
beings of all time!"

-----
Card Name: Latveria
Card Number: MOR-131
Threshold: 2

While you control Dr. Doom, plot twists cost you 1 less to play.  Your 
Dr. Doom is reinforced.

"A small Baltic kingdom ruled by Dr. Doom."

-----
Card Name: Latverian Embassy
Card Number: MSM-131
Threshold: 2

When you flip Latverian Embassy, discard a card from your hand unless 
you control Dr. Doom.  Each of your opponents may not play a plot twist 
with the same name as a plot twist in his resource row.

-----
Card Name: Lion's Den
Card Number: MSM-099
Threshold: 2

Pay 1 resource point ---> Target Sinister Syndicate character gets +4 
ATK this turn. Use this power only once per turn.

"A place for predators."

-----
Card Name: Lost City
Card Number: MOR-101
Threshold: 1

If a Brotherhood character you control would become powered-up, that 
character gets +3 ATK and +3 DEF for this attack instead.

"In the heart of the Bermuda Triangle lies an island raised from the 
ocean floor by Magneto."

-----
Card Name: Madripoor
Card Number: MSM-110
Threshold: 1

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

"A lawless island full of danger, room for the world's wanted and 
unwanted."

-----
Card Name: Midtown High School
Card Number: MSM-062
Threshold: 1

Whenever you recruit a non-army Spider-Friends character, you may pay 1 
resource point. If you do, draw a card.

"Just your average American school?hall passes, super heroes, and 
homework."

-----
Card Name: Mojoverse
Card Number: MSM-153
Threshold: 1

Attackers with no team affiliation get +1 ATK and +1 DEF.  

Activate ---> Target character you control loses all team affiliations 
this turn.

"All the world's a stage. Literally."

-----
Card Name: Monument to a Madman
Card Number: MMK-196
Threshold: 1

Flip Monument to a Madman only if you control a Brotherhood character.  
Whenever an effect an opponent controls puts a location you control 
into a KO'd pile, return that location card to its owner's hand.

"We cannot judge Magneto by his actions?only by his intentions."

-----
Card Name: Mt. Charteris
Card Number: MAV-116
Threshold: 1

Activate ---> Target Thunderbolts attacker or defender you control gets 
+2 ATK this attack while ready.  

Discard a Thunderbolts character card ---> Ready Mt. Charteris.

"We've got a new home here, T-bolts. With plenty of space for 
expansion, for training, or for whatever else we might want."

-----
Card Name: Muir Island
Card Number: MOR-034
Threshold: 2

Activate, discard two cards or one X-Men character card from your hand 
---> Recover target stunned character you control with a recruit cost 
of 4 or less. Use this power only during the recovery phase.

"Muir Island is Moira MacTaggert's research facility off the coast of 
Cape Wrath, Scotland."

-----
Card Name: Murderworld
Card Number: MSM-154
Threshold: 1

Flip Murderworld only during the build phase. As an additional cost to 
flip Murderworld, discard a card from your hand.  Characters have 
"Activate, discard a card from your hand --> KO target stunned 
affiliated character".



-----
Card Name: Negative Zone
Card Number: MOR-158
Threshold: 4

As an additional cost to flip Negative Zone, discard a card from your 
hand.  

Activate, discard two cards from your hand ---> KO target stunned 
character.

"The Negative Zone is an alternate dimension that is home to many 
would-be conquerors."

-----
Card Name: Orbital Sentinel Base
Card Number: MOR-148
Threshold: 3

Activate, KO a ready army Sentinel character you control ---> KO target 
stunned character.

"Death from above."

-----
Card Name: Osborn Industries
Card Number: MSM-024
Threshold: 1

Activate, discard a Sinister Syndicate character card from your hand --
-> Draw a card. 

Activate, discard two cards from your hand ---> Draw a card.

"Norman Osborn gained full control of Oscorp after framing his partner, 
the creator of the Goblin strength-enhancing formula."

-----
Card Name: Oscorp Board Room
Card Number: MSM-100
Threshold: 3

Activate, KO a Sinister Syndicate character you control ---> Target 
player discards a card from his hand. Use this power only during the 
combat phase.

"Your services at Oscorp are no longer necessary."

-----
Card Name: Outback Stronghold
Card Number: MMK-192
Threshold: 2

Activate, exhaust an X-Men character you control ---> Whenever target 
stunned X-Men character you control recovers for the next time this 
combat phase, ready it.

"If we go somewhere far enough away, maybe the world will forget about 
us."

-----
Card Name: Pier 4
Card Number: MSM-117
Threshold: 1

Each Fantastic Four character you control can be equipped with up to 
two equipment.

"After the Baxter building was blasted into outer space, the Fantastic 
Four established a new base at the New York riverside."

-----
Card Name: Playroom
Card Number: MAV-036
Threshold: 2

Whenever a defender becomes stunned by one or more Avengers team 
attackers you control, that defender's controller loses 4 endurance. 
(This is in addition to the normal stun endurance loss.)

"Practice makes perfect."

-----
Card Name: Professor Xavier's Mansion
Card Number: MOR-035
Threshold: 4

At the start of the recovery phase, if you control three or more non-
stunned X-Men characters, each of your opponents discards two cards 
from his hand.

"A school, a fortress, a sanctuary and, most importantly, a home."

-----
Card Name: Psychoville
Card Number: MMK-218
Threshold: 4

Activate ---> Target hidden character's controller moves that character 
to his visible area. At the start of the recovery phase this turn, that 
character's controller moves that character to his hidden area. Use 
this power only during the combat phase.  

Activate ---> Target hidden character you control gets +1 DEF this 
attack.

-----
Card Name: Punisher's Armory
Card Number: MMK-039
Threshold: 2

Pay 3 endurance ---> Ready Punisher's Armory.  

Activate ---> Target Marvel Knights attacker gets +1 ATK this attack.

"You need the right tools for the right job."

-----
Card Name: Pym Laboratories
Card Number: MAV-037
Threshold: 4

Activate ---> Target character you control can attack hidden characters 
this turn.  '

Activate, reveal any number of face-down resources you control ---> 
Recover target Avengers character you control if its cost is equal to 
the number of reservist cards you revealed this way. Use this power 
only during the recovery phase.

-----
Card Name: Quentin Carnival
Card Number: MMK-040
Threshold: 2

Flip Quentin Carnival only during the build phase.  

Activate, KO an equipment you control ---> Target Marvel Knights 
character you control cannot be the target of effects your opponents 
control this turn.  

Activate ---> You may put an equipment card with cost 0 from your hand 
into play equipped to an unequipped Marvel Knights character you 
control.

"Come one, come all! See the green-skinned monster! The elastic 
scientist! The half-man, half-spider! The blind acrobat! The raging 
wolverine!"

-----
Card Name: Reed's Workshop
Card Number: MFF-011
Threshold: 3

Activate ---> Target Fantastic Four defender you control gets +1 DEF 
this attack.

"How he finds anything in there, I'll never know."

-----
Card Name: Rocket Central
Card Number: MAV-079
Threshold: 2

While you have no cards in hand, Squadron Supreme characters you 
control get +2 ATK.

"Before it fell to earth, Rocket Central was the Squadron's first 
base."

-----
Card Name: Savage Land
Card Number: MOR-103
Threshold: 1

Activate ---> Target Brotherhood attacker you control gets +1 ATK and -
1 DEF for this attack for each resource you control.

"A Paleolithic paradise hidden away in the glaciers of Antarctica."

-----
Card Name: Siege Perilous
Card Number: MSM-112
Threshold: 1

Whenever an X-Men character you control recovers, put a rebirth counter 
on Siege Perilous.  

Remove three rebirth counters from Siege Perilous ---> Recover target 
character. Use this power only during the combat phase.

"Those who pass through the Siege Perilous are judged by higher powers 
to be reborn in new bodies."

-----
Card Name: South American Sentinel Base
Card Number: MOR-154
Threshold: 2

Activate ---> Return target army Sentinel character card from your KO'd 
pile to your hand.

-----
Card Name: Squadron City
Card Number: MAV-080
Threshold: 2

Activate ---> Target Squadron Supreme character you control gets +3 ATK 
while attacking this turn. Whenever that character causes breakthrough 
this turn, it cannot ready this turn.

"Hidden by Arcanna's magicks, Squadron City was at the very heart of 
Project Utopia."

-----
Card Name: Stormfront-1, Team-Up
Card Number: MAV-119
Threshold: 1

When you flip Stormfront-1, choose two team affiliations among 
characters you control. If you chose Thunderbolts and a different 
affiliation, draw a card.  Characters you control, as well as cards in 
your deck, hand, and KO'd pile that have either of the chosen 
affiliations have both affiliations.

-----
Card Name: Thunderbolts Plaza
Card Number: MAV-121
Threshold: 3

Activate ---> Target Thunderbolts attacker or defender you control gets 
+3 ATK this attack. Target opponent may ready a character or location 
he controls.

-----
Card Name: Training Theatre
Card Number: MMK-088
Threshold: 2

While you control four or more characters, X-Statix characters you 
control get +1 ATK and +1 DEF.

-----
Card Name: Underground Sentinel Base
Card Number: MOR-155
Threshold: 5

Activate ---> Reveal a face-down army Sentinel character card in your 
resource row and move it face up to your front row or support row. Use 
this power only during your recruit step.

"Death from below."

-----
Card Name: Utopia Isle
Card Number: MAV-082
Threshold: 2

As an additional cost to flip Utopia Isle, exhaust two Squadron Supreme 
characters you control.  Whenever an attacker causes breakthrough while 
attacking a character, that attacker's controller loses 3 endurance.

-----
Card Name: Volcanic Base
Card Number: MSM-125
Threshold: 1

At the start of the recovery phase, if you have no cards in hand, draw 
a card. If you control a Brotherhood character, draw an additional 
card, then discard a card from your hand.

-----
Card Name: Xavier's School for Gifted Youngsters
Card Number: MOR-038
Threshold: 1

Activate ---> Ready target X-Men character you control with a cost of 3 
or less. That character cannot attack this turn.

"A very special school for very special people."

-----
Card Name: X-Corporation
Card Number: MOR-039
Threshold: 2

Activate, discard a card from your hand ---> Gain 2 endurance. If the 
discarded card was an X-Men character card, gain 4 endurance instead.

"As the reach of the X-Corporation extends, it benefits mutants 
worldwide."

-----
Card Name: X-Statix Cafe
Card Number: MMK-089
Threshold: 4

While you control exactly one character, if it has the X-Statix 
affiliation, it gets +2 ATK and +2 DEF.

"I'll have an Orphan burger?hold the mayo?with a U-Go-Girl Shake and a 
side of Vivisectors to go."

-----
Card Name: X-Statix HQ
Card Number: MMK-090
Threshold: 1

Activate, KO a non-stunned X-Statix character you control ---> Gain 
endurance equal to that character's cost. Draw a card, then discard a 
card.

"Margaritas, massages, hot tubs?I don't think Professor X would approve 
of our Danger Rooms."

-----
Card Name: Yancy Street
Card Number: MOR-075
Threshold: 1

Your opponents may not target stunned characters you control.  

Whenever a Thing you control becomes stunned, search your deck for a 
card named Thing. Reveal that card and put it into your hand. Shuffle 
your deck.

"Ben Grimm's older brother, Daniel, was once the leader of the Yancy 
Street Gang."


---------------------------

Section 9.2d Plot Twists [PLTW]

Card Name: A Child Named Valeria
Card Number: MOR-066
Threshold: 3

If you control Mr. Fantastic and Invisible Woman, characters with a 
cost of 3 or less you control cannot be stunned this turn.  If you 
control Dr. Doom, stun target exhausted character with a cost of 2 or 
less.

"She's my daughter, Doom.  "No, Richards - you're mistaken. She's mine.

-----
Card Name: A Day Unlike Any OtherTeam-Up
Card Number: MAV-190
Threshold: 2

If there are exactly two different affiliations among characters you 
control, chose those two affiliations.  

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

-----
Card Name: A Second Chance
Card Number: MAV-110
Threshold: 2

If you have played no other plot twists this turn, recover target 
stunned Thunderbolts character with cost 3 or less you control.  You 
cannot play plot twists this turn.

"I was once a wanted criminal, but someone gave me a second chance. If 
you want it, I'll offer you the same."

-----
Card Name: Ace Reporter
Card Number: MSM-057
Threshold: 1

As an additional cost to play Ace Reporter, exhaust a Spider-Friends 
character you control.  

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

-----
Card Name: Acrobatic Dodge
Card Number: MOR-173
Threshold: 1

Target defender you control gets -3 ATK and +3 DEF for this attack.

-----
Card Name: Adhesive X
Card Number: MAV-153
Threshold: 2

As an additional cost to play Adhesive X, exhaust a Masters of Evil 
character you control.  Target exhausted character cannot ready this 
turn.

"Designed by Baron Zemo, once applied, nothing can undo it."

-----
Card Name: Advance Recon
Card Number: MMK-211
Threshold: 1

Play Advance Recon only during your first attack this turn.  If a 
character you control would cause breakthrough this attack, you gain 
twice that much endurance instead.

"First rule of war: Know your enemy."

-----
Card Name: Aerial Supremacy
Card Number: MSM-108
Threshold: 1

Ongoing: Characters with flight you control get +1 DEF while defending 
against characters without flight or range.  

X-Men characters with flight you control get +1 DEF while defending 
against characters without flight or range.

-----
Card Name: AIDA
Card Number: MAV-069
Threshold: 2

Play AIDA only during your recruit step.  Squadron Supreme characters 
you control cannot be the target of effects your opponents control this 
turn.  

Ongoing: At the start of the recovery phase, if you have no cards in 
hand, turn AIDA face down.

-----
Card Name: Alley-Oop!
Card Number: MSM-027
Threshold: 1

Target support row defender gets +1 ATK and +2 DEF this attack.

"Nobody gives Spider-Man the bum's rush."

-----
Card Name: Answer the Call
Card Number: MAV-071
Threshold: 2

If you have no cards in hand, search your deck for a Squadron Supreme 
character card, reveal it, put it into your hand, and shuffle your 
deck.

"This is our last chance to save humanity, but we have to do it 
together."

-----
Card Name: Avengers Assemble!
Card Number: MAV-029
Threshold: 3

As an additional cost to play Avengers Assemble!, discard a leader 
character card.  

Search your deck for an Avengers character card, reveal it, put it into 
your hand, and shuffle your deck. Each character you recruit this turn 
with the same name as the ca

-----
Card Name: Avengers Disassembled
Card Number: MAV-191
Threshold: 3

Play Avengers Disassembled only during your attack step.  

Each player who controls five or more non-stunned characters stuns two 
non-stunned characters he controls.

"When the truth about Scarlet Witch's children was revealed, her chaos 
magic nearly destroyed the Avengers."

-----
Card Name: Backfire
Card Number: MOR-175
Threshold: 3

Target character gets -1 DEF this turn. KO all equipment equipped to 
that character.

-----
Card Name: Bad Press
Card Number: MSM-143
Threshold: 1

Ongoing: Locations cost your opponents 1 more to flip.  Plot twists 
cost your opponents 1 more to play.

"No such thing as bad publicity? You gotta be kidding me."

-----
Card Name: Bamf!
Card Number: MSM-109
Threshold: 3

X-Men characters you control cannot be stunned while attacking this 
turn.

"You'd think that being everywhere at once would make you easier to 
hit."

-----
Card Name: Behavior Modification DeviceTeam-Up
Card Number: MAV-072
Threshold: 2

Choose two different team affiliations among characters you control.  

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

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

-----
Card Name: Betrayal
Card Number: MOR-177
Threshold: 2

Target an opponent who controls two or more characters with different 
team affiliations. That opponent stuns a non-stunned character he 
controls.

"Charles, your idea of peace with the humans is nothing more then a 
dream. That dream ends now."

-----
Card Name: Big Bully
Card Number: MSM-144
Threshold: 1

Target attacker gets +X ATK this attack while attacking a character 
with a lower cost, where X is the difference between the attacker's 
cost and the defender's cost.

"You oughtta what, weakling?"

-----
Card Name: Bitter Rivals
Card Number: MOR-126
Threshold: 4

Name a character.  

Ongoing: Whenever your Dr. Doom attacks the named character or is 
attacked by the named character, your Dr. Doom gets +3 ATK for this 
attack.

-----
Card Name: Black Magic
Card Number: MMK-164
Threshold: 3

Play Black Magic only during your first attack this turn.  

Put an Underworld character card from your KO'd pile on the bottom of 
your deck. If you do, target attacker gets +3 ATK and +3 DEF this 
attack.

-----
Card Name: Blind Justice
Card Number: MMK-030
Threshold: 2

As an additional cost to play Blind Justice, pay 9 resource points and 
exhaust a Marvel Knights character you control.  

Switch endurance totals with target opponent.

-----
Card Name: Blind Sided
Card Number: MOR-178
Threshold: 2

Target character is not and cannot be reinforced this turn.

-----
Card Name: Blood Hunt
Card Number: MMK-165
Threshold: 2

As an additional cost to play Blood Hunt, exhaust an Underworld 
character you control.  

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

-----
Card Name: Blown to Pieces
Card Number: MMK-187
Threshold: 1

Target defender you control gets +3 ATK this attack. 

If Blown to Pieces is in your resource row and you control a Crime 
Lords character and an Underworld character, that defender gets an 
additional +2 ATK this attack and you may replace Blown to Pieces.

"Punish this!"

-----
Card Name: Boss of Bosses
Card Number: MMK-120
Threshold: 2

As an additional cost to play Boss of Bosses, exhaust a Crime Lords 
character you control.  

Search your deck for a card named Kingpin. Reveal that card and put it 
into your hand. Shuffle your deck.  

Characters you control can attack hidden characters this turn.

-----
Card Name: Breaking Story
Card Number: MSM-145
Threshold: 0

Reveal the top card of your deck. If its cost is less than the number 
of resources you control, put it into your hand.

"Because of the quality of reporters like Robbie Robertson, the Daily 
Bugle is the best paper on the planet."

-----
Card Name: Bring Down the House
Card Number: MAV-214
Threshold: 3

Whenever a defender becomes stunned by one or more Marvel Knights 
attackers you control this turn, you may replace a face-down resource 
an opponent controls.

-----
Card Name: Bring the Pain
Card Number: MMK-031
Threshold: 1

Target Marvel Knights character gets +X ATK this attack, where X is 
that character's cost. Lose X endurance.

"Pain doesn't slow him down, it just makes him stronger."

-----
Card Name: Burn Rubber
Card Number: MOR-180
Threshold: 1

Target character you control is reinforced this turn.  You may move 
that character to your front row or support row.

-----
Card Name: Call Down the Lightning
Card Number: MAV-031
Threshold: 1

As an additional cost to play Call Down the Lightning, replace a 
reservist resource you control.  

Target attacker you control gets +3 ATK this attack. If you replaced an 
Avengers character card, that attacker also gets +3 DEF this attack.

"O mighty heavens, let loose your fury!"

-----
Card Name: Call to Arms
Card Number: MAV-192
Threshold: 1

Target attacker gets +2 ATK this attack. If that attacker has two or 
more team affiliations, it gets an additional +2 ATK this attack.

-----
Card Name: Chaos Magic
Card Number: MAV-032
Threshold: 2

Change the target of an effect with one target that is targeting an 
Avengers character you control to another character you control.

"Within chaos exist all possibilities: your heart's desire and your 
darkest fears."

-----
Card Name: Charge!
Card Number: MOR-181
Threshold: 1

Play only during your attack step.  Move all characters you control to 
your front row.  While attacking this turn, characters you control get 
+1 ATK this turn.

-----
Card Name: Children of the Atom
Card Number: MOR-031
Threshold: 3

As an additional cost to play Children of the Atom, discard an X-Men 
character card from your hand.  

Recover target stunned X-Men character.

"Change is coming. A new breed of man has emerged... individuals gifted 
with strange and fantastic abilities simply by virtue of their genetic 
makeup."

-----
Card Name: Children of the Night
Card Number: MMK-166
Threshold: 1

Ongoing: Hidden Underworld characters you control get +1 DEF.  Whenever 
a hidden attacker you control causes breakthrough to a player, that 
player loses 1 endurance.

"Dracula's spies are everywhere: in the trees, in the sky, even in the 
walls."

-----
Card Name: Clone Saga
Card Number: MSM-146
Threshold: 2

Play Clone Saga only if you control a Spider-Friends character.  

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

-----
Card Name: Coalition of Heroes
Card Number: MMK-189
Threshold: 2

Play Coalition of Heroes only if you control a Marvel Knights character 
and a Spider-Friends character.  

Ongoing: Characters you control with either the Marvel Knights or 
Spider-Friends affiliation have both affiliations.  

Pay 5 endurance ---> Target character you control gets +2 ATK this 
attack.  



-----
Card Name: Combat Maneuvers
Card Number: MAV-112
Threshold: 2

Target Thunderbolts attacker you control gets +1 ATK / +1 DEF this 
attack. If you control four or fewer resources, that attacker gets an 
additional +2 ATK / +2 DEF this attack.

"They're starting to teach each other how to work together, almost as 
if they were a team of heroes rather than a gaggle of criminals."

-----
Card Name: Combat Protocols
Card Number: MOR-146
Threshold: 2

Choose a team affiliation. Your army Sentinel characters get +2 ATK 
while attacking characters of the chosen team affiliation this turn.

"Initiate program: Xmweaknesses.exe."

-----
Card Name: Common Enemy
Card Number: MOR-182
Threshold: 2

Play only if you control a Doom character and a Fantastic Four 
character.  Draw a card.  

Ongoing: Cards you control, as well as cards in your hand, deck, and 
KO'd pile that have either the Doom or Fantastic Four team affiliation 
are considered to have both affiliations.

-----
Card Name: Cosmic Radiation
Card Number: MOR-069
Threshold: 3

Ready any number of Fantastic Four characters you control. Those 
characters cannot attack this turn.

"Exposed to cosmic radiation in an experimental spacecraft, Reed 
Richards, Ben Grimm and Sue and Johnny Storm were transformed into the 
Fantastic Four!"

-----
Card Name: Costume Change
Card Number: MSM-059
Threshold: 3

You may discard a Spider-Friends character card from your hand. If you 
do, search your deck for a different version of the discarded card, 
reveal it, and put it into your hand. Shuffle your deck.

-----
Card Name: Cover Fire
Card Number: MOR-183
Threshold: 2

Target defender gets +2 DEF for this attack for each other non-stunned 
character with range you control.

-----
Card Name: Crime and Punishment
Card Number: MMK-032
Threshold: 3

Choose one: Target Marvel Knights attacker you control gets +4 ATK this 
attack; or target attacker you control gets +4 ATK this attack and 
characters you control cannot attack this turn.

"If the system worked, you wouldn't need me."

-----
Card Name: Crime Spree
Card Number: MAV-154
Threshold: 2

Ongoing: Pay 1 resource point ---> Choose one: Target Masters of Evil 
character you control gets +3 ATK this turn; or target Masters of Evil 
character you control has invulnerability this turn. Use this power 
only once per turn.

-----
Card Name: Crowd Control
Card Number: MSM-148
Threshold: 2

As an additional cost to play Crowd Control, discard a card from your 
hand.  

Support row characters you control have reinforcement this turn.

-----
Card Name: Crushing Blow
Card Number: MSM-028
Threshold: 2

Target attacker gets +3 ATK and +3 DEF this attack while attacking an 
exhausted defender.

"This is what I was afraid of! You're too easy to defeat!"

-----
Card Name: Cryonic Grenade
Card Number: MFF-024
Threshold: 2

As an additional cost to play Cryonic Grenade, exhaust a character you 
control.  

Target opponent loses 3 endurance.

"These grenades were one of Doom's first inventions."

-----
Card Name: Dangerous Experiment
Card Number: MSM-094
Threshold: 4

As an additional cost to play Dangerous Experiment, exhaust a Sinister 
Syndicate character you control.  

Choose a plot twist name. Reveal cards from the top of your deck until 
you reveal a plot twist with the chosen name. Put that plot twist into 
your hand, and shuffle the revealed cards into your deck. Lose 1 
endurance for each card revealed this way.

-----
Card Name: Dark Embrace
Card Number: MMK-167
Threshold: 8

Play Dark Embrace only during your recruit step and only if you control 
an Underworld character.  

Discard up to eight cards. Put an Underworld character card with cost 
less than the number of cards you discarded this way from your hand 
into your front row.

"Tonight, your life changes. Forever will you taste the black sweetness 
of oblivion."

-----
Card Name: Day of the Dead
Card Number: MMK-186
Threshold: 2

As an additional cost to play Day of the Dead, put an Underworld or X-
Statix character card from your KO'd pile on the bottom of your deck.  

Target character gets +2 ATK this attack.

"Hell hath no fury like a fanboy scorned."

-----
Card Name: Dead Weight
Card Number: MMK-074
Threshold: 3

Target X-Statix character you control gets +4 DEF this attack and 
cannot attack this turn. KO each other character you control.

"It's times like this I'm glad I'm already dead."

-----
Card Name: Deadly Conspiracy
Card Number: MAV-113
Threshold: 2

Ready target Thunderbolts character you control. That character cannot 
attack this turn, and you cannot use its activated powers this turn. 

If Deadly Conspiracy is in your resource row, draw a card.

"Too late, fools! Zemo's plan is complete! Now, you will all pay for 
your pathetic and trusting naivet!"

-----
Card Name: Deposed
Card Number: MMK-033
Threshold: 2

Play Deposed only if you control a Marvel Knights character.  

Target hidden character's controller moves that character to his 
visible area. Whenever that character becomes stunned by a character 
with higher cost this turn, KO that stunned character.

"Lie all you want. Your crimes speak for themselves."

-----
Card Name: Devil's Due
Card Number: MSM-130
Threshold: 2

Ongoing: KO a character you control ---> Put a +1 ATK / +1 DEF counter 
on target Doom character you control.

"I want that power. By right, it is mine. For ultimate power is the 
ultimate destiny of Doom!"

-----
Card Name: Diplomatic Immunity
Card Number: MMK-197
Threshold: 1

Ongoing: Pay 1 endurance ---> Choose one: Move a visible character you 
control named Dr. Doom you control to your hidden area; or move a 
hidden character you control named Dr. Doom to your visible area. Use 
this power only once per turn.


-----
Card Name: Doom Triumphant
Card Number: MOR-127
Threshold: 6

As an additional cost to play Doom Triumphant, exhaust your Dr. Doom.  
Target player who controls three or more stunned characters discards 
his hand.

"Victory is mine."

-----
Card Name: Drive-by Shooting
Card Number: MMK-121
Threshold: 2

Exhaust any number of Crime Lords characters with range you control. 
Target character gets +2 DEF this attack for each character you 
exhausted this way.

-----
Card Name: Earth's Mightiest Heroes
Card Number: MAV-033
Threshold: 4

If you have played no other plot twists this turn, target Avengers 
attacker you control gets +7 ATK this attack.  You cannot play plot 
twists this turn.

"And there came a day when Earth's Mightiest Heroes gathered to stop 
those threats to humanity which none of them could face alone . . ."

-----
Card Name: Eldritch Power
Card Number: MAV-073
Threshold: 1

Target Squadron Supreme character you control gets +3 ATK this turn. 
Whenever that character causes breakthrough to a player this turn, that 
player gains 3 endurance.

"At first her fingertips started to sparkle, summoning all the powers 
at her command . . ."

-----
Card Name: Entangle
Card Number: MOR-185
Threshold: 2

As an additional cost to play Entangle, exhaust a character you control 
and discard a card from your hand.  Target a character with a cost less 
than the character you exhausted. Exhaust the target character.

"Think that'll hold him?  "...No.

-----
Card Name: Evil Awakens
Card Number: MMK-169
Threshold: 1

Target hidden character you control gets +2 ATK this turn. You may 
return an Underworld character card from your KO'd pile to your hand.

"An ancient evil arises . . . and it thirsts for the blood of the 
Daywalker."

-----
Card Name: Evil Reborn
Card Number: MAV-155
Threshold: 2

You may KO a Masters of Evil character you control. If you do, reveal 
the top X cards of your deck, where X is the cost of the character you 
KO'd. Put one of the revealed cards into your hand and the rest on the 
bottom of your deck.

-----
Card Name: Face the Master
Card Number: MMK-122
Threshold: 1

Choose one: Target Crime Lords defender with reinforcement you control 
gets +5 ATK this attack; or target Crime Lords defender with 
reinforcement you control gets +3 DEF this attack.

-----
Card Name: Faces of Doom
Card Number: MOR-130
Threshold: 3

Play only if you control Dr. Doom.  

Search your deck for a card named Dr. Doom. Reveal that card and put it 
into your hand. Shuffle your deck.

"Never again will mortal eyes gaze upon the hideous countenance of 
Victor Von Doom!"

-----
Card Name: Faces of Evil Team-Up
Card Number: MAV-187
Threshold: 3

Play Faces of Evil only if you control a Masters of Evil character and 
a Thunderbolts character.  Ongoing: Characters you control, as well as 
cards in your hand, deck, and KO'd pile that have either the Masters of 
Evil or Thunderbolts affiliation have bot 


-----
Card Name: Fall Back!
Card Number: MOR-186
Threshold: 1

Play only during an opponent's attack step.  

Move all characters you control to your support row.  While defending 
this turn, characters you control get +1 DEF this turn.

-----
Card Name: Falling Stars
Card Number: MMK-076
Threshold: 1

Ongoing: KO a ready X-Statix character you control ---> KO target 
stunned character.

"If I'm going to die, it's going to count. Make sure you get it in 
frame, Doop."

-----
Card Name: Fastball Special
Card Number: MOR-033
Threshold: 3

Play only during your attack step.  

As an additional cost to play Fastball Special, exhaust two front row 
X-Men characters you control.  Stun target character.

"Made famous by Wolverine and Colossus, the Fastball Special is now a 
standard X-Men maneuver."

-----
Card Name: Fight to the Finish
Card Number: MSM-149
Threshold: 1

Choose an attacker an opponent controls and a defender you control. 
Whenever the chosen attacker stuns the chosen defender this attack, KO 
that defender. Whenever the chosen defender stuns the chosen attacker 
this attack, KO that attacker.

"You're in way over your head, bub! Go home."

-----
Card Name: Finishing Move
Card Number: MOR-187
Threshold: 2

As an additional cost to play Finishing Move, exhaust a character you 
control.  

KO target stunned character.

"Today, for you, and perhaps for me - the curtain falls... and the play 
is finished!"

-----
Card Name: Flame Trap
Card Number: MOR-188
Threshold: 4

As an additional cost to play Flame Trap, discard two cards.  

Stun all characters with a cost of 2 or less.

"What a revoltin' development!"

-----
Card Name: Flying Kick
Card Number: MFF-025
Threshold: 1

Target character you control has flight this turn.  While attacking 
this turn, that character gets +3 ATK.

-----
Card Name: Flying Kick
Card Number: MOR-189
Threshold: 1

Target character has flight this turn.  While attacking this turn, that 
character gets +3 ATK.

-----
Card Name: Focused Blast
Card Number: MOR-190
Threshold: 1

As an additional cost to play Focused Blast, exhaust a character with 
range you control.

Target player loses endurance equal to that character's cost.

-----
Card Name: Foiled
Card Number: MOR-191
Threshold: 1

Play only from your resource row and only during the combat phase.  

KO target ongoing plot twist and KO this card.

-----
Card Name: Force Shield
Card Number: MFF-012
Threshold: 3

Target Fantastic Four character you control has reinforcement while 
defending this turn.

"They can shoot their lasers all day . . . nothin's gonna get through 
one of Suzie's shields."

-----
Card Name: Forced Allegiance
Card Number: MSM-151
Threshold: 2

Choose a team affiliation from among characters you control.  

Ongoing: Affiliated characters you control lose all team affiliations 
and gain the chosen team affiliation.

"All will serve Doom."

-----
Card Name: Friendly Fire
Card Number: MOR-192
Threshold: 1

Characters that participated in team attacks this turn do not ready 
during the recovery phase this turn.

"Flame off, Torch! Do you hear me? Flame off, or I'll pulverize you."

-----
Card Name: Fun and Games
Card Number: MSM-060
Threshold: 2

As an additional cost to play Fun and Games, discard a Spider-Friends 
character card from your hand.  

Ongoing: Characters have "Activate ---> Negate target activated effect 
an opponent controls."

-----
Card Name: Game of the Galaxy
Card Number: MAV-181
Threshold: 2

As an additional cost to play Game of the Galaxy, exhaust a character 
named Kang you control.  
Each player reveals the top four cards of his deck. If one player 
revealed more cards that share a name than any other player, that 
player may put one of his revealed cards into his hand. Each player 
puts his remaining revealed cards on the bottom of his deck.
-----
Card Name: Gamma Bomb
Card Number: MOR-193
Threshold: 9

Play only during the combat phase.  

KO all characters.

"The world seems to stand still, trembling on the brink of infinity."

-----
Card Name: Get Him My Petsss
Card Number: MSM-096
Threshold: 4

Play Get Him My Petsss only during the combat phase. As an additional 
cost to play Get Him My Petsss, exhaust five Sinister Syndicate 
characters you control.  

Target opponent KO's a non-stunned character he controls.

"Dessstroy him!"

-----
Card Name: Global Domination
Card Number: MOR-100
Threshold: 3

Negate target location effect.  

Ongoing: While you control a Brotherhood character, locations your 
opponents control do not ready during the recovery phase.

"You are like children - intellect and power without the maturity to 
use either responsibly, unfit to rule lives or worlds."

-----
Card Name: Glory Hound
Card Number: MMK-077
Threshold: 1

Target character cannot team attack this turn. 

If Glory Hound is in your resource row and you control an X-Statix 
character and a character with a different team affiliation, you may 
replace Glory Hound.

"X-Statix membership is a constant struggle for facetime."

-----
Card Name: Go in Swinging
Card Number: MMK-078
Threshold: 1

X-Statix attackers you control cannot be stunned this attack. 
Characters you control cannot attack this turn.

"Your action figure sales are stagnant, so we've developed a new sales 
paradigm. Next time you fight, could you be a little more proactive and 
dynamic?"

-----
Card Name: Going My Way?
Card Number: MSM-061
Threshold: 3

Spider-Friends characters you control can attack this turn as if they 
had flight and range.  

Ongoing: Characters named Spider-Man you control get +1 ATK.

-----
Card Name: Good Night, Sweet Prince
Card Number: MMK-124
Threshold: 2

Play Good Night, Sweet Prince only if you control a Crime Lords 
character.  

Target hidden character's controller moves that character to his 
visible area. That character cannot gain reinforcement this turn.

"When she found out that her son had conspired to murder her husband, 
Vanessa Fisk knew what had to be done."

-----
Card Name: Grandstanding
Card Number: MMK-079
Threshold: 2

As an additional cost to play Grandstanding, stun an X-Statix team 
attacker you control. 

Target attacker gets +7 ATK and +7 DEF this attack.

"Alicar, I'm hit! "Good!

-----
Card Name: Gravesite
Card Number: MMK-170
Threshold: 1

Ongoing: At the start of the draw phase, each player draws a card, then 
discards a card. Each player who discards an Underworld character card 
this way gains 1 endurance.

-----
Card Name: Greater of Two Evils
Card Number: MOR-194
Threshold: 4

Play only during the recovery phase. 

Target a player who controls a stunned character. That player KO's a 
stunned character he controls unless he discards two cards from his 
hand.

"Either you lose, or I win. Choose quickly!"

-----
Card Name: Grounded
Card Number: MSM-152
Threshold: 1

Target character loses flight and gets -1 ATK this turn.

"You're not getting away this time, Goblin."

-----
Card Name: Hard Sound Construct
Card Number: MAV-156
Threshold: 4

Play Hard Sound Construct only during the build phase.  

Put target Masters of Evil character card with cost 2 or less from your 
KO'd pile into your front row if you do not control a character with 
the same name as that card. KO that character at the start

-----
Card Name: Head Shot
Card Number: MMK-034
Threshold: 1

Play Head Shot only during your first attack this turn.  

Target Marvel Knights attacker gets +X ATK this attack, where X is that 
character's cost.

"You'll never catch me, Daredev...Oof!"

-----
Card Name: Hell's Fury
Card Number: MMK-185
Threshold: 1

Target attacker you control gets +2 ATK this attack. 

If Hell's Fury is in your resource row and you control a Marvel Knights 
character and an Underworld character, that attacker gets an additional 
+1 ATK this attack and you may replace Hell's Fury.

-----
Card Name: Heroes in Reserve
Card Number: MAV-194
Threshold: 1

Reveal any number of face-down resources you control. Target attacker 
or defender you control gets +X ATK this attack, where X is the number 
of reservist cards you revealed.

-----
Card Name: Heroes United
Card Number: MOR-195
Threshold: 2

Play only if you control a Fantastic Four character and an X-Men 
character.  Draw a card. 

Ongoing: Cards you control, as well as cards in your hand, deck, and 
KO'd pile that have either the Fantastic Four or X-Men team affiliation 
are considered to have

-----
Card Name: Hero's Demise
Card Number: MAV-157
Threshold: 3

Play Hero's Demise only if you control two or more non-stunned Masters 
of Evil characters with the same cost.  

KO target stunned character.

"Falling into the icy waters of the North Atlantic, Captain America was 
frozen in suspended animation until revived by the Avengers."

-----
Card Name: Hibernaculum
Card Number: MAV-074
Threshold: 3

As an additional cost to play Hibernaculum, discard a Squadron Supreme 
character card.

Put the top three cards of your deck into your KO'd pile. You may 
return a character card from your KO'd pile to your hand.

"One day, we'll find a cure, and we'll bring Tom back."

-----
Card Name: Hired Goons
Card Number: MSM-098
Threshold: 2

Characters you control that came into play this turn get +1 ATK this 
turn.  Sinister Syndicate characters you control that came into play 
this turn get an additional +1 ATK this turn.

"On the street they're goons, but with a good suit and a pair of 
sunglasses they're "bodyguards.

-----
Card Name: Hired Hit
Card Number: MAV-218
Threshold: 2

Stun a Crime Lords defender you control. Remove all defenders from this 
attack. Target non-defending character you control becomes the defender 
this attack.

"Bring me the man without fear."

-----
Card Name: Honor Among Thieves
Card Number: MMK-190
Threshold: 2

Play Honor Among Thieves only if you control a Crime Lords character 
and a Sinister Syndicate character.  

Ongoing: Characters you control with either the Crime Lords or Sinister 
Syndicate affiliation have both affiliations.  

Characters with cost 3 or less you control get +1 ATK.

-----
Card Name: Hypnotic Charms
Card Number: MMK-171
Threshold: 1

Play Hypnotic Charms only if you control an Underworld character.  

Ongoing: Affiliated characters you control and affiliated cards in your 
KO'd pile have the affiliations of each character card in your KO'd 
pile. (This is in addition to their other affiliations.)

"Luring them is simple . . . offer them what they most desire."

-----
Card Name: Insect Swarm
Card Number: MAV-195
Threshold: 1

Choose one: Target character you control can attack hidden characters 
this turn; or return target exhausted character you control to owner's 
hand; or target opponent loses 2 endurance.

-----
Card Name: Inside Job
Card Number: MMK-208
Threshold: 2

Play Inside Job only if you control three or more non-stunned Sinister 
Syndicate characters.  

KO target stunned character.

"Hello, Jonah! Say goodbye!"

-----
Card Name: Insignificant Threat
Card Number: MSM-122
Threshold: 3

As an additional cost to play Insignificant Threat, exhaust a 
Brotherhood defender you control.  

Stun target attacker if its cost is less than the cost of the 
Brotherhood character you exhausted.

-----
Card Name: It's Clobberin' Time!
Card Number: MOR-072
Threshold: 3

Target attacking Fantastic Four character you control gets +3 ATK and 
+3 DEF for this attack.

"Say it, Thing.  "Say what?"  "You know what."  "I'm not gonna say it.

-----
Card Name: Judge, Jury, and Executioner
Card Number: MMK-036
Threshold: 2

Characters you control have "Activate ---> KO target stunned character 
if its cost is less than this character's." this turn.  

Marvel Knights characters you control have "Activate ---> KO target 
stunned character." this turn.

-----

Card Name: Justice for All Team-Up
Card Number: MAV-188
Threshold: 2

Play Justice for All only if you control an Avengers character and a 
Thunderbolts character.  

Play Justice for All only if you control an Avengers character and a 
Thunderbolts character.  

Ongoing: Characters you control, as well as cards in your hand, deck, 
and KO'd pile that have either the Avengers or Thunderbolts affiliation 
have both affiliations.  

Pay 1 endurance >>> Move a leader character you control.

-----
Card Name: Justice, Like Lightning
Card Number: MAV-114
Threshold: 1

Target attacker you control gets +2 ATK this attack. If that attacker 
has the Thunderbolts affiliation, exhaust a character an opponent 
controls.

"Justice, like lightning, ever should appear . . . to few men run, but 
to all men fear."

-----
Card Name: Ka-Boom!
Card Number: MOR-196
Threshold: 2

Play only from your resource row and only during the combat phase.  

KO target location and KO this card.

-----
Card Name: King Takes Knight
Card Number: MMK-126
Threshold: 4

Play King Takes Knight only during your recruit step and only if you 
control the initiative.  

Choose an opponent. At the start of the combat phase this turn, if you 
control a Crime Lords character, that opponent gains control of the 
initiative.

"I've lost a few pawns, but Murdock will lose everything."

-----
Card Name: Last Stand
Card Number: MOR-198
Threshold: 2

Play only if you control three or more stunned characters.  Target 
defender gets +10 DEF this turn.

"As long as one of us is standing, you haven't defeated the Avengers."

-----
Card Name: Legendary Battles
Card Number: MAV-034
Threshold: 2

While team attacking this turn, Avengers characters you control get +1 
ATK and cannot be stunned.

-----
Card Name: Made Men
Card Number: MMK-127
Threshold: 1

Ongoing: Exhaust a character you control ---> Affiliated characters you 
control can attack as though they had flight and gain the Crime Lords 
affiliation this turn. (This is in addition to their other 
affiliations.)

"I should like to discuss with you employment opportunities in my 
organization."

-----
Card Name: Marked for Death
Card Number: MMK-128
Threshold: 1

Play Marked for Death only during the build phase.  

Choose a character an opponent controls. Whenever the chosen character 
attacks a Crime Lords character this turn, the chosen character gets -5 
DEF this turn.  

Ongoing: Pay 4 endurance >>> Turn Marked for Death face down

-----
Card Name: Marvel Team-Up
Card Number: MMK-212
Threshold: 2

Choose two different team affiliations among characters you control.  

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

-----
Card Name: Marvel Team-Up
Card Number: MOR-199
Threshold: 2

Name two different team affiliations among characters you control.  

Ongoing: Cards you control, as well as cards in your hand, deck, and 
KO'd pile that have either of the named affiliations are considered to 
have both team affiliations.

-----
Card Name: Marvel's First Family
Card Number: MSM-116
Threshold: 3

If you control Thing, characters you control get +1 ATK this turn. If 
you control Invisible Woman, characters you control get +1 DEF this 
turn. If you control Mr. Fantastic, return target equipment card from 
your KO'd pile to your hand. If you control Human Torch, characters you 
control have flight and range this turn.

-----
Card Name: Marvel's Most Wanted
Card Number: MAV-115
Threshold: 4

As an additional cost to play Marvel's Most Wanted, discard two 
Thunderbolts character cards.  S

earch your deck for a Marvel card, reveal it, put it into your hand, 
and shuffle your deck. (A Marvel card has the Marvel logo in the upper 
right-hand corner.)

-----
Card Name: Medical Attention
Card Number: MOR-200
Threshold: 2

Play only during the recovery phase.  

As an additional cost to play Medical Attention, exhaust a character 
you control.  Recover target stunned character.

-----
Card Name: Mekanix
Card Number: MMK-199
Threshold: 2

Ongoing: KO a Sentinel character you control ---> Target Sentinel 
character you control with cost 5 or greater gets +1 ATK and +1 DEF 
this attack.

"Converted to be a war machine by the Sentinels, Mekanix seeks out its 
mutant prey."

-----
Card Name: Meltdown
Card Number: MMK-214
Threshold: 1

Choose one: KO target equipment; or replace a face-down resource you 
control; or gain 2 endurance.

"Don't sweat it, man."

-----
Card Name: Micro-Sentinels
Card Number: MOR-147
Threshold: 3

Put a micro counter on up to X target characters that have no micro 
counters, where X equals the number of Sentinel characters you control.  

Ongoing: At the start of the draw phase, KO each character with micro 
counters greater than or equal to that character's cost. Then put a 
micro counter on each character with a micro counter.

-----
Card Name: Micro-Size
Card Number: MOR-132
Threshold: 2

Target defender gets -1 ATK and -1 DEF for this attack. If you control 
Dr. Doom, that character gets -2 ATK and -2 DEF for this attack 
instead.

"I'll get you, Doom, if it's the last thing I doooooo <dooooo should be 
in shrinking fonts>

-----
Card Name: Midnight Sons
Card Number: MMK-037
Threshold: 2

Play Midnight Sons only if you control a Marvel Knights character.  

Choose a team affiliation.  

Ongoing: Characters you control, as well as cards in your hand, deck, 
and KO'd pile, that have either the Marvel Knights or the chosen 
affiliation have both affiliations.

-----
Card Name: Might Makes Right
Card Number: MAV-196
Threshold: 1

As an additional cost to play Might Makes Right, discard a card.  

Target attacker you control gets +3 ATK this attack. If you have no 
cards in hand, that attacker gets an additional +2 ATK this attack.

-----
Card Name: Mind Over Matter
Card Number: MMK-080
Threshold: 1

Return a character you control to its owner's hand.  Target X-Statix 
character you control gets +3 ATK and has flight and range this turn.

"I'm only going to ask you this one last time."

-----
Card Name: Misappropriation
Card Number: MSM-123
Threshold: 1

Choose one: KO target equipment an opponent controls; or transfer 
target equipment to target unequipped Brotherhood character you 
control.

"Power belongs in the hands of those with the conviction to use it."

-----
Card Name: Missed Drop
Card Number: MMK-081
Threshold: 1

Discard any number of X-Statix character cards. Target character you 
control gets +1 DEF this attack. That character gets an additional +1 
DEF this attack for each card discarded this way.

"The element of surprise works both ways."

-----
Card Name: Mist Form
Card Number: MMK-173
Threshold: 1

Target Underworld attacker you control cannot be stunned this attack. 
Draw a card.  Characters you control cannot attack this turn.

"You cannot kill what you cannot catch, Harker!"

-----
Card Name: Moving Target
Card Number: MMK-184
Threshold: 1

Target defender you control gets +1 DEF this attack. 

If Moving Target is in your resource row and you control a Crime Lords 
character and a Marvel Knights character that defender gets an 
additional +1 DEF this attack and you may replace Moving Target.

-----
Card Name: Mutant Nation
Card Number: MOR-201
Threshold: 2

Play only if you control a Brotherhood character and an X-Men 
character.  Draw a card.  

Ongoing: Cards you control, as well as cards in your hand, deck, and 
KO'd pile that have either the Brotherhood or X-Men team affiliation 
are considered to have both team affiliations

-----
Card Name: Mutant of the Year
Card Number: MAV-216
Threshold: 2

KO any number of X-Statix characters you control. Gain 2 endurance for 
each character you KO'd this way.  Ongoing: While you control exactly 
one character, you cannot be the target of effects your opponents 
control.

-----
Card Name: Mutant Supremacy
Card Number: MOR-102
Threshold: 5

Each of your opponents who controls no non-stunned characters loses 5 
endurance for each non-stunned Brotherhood character you control.

"We are born to rule the earth! The humans must be our slaves!"

-----
Card Name: My Hero
Card Number: MSM-063
Threshold: 3

Choose a character you control.  

Ongoing: While the chosen character is ready and in the front row, 
support row Spider-Friends characters you control are protected.

"This is pretty much Super-Hero procedure 101. Comes with the manual, 
along with the mask."

-----
Card Name: Mystic Summons
Card Number: MAV-158
Threshold: 2

Play Mystic Summons only if you control two or more characters with the 
same cost.  

Search your deck for a Masters of Evil character card with cost 3 or 
greater, reveal it, put it into your hand, and shuffle your deck.

"You think you have won, hero? This fight has only just begun."

-----
Card Name: Mystical Paralysis
Card Number: MOR-133
Threshold: 4

As an additional cost to play Mystical Paralysis, exhaust your Dr. 
Doom.  

Exhaust target character.

"Ahh, the exquisite triumph of this moment is beyond description."

-----
Card Name: Nasty Surprise
Card Number: MOR-202
Threshold: 1

Target defender gets +5 ATK for this attack.

-----
Card Name: Nerve Strike
Card Number: MMK-082
Threshold: 2

As an additional cost to play Nerve Strike, return a non-stunned X-
Statix character you control to its owner's hand.  

Target defender you control gets +2 ATK and +2 DEF this attack.

-----
Card Name: Never Give Up!
Card Number: MMK-083
Threshold: 4

Play Never Give Up! only during your first attack this turn.  

KO a character you control with a team affiliation other than X-Statix. 
If you do, ready target X-Statix attacker you control. (The character 
you KO can have the X-Statix affiliation in addition to its other team 
affiliations.)

-----
Card Name: New Identity
Card Number: MAV-117
Threshold: 2

Choose a Thunderbolts character you control.  

Ongoing: At the start of the recovery phase, put a +1 ATK / +1 DEF 
counter on the chosen character.

"Don't worry, buddy. When I'm done with you, not even Songbird will 
recognize you."

-----
Card Name: Next Generation Technology
Card Number: MSM-136
Threshold: 2

KO any number of ready Sentinel characters you control. You may put an 
army Sentinel character card with a cost of X from your hand into your 
front row, where X is the number of Sentinel characters you KO'd this 
way.

-----
Card Name: Nice Try!
Card Number: MSM-064
Threshold: 2

Negate target plot twist or payment effect that targets a Spider-
Friends character you control.

"All right, sting head . . . let's dance!"

-----
Card Name: Night Vision
Card Number: MOR-203
Threshold: 1

Ongoing: Each of your opponents plays with the top card of his deck 
revealed.  You may look at the top card of your deck at any time.

-----
Card Name: No Fear
Card Number: MFF-026
Threshold: 1

Choose one: Target attacker gets +3 ATK this attack while attacking a 
character with a higher cost; or target defender gets +3 ATK this 
attack while defending against a character with a higher cost.

-----
Card Name: No Fear
Card Number: MSM-030
Threshold: 1

Choose one: Target attacker gets +3 ATK this attack while attacking a 
character with a higher cost; or target defender gets +3 ATK this 
attack while defending against a character with a higher cost.

-----
Card Name: No Rest for the Wicked
Card Number: MMK-129
Threshold: 3

Target attacker gets +3 DEF this attack. If that character has the 
Crime Lords affiliation, it gets an additional +3 DEF this attack while 
protected and an additional +3 DEF this attack while attacking a 
character with a higher cost.

-----
Card Name: Not So Fast
Card Number: MOR-204
Threshold: 2

As an additional cost to play Not So Fast, discard a card.  

Negate target non-ongoing plot twist effect with a threshold cost of 1 
or less.

"Didn't your mom ever teach you it isn't nice to throw things?"

-----
Card Name: Null Time Zone
Card Number: MAV-183
Threshold: 1

Play Null Time Zone only during the build phase.  

Choose a non-ongoing plot twist card name. Your opponents cannot play 
cards with that name this turn.  

Ongoing: Exhaust a Kang Council character you control ---> Replace Null 
Time Zone.



-----
Card Name: One-Two Punch
Card Number: MFF-027
Threshold: 1

Target attacker gets +1 ATK and +2 DEF this attack.

"Me and Luke got more in common than super hard skin . . . we both like 
clobberin' knuckleheads."

-----
Card Name: One-Two Punch
Card Number: MOR-205
Threshold: 1

Target attacker gets +1 ATK and +2 DEF for this attack.

-----
Card Name: Other-Earth
Card Number: MAV-075
Threshold: 3

Play Other-Earth only if you control a Squadron Supreme character.  

If you played no other plot twists this turn, characters your opponents 
control lose and cannot gain reinforcement and get -2 DEF while 
defending this turn.  You cannot play plot twists this turn.

-----
Card Name: Out of the Darkness
Card Number: MMK-217
Threshold: 3

Target hidden character's controller moves that character to his 
visible area. That character gets -3 DEF this turn.

-----
Card Name: Overexposed
Card Number: MMK-084
Threshold: 2

Play Overexposed only if you control an X-Statix character.  

Target hidden character's controller moves that character to his 
visible area. That character gets +3 ATK this turn while its controller 
controls no other characters.

"It's not quite Xavier's dream, but it'll do."

-----
Card Name: Overload
Card Number: MOR-206
Threshold: 1

Stun target character with ATK greater than twice its printed ATK.

-----

Card Name: Overpowered
Card Number: MOR-207
Threshold: 1

Each of your opponents who controls more stunned characters than you 
puts the top five cards of his deck into his KO'd pile.

-----
Card Name: Panacea Potion
Card Number: MAV-076
Threshold: 3

If you have no cards in hand, recover target stunned Squadron Supreme 
character you control and put a +1 ATK / +1 DEF counter on it.

"The Panacea Potion cures all diseases known to man . . . all failings 
of the flesh and bone."

-----
Card Name: Peace in Our Time
Card Number: MAV-077
Threshold: 2

Play Peace in Our Time only during the build phase and only if you 
control a Squadron Supreme character.  

Ongoing: At the start of the recovery phase, each player who controls 
one or more characters that caused breakthrough this turn discards a 
card.

"I solemnly pledge my loyalty to the Squadron and swear to uphold its 
principles and objectives."

-----
Card Name: Penance Stare
Card Number: MMK-038
Threshold: 1

As an additional cost to play Penance Stare, KO a stunned Marvel 
Knights character you control.  

Target opponent loses endurance equal to the cost of the character you 
KO'd this way.

"Feel that? That's the weight of all your sins crashing down on your 
hollow little conscience."

-----
Card Name: Personal Nemesis
Card Number: MFF-028
Threshold: 2

Target character you control gets +1 ATK and +1 DEF this attack.

"Reed didn't start this feud, but he'll be the one to finish it."

-----
Card Name: Pinned
Card Number: MSM-155
Threshold: 2

Whenever target attacker readies during the combat phase this turn, 
exhaust it unless its controller discards a card from his hand.

"I appear to have the upper hands."

-----
Card Name: Pleasant Distraction
Card Number: MSM-156
Threshold: 2

Play Pleasant Distraction only during your attack step.  

Target character cannot attack this turn.

"Can Peter come out and play?"

-----
Card Name: Political Pressure
Card Number: MOR-209
Threshold: 1

Play only during the draw phase.  

Each of your opponents may recruit only one character this turn.  

Ongoing: At the start of the recovery phase, you may pay 4 endurance. 
If you do, turn this card face down.

"I have here a list of names of identified mutants living right here in 
the United States."

-----
Card Name: Power Nexus
Card Number: MSM-111
Threshold: 4

As an additional cost to play Power Nexus, exhaust any number of X-Men 
characters you control.  

Stun target character if its cost is less than the number of X-Men 
characters you exhausted this way.

"It's our only chance. Give me everything you've got!"

-----
Card Name: Press the Attack
Card Number: MOR-210
Threshold: 4

Play only if you control four or more exhausted non-stunned characters.  

Ready target character.

"There's plenty more where that came from."

-----
Card Name: Primary Directive
Card Number: MOR-149
Threshold: 5

If any of your opponents control no non-stunned characters, draw a card 
for each army Sentinel character you control.

"Target acquired, conditions verified. Begin alpha strike."

-----
Card Name: Prime Sentinels
Card Number: MOR-150
Threshold: 1

Ongoing: Whenever an opponent plays a plot twist from his resource row, 
that opponent loses 1 endurance for each non-stunned Sentinel character 
you control.

"Bastion's masterwork, these human-Sentinel hybrids are able to 
infiltrate where normal Sentinels cannot."

-----
Card Name: Prismatic Shield Construct
Card Number: MAV-197
Threshold: 1

Target defender you control has reinforcement while defending this 
turn. If that defender has two or more team affiliations, choose a 
character adjacent to it. That character has reinforcement while 
defending this turn.

-----
Card Name: Project Liberator
Card Number: MAV-118
Threshold: 2

Play Project Liberator only during your recruit step.  

Characters you control cannot be the target of plot twist or payment 
effects this turn.  At the start of your recruit step, if Project 
Liberator is in your KO'd pile, you may discard a Thunderbolts 
character card. If you do, you may return Project Liberator to your 
hand.

-----
Card Name: Project Utopia
Card Number: MAV-078
Threshold: 3

Choose a Squadron Supreme character you control.  

Ongoing: Whenever the chosen character stuns a defender, that 
defender's controller loses 4 endurance.  Whenever the chosen character 
causes breakthrough, KO it.

-----
Card Name: Project: Wide Awake
Card Number: MOR-151
Threshold: 2

As an additional cost to play Project: Wide Awake, exhaust a non-army 
Sentinel character you control.  

Ready target army Sentinel character.

"No longer will we live in fear of the mutant. This is the age of the 
Sentinel. -Senator Kelly"

-----
Card Name: Psyche-Globe
Card Number: MAV-184
Threshold: 3

As an additional cost to play Psyche-Globe, exhaust a Kang Council 
character you control.  

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

"The Psyche-Globe contains the memories of all divergent Kangs slain by 
the Council. Whomever controls it is the supreme master of Limbo."

-----
Card Name: Quick Kill
Card Number: MMK-041
Threshold: 1

As an additional cost to play Quick Kill, discard a Marvel Knights 
character card unless you discard two character cards.  

KO target stunned character with cost 4 or less.

"She stole his breath before he could make a sound."

-----
Card Name: Reconnaissance
Card Number: MOR-211
Threshold: 1

Look at each of your opponents' face-down resources.

"There is no knowledge that is not power."

-----
Card Name: Reconstruction Program
Card Number: MOR-152
Threshold: 2

Return target character card or up to three target army Sentinel 
character cards from your KO'd pile to your hand.

"Sentinels, unlike mutants, are expendable. We can always build more of 
them.

-----
Card Name: Reign of Terror
Card Number: MOR-135
Threshold: 4

Play only from your hand and only if you recruited Dr. Doom this turn.  
Return any number of target characters with a combined cost of 3 or 
less to their owners' hands.

"Let them lie awake at night, let them all fear Doom."

-----
Card Name: Rejuvenation
Card Number: MSM-101
Threshold: 4

As an additional cost to play Rejuvenation, exhaust a Sinister 
Syndicate character you control.  

Gain 1 endurance for each character card in target opponent's KO'd 
pile.

"The Vulture retards his aging by using his Rejuvenator to steal the 
life force of others."

-----
Card Name: Relocation
Card Number: MOR-212
Threshold: 3

As an additional cost to play Relocation, discard a card from your 
hand.  

Target a location an opponent controls. If Relocation is face-up in 
your resource row, gain control of the target location and put it into 
your resource row. That location's controller gains control of 
Relocation and puts it into his resource row.

-----
Card Name: Repel Attack
Card Number: MAV-039
Threshold: 1

Target leader defender you control gets +1 DEF this attack for each 
non-stunned character adjacent to it. If that defender has the Avengers 
affiliation, it has reinforcement this attack.

-----
Card Name: Repulsor Ray
Card Number: MAV-040
Threshold: 2

Target attacker you control gets +2 ATK this attack.  If that attacker 
has the Avengers affiliation, your opponents cannot use character 
payment powers this turn.

-----
Card Name: Rise from the Grave
Card Number: MSM-158
Threshold: 2

As an additional cost to play Rise from the Grave, pay 5 endurance.  

Recover target stunned character and move it to your support row. Lose 
endurance equal to that character's cost.


-----
Card Name: Rise to Power
Card Number: MSM-124
Threshold: 6

As an additional cost to play Rise to Power, discard a Brotherhood 
character card with a cost of 3 or less from your hand.  

Search your deck for a Brotherhood character card with a cost of 6 or 
more, reveal it, and put it into your hand. Shuffle your deck

-----
Card Name: Rough House
Card Number: MMK-130
Threshold: 3

Play Rough House only if you control a Crime Lords character. 
Characters you control get +2 DEF while defending with reinforcement 
this turn.

"If you're looking for trouble, you've come to the right place."

-----
Card Name: Sadistic Choice
Card Number: MSM-025
Threshold: 3

Play Sadistic Choice only if you control a Sinister Syndicate 
character.  KO target stunned character unless its controller discards 
two cards from his hand.

"What's it gonna be, hero, capture the villain or save the girl?"

-----
Card Name: Salvage
Card Number: MOR-213
Threshold: 1

Return target equipment or location card from your KO'd pile to your 
hand.  Ongoing: At the start of your resource step, you may pay 4 
endurance. If you do, turn this card face down.

"Broken is temporary."

-----
Card Name: Savage Beatdown
Card Number: MOR-214
Threshold: 4

Target attacker gets +5 ATK for this attack.

"Smash you!"

-----
Card Name: Search and Destroy
Card Number: MOR-153
Threshold: 3

As an additional cost to play Search and Destroy, stun a ready army 
Sentinel character you control.  

Stun target character with a cost of 3 or less. That character's 
controller reveals his hand and discards all character cards of the 
same name.

"Initiate program SeDe2.exe. Targeting..."

-----
Card Name: Seek Cover
Card Number: MAV-198
Threshold: 1

Target non-leader character you control has "Leader: Characters 
adjacent to this character get +1 DEF" this turn.

-----
Card Name: Shadow Step
Card Number: MMK-174
Threshold: 2

Play Shadow Step only if you control an Underworld character.  

Target hidden character's controller moves that character to his 
visible area. If that player has six or more character cards in his 
KO'd pile, that character gets +1 ATK and +1 DEF and has flight and 
range this turn.

"There are places in this world even you can't find me, Daredevil."

-----
Card Name: Shakedown
Card Number: MMK-131
Threshold: 3

Crime Lords characters you control get +2 ATK this turn.  Characters 
you control cannot attack this turn.

-----
Card Name: Shrink
Card Number: MAV-199
Threshold: 2

Target attacker gets -2 ATK / +2 DEF this attack.

-----
Card Name: Signal Flare
Card Number: MOR-073
Threshold: 3

Search your deck for a Fantastic Four character card. Reveal that card 
and put it into your hand. Shuffle your deck. Discard a Fantastic Four 
character card from your hand.

"All eyes turn skyward, as they behold the most dramatic, most exciting 
secret symbol of all!"

-----
Card Name: Sinister Salvo
Card Number: MSM-026
Threshold: 1

As an additional cost to play Sinister Salvo, exhaust a Sinister 
Syndicate character you control. 

Target player loses 3 endurance.  

Ongoing: Characters you control have range.

"Incoming!"

-----
Card Name: Sinister Six
Card Number: MSM-159
Threshold: 2

Play Sinister Six only if you control a Sinister Syndicate character.  

Ongoing: Affiliated characters you control, as well as cards in your 
deck, hand, and KO'd pile have the Sinister Syndicate team affiliation. 
(This is in addition to other team affiliations.)

-----
Card Name: Sold Out
Card Number: MMK-132
Threshold: 2

Play Sold Out only during the recovery phase.  

As an additional cost to play Sold Out, discard a Crime Lords character 
card.  Move target character with cost of 1 or less an opponent 
controls to your front row. (You control that character.)

-----
Card Name: Sonic Disruption
Card Number: MAV-159
Threshold: 1

Target defender you control gets +1 DEF this attack. If that defender 
has the Masters of Evil affiliation, target attacker cannot ready this 
turn.

-----
Card Name: Spheres of Solitude
Card Number: MAV-185
Threshold: 2

Play Spheres of Solitude only if you control a Kang Council character.  

Choose an affiliated character an opponent controls.  

Ongoing: The chosen character loses all team affiliations during its 
controller's attack step.

"With their minds isolated and numb, nothing stands between Kang and 
his destiny!"

-----
Card Name: Spider Senses
Card Number: MSM-012
Threshold: 2

Target Spider-Friends defender gets +3 DEF this attack.

"Good ol' spider sense! It hasn't failed me yet!"

-----
Card Name: Spider Slayers
Card Number: MSM-102
Threshold: 2

Choose a character name.  Sinister Syndicate characters you control get 
+2 ATK while attacking a character with that name this turn.  

Ongoing: At the start of your resource step, you may pay 4 endurance. 
If you do, turn Spider Slayers face down.

-----
Card Name: Spider-Tracer
Card Number: MSM-065
Threshold: 1

Play Spider-Tracer only if you control a Spider-Friends character and 
only during the build phase.  

Choose a character an opponent controls.  

Ongoing: The chosen character cannot be the target of plot twist or 
payment effects its controller controls.

-----
Card Name: Spin Doctoring
Card Number: MMK-085
Threshold: 3

As an additional cost to play Spin Doctoring, discard a card.  

If you control exactly one character, recover target stunned X-Statix 
character you control. If you do, ready that character and it causes no 
breakthrough this turn.

"Forget about the other X-Teams, folks! X-Statix is the premier X-Team 
on the streets."

-----
Card Name: Spirits of Vengeance
Card Number: MAV-220
Threshold: 2

Ongoing: Whenever an Underworld character you control attacks or 
becomes a defender, you may put a character card from your KO'd pile 
with the same name as that character on the bottom of your deck. If you 
do, that character gets +2 ATK this attack.

-----
Card Name: Star of the Show
Card Number: MMK-086
Threshold: 1

As an additional cost to play Star of the Show, discard an X-Statix 
character card.  

Ongoing: While you control exactly one character, it cannot be the 
target of effects your opponents control.

-----
Card Name: Sticky Situation
Card Number: MSM-066
Threshold: 2

Remove target Spider-Friends defender you control from this attack. 
(When an attack concludes, if there is no defender, all attackers 
ready.)

"Here's web in your eye!"

-----
Card Name: Stolen Power
Card Number: MAV-160
Threshold: 3

As an additional cost to play Stolen Power, exhaust a Masters of Evil 
character you control.  

KO target stunned character. Put a +1 ATK / +1 DEF counter on the 
character you exhausted.

"Awaken, my bride! Rise from your slumber!"

-----
Card Name: Strength of the Grave
Card Number: MMK-175
Threshold: 4

As an additional cost to play Strength of the Grave, put X Underworld 
character cards from your KO'd pile on the bottom of your deck.  

Choose one: Target character gets +X ATK this attack; or target 
character gets +X DEF this attack.

-----
Card Name: Sucker Punch
Card Number: MSM-161
Threshold: 1

Characters you control cannot be stunned while attacking exhausted 
defenders this turn.

"It's Cl - OOF!"

-----
Card Name: Supernova
Card Number: MSM-118
Threshold: 3

As an additional cost to play Supernova, discard two cards from your 
hand unless you discard a Fantastic Four character card from your hand.  

Target character you control gets +6 ATK and -6 DEF and causes no 
breakthrough this attack.

-----
Card Name: Supply Line
Card Number: MAV-081
Threshold: 2

Play Supply Line only if you control a Squadron Supreme character.  

Target attacker or defender you control gets +3 DEF this attack if you 
have no cards in hand.

"Project Utopia will help those who cannot help themselves."

-----
Card Name: Supporting Role
Card Number: MMK-087
Threshold: 1

Target X-Statix character gets +X DEF this attack, where X equals the 
number of characters you control with a higher cost than that 
character.

-----
Card Name: Supreme Sanction Team-Up
Card Number: MAV-189
Threshold: 2

Play Supreme Sanction only if you control an Avengers character and a 
Squadron Supreme character.  

Ongoing: Characters you control, as well as cards in your hand, deck, 
and KO'd pile that have either the Avengers or Squadron Supreme 
affiliation have both affiliations.  

Revealed character cards in your resource row have reservist.

-----
Card Name: Surprise Attack
Card Number: MOR-215
Threshold: 0

Target player loses 3 endurance. If that player controls no support row 
characters, that player loses 5 endurance instead.

-----
Card Name: Surrounded
Card Number: MSM-162
Threshold: 2

Target attacker you control gets +X ATK and +X DEF this attack, where X 
is the number of characters you recruited this turn.

"When evening the odds just isn't enough."

-----
Card Name: Swan Dive
Card Number: MMK-042
Threshold: 2

Play Swan Dive only during your attack step.  

As an additional cost to play Swan Dive, stun a Marvel Knights 
character you control.  

Stun any number of target characters your opponents control if their 
combined cost is less than that of the Marvel Knights

-----
Card Name: Swift Escape
Card Number: MOR-216
Threshold: 3

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

-----
Card Name: Swing into Action
Card Number: MMK-202
Threshold: 2

As an additional cost to play Swing into Action, exhaust any number of 
Spider-Friends characters you control. 

Plot twists cost your opponents X more to play this turn, where X is 
the number of characters you exhausted this way.

-----
Card Name: System Failure
Card Number: MAV-200
Threshold: 2

Remove target attacker from this attack if its ATK is greater than 
twice its printed ATK.

"Systems can't handle the load . . . The power surge is frying the 
armor's circuits."

-----
Card Name: Team Spirit
Card Number: MMK-219
Threshold: 1

If you control four or more stunned characters, recover a stunned 
character you control. Then, if you still control four or more stunned 
characters, recover another stunned character you control.

-----
Card Name: Team Tactics
Card Number: MOR-217
Threshold: 2

As an additional cost to play Team Tactics, exhaust a character you 
control.  

Target attacker with the same team affiliation as the exhausted 
character gets +X ATK for this attack, where X equals the ATK of the 
exhausted character.

"A team is greater than the sum of its parts."

-----
Card Name: Team X-change
Card Number: MMK-188
Threshold: 2

Play Team X-change only if you control an X-Men character and an X-
Statix character.  Search your deck for a character card named 
Professor X, reveal it, and put it into your hand. Shuffle your deck.  

Ongoing: Characters you control with either the X-Men or X-Statix 
affiliation have both affiliations.

-----
Card Name: Tech Upgrade
Card Number: MOR-218
Threshold: 2

As an additional cost to play Tech Upgrade, exhaust a character you 
control.  

Search your deck for an equipment card. Reveal that card and put it 
into your hand. Shuffle your deck.

-----
Card Name: Termination Sequence
Card Number: MSM-137
Threshold: 2

Play Termination Sequence only during your attack step.  

KO a non-stunned army Sentinel character you control. If you do, KO 
target character if its cost is less than the cost of the army Sentinel 
character you KO'd this way.

-----
Card Name: The Family
Card Number: MMK-133
Threshold: 6

Crime Lords characters you control have reinforcement while defending 
this turn.

-----
Card Name: The Mutant Menace
Card Number: MOR-104
Threshold: 3

Target player loses 1 endurance for each Brotherhood character you 
control.

"This just in, the mutant Magneto has just attacked the Cape Citadel 
missile base! 

-----
Card Name: The New Brotherhood
Card Number: MOR-105
Threshold: 1

Ongoing: While you control four or less resources, Brotherhood 
characters you control get +2 ATK.

"Toad formed the New Brotherhood to kill X-Force's leader, Cable."

-----
Card Name: The Power Cosmic
Card Number: MOR-136
Threshold: 5

KO all resources you control. If you control Dr. Doom, gain control of 
the initiative at the start of the next phase.

"Doom possessed the cosmic powers of the Silver Surfer... for a short 
time."

-----
Card Name: The Slingers
Card Number: MMK-203
Threshold: 2

Ongoing: Discard a character card named Spider-Man ---> Power-up target 
Spider-Friends attacker or defender you control.

"A group of young idealists, the Slingers were formed in Spider-Man's 
absence."

-----
Card Name: The Time Keepers
Card Number: MAV-186
Threshold: 1

Target defender you control gets +1 DEF this attack. If that character 
is named Kang, it gets an additional +1 DEF this attack.

"At the edge of Limbo reside the Time Keepers, set by He Who Remains to 
ensure the safety of the universe."

-----
Card Name: The Wrecking Crew
Card Number: MAV-161
Threshold: 2

Target Masters of Evil attacker you control gets +2 ATK this attack. 
Non-Army characters you control that share a cost or version with that 
attacker and that are adjacent to it get +2 ATK while attacking this 
turn.

-----

Card Name: Thinking Outside the Box
Card Number: MSM-163
Threshold: 1

Ongoing: You draw cards from the bottom of your deck.

"Reed Richards understands that the laws of physics are really just 
guidelines."

-----
Card Name: Tragic Loss
Card Number: MSM-067
Threshold: 3

As an additional cost to play Tragic Loss, KO a stunned character you 
control.  

Choose one: Target Spider-Friends defender gets +5 ATK this attack; or 
target Spider-Friends defender gets +5 DEF this attack.

"I will never ever forget that I could have stopped it."

-----
Card Name: Twist of Fate
Card Number: MSM-013
Threshold: 1

As an additional cost to play Twist of Fate, discard a Spider-Friends 
character card from your hand.  

Reveal the top four cards of your deck. Choose one character card from 
among them and put it into your hand. Put the remaining cards on the 
bottom of your deck in any order.

-----
Card Name: Two Worlds Team-Up
Card Number: MAV-041
Threshold: 2

Choose two team affiliations among characters you control. 

If you chose Avengers and a different affiliation and you control 
another face-up resource named Two Worlds, draw a card.  

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

"Always together. Forever apart."

-----
Card Name: Ultimate Sacrifice
Card Number: MSM-113
Threshold: 2

Play Ultimate Sacrifice only during the recovery phase. 

As an additional cost to play Ultimate Sacrifice, KO an X-Men character 
you control.  Recover each stunned X-Men character you control.

"Peter Rasputin gave his life to cure the Legacy Virus. He died as he 
lived, a hero."

-----
Card Name: Under Siege
Card Number: MAV-162
Threshold: 3

Play Under Siege only during your attack step.  

As an additional cost to play Under Siege, exhaust a Masters of Evil 
character you control.  

Exchange the positions of target face-down resource you control and 
target resource an opponent controls.

-----
Card Name: Unexpected Mutation
Card Number: MSM-068
Threshold: 1

Put the top card of your deck into your KO'd pile. Target Spider-
Friends attacker you control gets +X ATK and -X DEF this attack, where 
X is the cost of the card put into your KO'd pile this way.

"Oh boy. How am I going to explain this to MJ?"

-----
Card Name: Unfair Advantage
Card Number: MAV-163
Threshold: 3

Play Unfair Advantage only during your recruit step and only if you 
control a Masters of Evil character.  

If you have played no other plot twists this turn, gain 1 resource 
point. Spend this resource point only to pay the cost of a payment 
power.  You cannot play plot twists this turn.  If Unfair Advantage is 
in your resource row, turn it face down.

-----
Card Name: United We Stand
Card Number: MAV-201
Threshold: 1

Target non-leader character you control has "Leader: Characters 
adjacent to this character get +2 ATK" this turn.

-----
Card Name: Unlikely Allies
Card Number: MOR-219
Threshold: 2

Play only if you control a Doom character and an X-Men character.  Draw 
a card.  

Ongoing: Cards you control, as well as cards in your hand, deck, and 
KO'd pile that have either the Doom or X-Men team affiliation are 
considered to have both team affiliations.

-----
Card Name: Unmasked
Card Number: MSM-165
Threshold: 1

Characters cannot become powered-up this turn.  

Ongoing: At the start of your resource step you may pay 2 endurance. If 
you do, turn Unmasked face down.

"In this moment, your last moment, let's see who you really are."

-----
Card Name: Untouchable
Card Number: MMK-134
Threshold: 2

Play Untouchable only if you control a Crime Lords character.  

Ongoing: At the start of the combat phase, each player chooses a 
character. The chosen characters cannot be the target of plot twist, 
payment, or triggered effects this turn.

-----
Card Name: Uprising
Card Number: MMK-135
Threshold: 2

Crime Lords characters you control get +2 ATK while attacking a 
character with a higher cost or while defending against a character 
with a higher cost this turn.

"Top floor! Bruises, broken bones, and supervillains!"

-----
Card Name: Wake the Dead
Card Number: MMK-178
Threshold: 1

Search your deck for an Underworld character card with the same name as 
a character in play or a character card in your KO'd pile. Reveal that 
card and put it into your hand. Shuffle your deck.

-----
Card Name: Walk Through Walls
Card Number: MAV-042
Threshold: 4

Play Walk Through Walls only during your recruit step.  

Discard a card. Move target Avengers character you control to your 
hidden area. That character cannot be the target of effects your 
opponents control this turn. At the start of the recovery phase this 
turn, move that character to your visible area.

-----
Card Name: War of Attrition
Card Number: MAV-202
Threshold: 2

Replace target face-up resource an opponent controls. That opponent may 
replace a face-up resource you control.

"For the love of Power Princess, you must die!"

-----
Card Name: War On Humanity
Card Number: MOR-106
Threshold: 1

Ongoing: At the start of the recovery phase, each of your opponents 
loses 1 endurance for each non-stunned Brotherhood character you 
control.

"The human race no longer deserves dominion over the planet earth! The 
day of the Mutants is upon us!"

-----
Card Name: Wave of Sentinels
Card Number: MSM-138
Threshold: 3

Army Sentinel characters you control get +3 ATK and +3 DEF this turn 
while attacking a character that has already been attacked this turn.

"The Epsilons always lead the Alpha strike."

-----
Card Name: Weapon of Choice
Card Number: MMK-220
Threshold: 2

As an additional cost to play Weapon of Choice, discard two cards.  

Search your deck for two character cards with different names, each 
with cost equal to the number of resources you control. Reveal them. 
Target opponent chooses one. Shuffle that one back into your deck and 
put the other one into your hand.

-----
Card Name: Wild Ride
Card Number: MMK-045
Threshold: 1

Search your deck for a Marvel Knights character card, reveal it, and 
put it into your hand. Lose endurance equal to that card's cost. 
Shuffle your deck.

-----
Card Name: Windstorm
Card Number: MAV-203
Threshold: 2

Target character with cost 2 or greater you control has flight this 
turn. That character gets +2 ATK while attacking this turn and an 
additional +2 ATK while attacking this turn if you control another 
character with the same cost as that character.

-----
Card Name: Win-Lose Deal
Card Number: MAV-123
Threshold: 1

As an additional cost to play Win-Lose Deal, exhaust a Thunderbolts 
character you control.  

Draw two cards. Each of your opponents may draw two cards.

"You will do better, Jenkins, or I will reveal to the world that Baron 
Wolfgang Von Strucker owns you, body and soul!"

-----
Card Name: Witching Hour
Card Number: MMK-179
Threshold: 7

As an additional cost to play Witching Hour, pay 2 resource points.  

Choose any number of Underworld character cards in your KO'd pile each 
with a cost of 2 or less. During your recruit step this turn, for each 
of those cards, you may recruit it as though it were in your hand, and 
you may pay 2 endurance rather than pay its recruit cost.

-----
Card Name: Xavier's Dream
Card Number: MOR-037
Threshold: 5

Ongoing: At the start of the recovery phase, if there are no stunned 
characters in play, you may discard an X-Men character card from your 
hand. If you do, put a dream counter on Xavier's Dream.  When there are 
three dream counters on Xavier's Dream, you win the game.

"Mine is a dream to live in harmony with those who fear and despise 
us."

------------------------------------------------------------

Section 9.3: Card Pack Contents [CAPC] (thanks to jrasso)

We didn't break this down by rareness, because there doesn't seem to be 
any real consistency to it.  Some people have has a much easier time 
finding certain cards than others.

-------------------

Section 9.3a: Hero Pack 1 [HEPA1]

MAV-009	Hank Pym <> Giant Man, Towering Titan
MAV-015	Iron Man, Invincible
MAV-032	Chaos Magic
MAV-033	Earth's Mightiest Heroes
MAV-036	Playroom
MAV-057	Lamprey, Donald McQuiggan
MAV-068	Whizzer, Stanley Stewart
MAV-073	Eldritch Power
MAV-080	Squadron City
MAV-081	Supply Line
MAV-100	Karla Sofen <> Meteorite, Celestial Power
MAV-104	Ogre, Weaponsmith
MAV-111	Biomodem Satellite
MAV-115	Marvel's Most Wanted
MAV-117	New Identity
MAV-127	Enchantress, Amora
MAV-129	Executioner, Scourge of Jotunheim
MAV-137	Melter, Bruno Horgan
MAV-148	Titania, Vengeful Vixen
MAV-157	Hero's Demise
MAV-177	Kang, Ultimate Kang
MAV-179	Macrobots, Army
MAV-215	Phat, Liv'n Large
MAV-216	Mutant of the Year
MAV-220	Spirits of Vengeance

MFF-004	Invisible Woman, Protector
MFF-008	Noah Baxter, CEO, Baxter Industries
MFF-010	Thing, Strongman
MFF-015	Dr. Doom, Scientific Sorcerer
MFF-019	Sub-Mariner, Atlantean Monarch

MMK-003	Caretaker, Nomadic Mentor
MMK-005	Dagger, Child of Light
MMK-012	Ghost Rider, Danny Ketch
MMK-026	Shang Chi, Master of Kung Fu
MMK-031	Bring the Pain
MMK-037	Midnight Sons
MMK-049	Bloke, Mickey Tork
MMK-058	Mysterious Fan Boy, Arthur Lundberg
MMK-064	Saint Anna, Sympathetic Healer
MMK-089	X-Statix Cafe
MMK-093	Carbone's Assassins, Army
MMK-100	Jigsaw, Billy Russo
MMK-111	Saracen, Muzzafar Lambert
MMK-125	Hand Dojo
MMK-132	Sold Out
MMK-137	Asmodeus, Duke of Hell
MMK-144	Lilith, Daughter of Dracula
MMK-157	Suicide, Chris Daniels
MMK-178	Wake the Dead
MMK-199	Mekanix
MMK-206	Mendel Stromm, Robot Master

MOR-004	Bishop, Lucas Bishop
MOR-011	Havok, Alex Summers
MOR-013	Jean Grey, Marvel Girl
MOR-023	Rogue, Powerhouse
MOR-032	Danger Room
MOR-035	Professor Xavier's Mansion
MOR-048	Human Torch, Hotshot
MOR-053	Luke Cage, Hero For Hire
MOR-067	Antarctic Research Base
MOR-081	Magneto, Master of Magnetism
MOR-087	Pyro, St. John Allerdyce
MOR-093	Sauron, Dr. Karl Lykos
MOR-099	Genosha
MOR-104	The Mutant Menace
MOR-115	Kristoff Von Doom, The Boy Who Would Be Doom
MOR-125	Volcana, Marsha Rosenberg
MOR-141	Senator Kelly, Anti-Mutant Advocate
MOR-146	Combat Protocols
MOR-164	Dark Phoenix, Cosmic Entity
MOR-171	Random Punks, Army
MOR-173	Acrobatic Dodge
MOR-176	Base of Operations
MOR-178	Blind Sided
MOR-179	Borrowed Blade
MOR-186	Fall Back!
MOR-187	Finishing Move
MOR-190	Focused Blast
MOR-200	Medical Attention
MOR-203	Night Vision

MSM-002	Daredevil, The Man Without Fear
MSM-006	Solo, James Bourne
MSM-016	Electro, Maxwell Dillon
MSM-036	Dagger, Tandy Bowen
MSM-038	Ezekiel, Spirit of the Spider
MSM-055	Wild Pack, Army
MSM-060	Fun and Games
MSM-066	Sticky Situation
MSM-079	Kaine, Imperfect Clone
MSM-098	Hired Goons
MSM-101	Rejuvenation
MSM-117	Pier 4
MSM-130	Devil's Due
MSM-141	J. Jonah Jameson, Sensationalist
MSM-143	Bad Press
MSM-152	Grounded
MSM-157	Rapier 
-------------------

Section 9.3b: Hero Pack 2 [HEPA2]
MAV-017	Jarvis, Honorary Avenger
MAV-022	Scarlet Witch, Mistress of Chaos Magic
MAV-038	Quinjet
MAV-040	Repulsor Ray
MAV-047	Blue Eagle, James Dore Jr.
MAV-062	Quagmire, Jerome Meyers
MAV-074	Hibernaculum
MAV-078	Project Utopia
MAV-088	Charcoal, Charles Burlingame
MAV-122	V-Wing
MAV-142	Radioactive Man, Chen Lu
MAV-151	Whirlwind, David Cannon
MAV-168	Kang, Immortus
MAV-178	Kang's Guards, Army
MAV-186	The Time Keepers
MAV-197	Prismatic Shield, Construct
MAV-206	Mammomax, Elephant Boy

MFF-003	Human Torch, Hothead
MFF-026	No Fear

MMK-008	Daredevil, Protector of Hell's Kitchen
MMK-024	Punisher, Judge
MMK-035	Hell's Kitchen
MMK-038	Penance Stare
MMK-041	Quick Kill
MMK-047	Anarchist, Tike Alicar
MMK-057	La Nuit, Pierre Truffaut
MMK-061	Orphan, Mr. Sensitive
MMK-080	Mind Over Matter
MMK-082	Nerve Strike
MMK-094	Cobra, Klaus Vorhees
MMK-107	Mr. Hyde, Calvin Zabo
MMK-126	King Takes Knight
MMK-128	Marked for Death
MMK-134	Untouchable
MMK-145	Marie Laveau, Voodoo Priestess
MMK-150	New Blood, Army
MMK-162	Zarathos, Spirit of Vengeance
MMK-165	Blood Hunt
MMK-167	Dark Embrace
MMK-209	Lacuna, Media Darling
MMK-212	Marvel Team-Up

MOR-002	Banshee, Sean Cassidy
MOR-003	Beast, Dr. Henry McCoy
MOR-006	Cyclops, Scott Summers
MOR-010	Gambit, Remy LaBeau
MOR-023	Rogue, Powerhouse
MOR-024	Shadowcat, Kitty Pryde
MOR-025	Storm, Ororo Munroe
MOR-027	Wolverine, Berserker Rage
MOR-030	Cerebro
MOR-037	Xavier's Dream
MOR-043	Frankie Raye, Herald of Galactus
MOR-055	Mr. Fantastic, Reed Richards
MOR-063	Thing, Heavy Hitter
MOR-066	A Child Named Valeria
MOR-074	The Pogo Plane
MOR-082	Magneto, Lord Magnus
MOR-085	Mystique, Shape-Changing Assassin
MOR-098	Avalon Space Station
MOR-112	Dr. Doom, Victor Von Doom
MOR-117	Robot Destroyer, Army
MOR-124	Victor Von Doom II, Son of Doom
MOR-130	Faces of Doom
MOR-145	Wild Sentinel, Army
MOR-148	Orbital Sentinel Base
MOR-156	Annihilus, Destroyer of Life
MOR-157	Blastaar, King of Baluur
MOR-158	Negative Zone
MOR-159	Skrull Soldier, Army
MOR-160	Super Skrull, Engineered Super-Soldier
MOR-161	Apocalypse, En Sabah Nur
MOR-162	Arcade, Master of Murderworld
MOR-175	Backfire
MOR-182	Common Enemy
MOR-184	Dual Sidearms
MOR-188	Flame Trap
MOR-197	Kevlar Body Armor
MOR-202	Nasty Surprise

MSM-004	Prowler, Hobie Brown
MSM-005	Punisher, Vigilante
MSM-007	Spider-Man, Friendly Neighborhood Spider-Man
MSM-011	ESU Science Lab
MSM-024	Osborn Industries
MSM-028	Crushing Blow
MSM-031	Smoke Screen
MSM-045	Mary Jane Watson, MJ
MSM-061	Going My Way?
MSM-074	Green Goblin, Altered Ego
MSM-080	Kingpin, Crime Boss
MSM-086	Shocker, Herman Schultz
MSM-094	Dangerous Experiment
MSM-104	Emma Frost, Headmistress of Xavier's Academy
MSM-108	Aerial Supremacy
MSM-110	Madripoor
MSM-113	Ultimate Sacrifice
MSM-124	Rise to Power
MSM-131	Latverian Embassy
-------------------

Section 9.3c: Hero Pack 3 [HEPA3]

MAV-010	Hank Pym <> Goliath, Giant Genius
MAV-025	Thor, Odinson
MAV-035	Mjolnir
MAV-041	Two Worlds, Team-Up
MAV-050	Foxfire, Olivia Underwood
MAV-054	Hyperion, Sun God
MAV-065	Skymax, Skrullian Skymaster
MAV-070	Airskimmer
MAV-091	Erik Josten <> Atlas, Ionic Powerhouse
MAV-097	Iron Man <> Cobalt Man, Avenger in Disguise
MAV-103	Melissa Gold <> Songbird, Sonic Carapace
MAV-106	Paul Ebersol <> Techno, Man of Metal
MAV-119	Stormfront-1, Team-Up
MAV-133	Karla Sofen <> Moonstone, Master Manipulator
MAV-139	Nathan Garrett <> Black Knight, Corrupt Crusader
MAV-150	Ultron <> Ultron 5, Ultimate Evil
MAV-155	Evil Reborn
MAV-160	Stolen Power
MAV-165	Baltag, Hand of the Conqueror
MAV-191	Avengers Disassembled
MAV-211	Basilisk, Basil Elks
MAV-214	Bring Down the House

MFF-001	Crystal, Elemental Princess
MFF-002	H.E.R.B.I.E., Humanoid Experimental Robot B-Type Integrated 
Electronics
MFF-005	Luke Cage, Reserve Member
MFF-007	Mr. Fantastic, Leader
MFF-009	She-Hulk, Green Jeans
MFF-011	Reed's Workshop
MFF-012	Force Shield

MMK-001	Blade, Eric Brooks
MMK-028	Stick, Leader of the Chaste
MMK-032	Crime and Punishment
MMK-056	Gin Genie, Beckah Parker
MMK-063	Plazm, Protoplasmic Protagonist
MMK-069	Venus Dee Milo, Dee Milo
MMK-074	Dead Weight
MMK-081	Missed Drop
MMK-110	Roscoe Sweeny, Fixer
MMK-113	Stilt-Man, Wilbur Day
MMK-116	The Russian, Contract Killer
MMK-119	Armed Escort
MMK-135	Uprising
MMK-136	Anton Hellgate, Thanatologist
MMK-149	Nekra, Nekra Sinclair
MMK-158	Tryks, Army
MMK-171	Infernal Gateway
MMK-179	Witching Hour
MMK-180	Blade, The Daywalker
MMK-195	Scarlet Witch, Eldritch Enchantress
MMK-215	Mystic Chain

MOR-001	Archangel, Warren Worthington III
MOR-005	Colossus, Peter Rasputin
MOR-020	Professor X, World's Most Powerful Telepath
MOR-026	Storm, Weather Witch
MOR-038	Xavier's School for Gifted Youngsters
MOR-041	Ant Man, Scott Lang
MOR-046	Hulk, New Fantastic Four
MOR-052	Invisible Woman, Sue Richards
MOR-058	She-Hulk, Jennifer Walters
MOR-070	Fantasticar
MOR-073	Signal Flare
MOR-083	Mastermind, Jason Wyngarde
MOR-084	Mystique, Raven Darkholme
MOR-092	Sabretooth, Victor Creed
MOR-097	Asteroid M
MOR-109	Doom Guards, Army
MOR-119	Robot Seeker, Army
MOR-126	Bitter Rivals
MOR-133	Mystical Paralysis
MOR-142	Sentinel Mark I, Army
MOR-153	Search and Destroy
MOR-165	Juggernaut, Cain Marko
MOR-167	Mojo, Ruler of Mojoworld
MOR-169	Onslaught, Psionic Spawn of Xavier and Magneto
MOR-170	Puppet Master, Philip Masters
MOR-181	Charge!
MOR-191	Foiled
MOR-195	Heroes United
MOR-196	Ka-Boom!
MOR-198	Last Stand
MOR-201	Mutant Nation
MOR-219	Unlikely Allies

MSM-001	Black Cat, Felicia Hardy
MSM-026	Sinister Salvo
MSM-035	Cloak, Tyrone Johnson
MSM-040	Hornet, Eddie McDonough
MSM-054	Spider-Man, Cosmic Spider-Man
MSM-057	Ace Reporter
MSM-067	Tragic Loss
MSM-081	Man-Wolf, John Jameson
MSM-086	Shocker, Herman Schultz
MSM-092	Tombstone, Lonnie Lincoln
MSM-105	John Proudstar <> Thunderbird, Apache Warrior
MSM-118	Supernova
MSM-128	Terrax, Tyros
MSM-132	Mark II, Number II, Leader Unit
MSM-153	Mojoverse

-------------------

Section 9.3d: Hero Pack 4 [HEPA4]

MAV-012	Hawkeye, Clinton Barton
MAV-019	Natasha Romanoff <> Black Widow, Super Spy
MAV-020	Quicksilver, Mutant Avenger
MAV-023	She-Hulk, Gamma Bombshell
MAV-031	Call Down the Lightning
MAV-046	Arcanna, Arcanna Jones
MAV-052	Haywire, Harold Danforth
MAV-061	Power Princess, Zarda
MAV-072	Behavior Modification Device, Team-Up
MAV-084	Beetle <> Mach 2, Matthew Davis
MAV-093	Genis-Vell <> Captain Marvel, Son of Mar-Vell
MAV-110	A Second Chance
MAV-113	Deadly Conspiracy
MAV-121	Thunderbolts Plaza
MAV-143	Scorpion, Fatal Sting
MAV-144	Shocker, Vibro-Shock Villain
MAV-147	Tiger Shark, Todd Arliss
MAV-162	Under Siege
MAV-163	Unfair Advantage
MAV-183	Null Time Zone
MAV-184	Psyche-Globe
MAV-185	Spheres of Solitude
MAV-192	Call to Arms
MAV-194	Heroes in Reserve
MAV-196	Might Makes Right
MAV-213	Lady Punisher, Lynn Michaels
MAV-217	Hitman, Burth Kenyon

MMK-019	Micro-Chip, Linus Lieberman
MMK-025	Punisher, Jury
MMK-027	Spider-Man, The Spectacular Spider-Man
MMK-034	Head Shot
MMK-048	Battering Ram, Short-Lived Strongman
MMK-055	El Guapo, Robbie Rodriguez
MMK-065	Sluk, Byron Spencer
MMK-075	Doop Cam
MMK-078	Go in Swinging
MMK-097	Echo, Maya Lopez
MMK-099	Jester, Jonathan Powers
MMK-117	Typhoid Mary, Mary Walker
MMK-130	Rough House
MMK-141	Deacon Frost, Vampire Master
MMK-146	Mephisto, Father of Lies
MMK-168	Dracula's Castle
MMK-170	Gravesite
MMK-171	Hypnotic Charms
MMK-194	Lockjaw, Inhuman
MMK-195	Scarlet Witch, Eldritch Enchantress
MMK-203	The Slingers
MMK-210	Sharon Ginsberg, Corrupt Counsel

MOR-008	Dazzler, Alison Blaire
MOR-014	Jean Grey, Phoenix Force
MOR-028	Wolverine, James Howlett
MOR-036	The Blackbird
MOR-039	X-Corporation
MOR-042	Crystal, Inhuman
MOR-054	Medusa, Inhuman
MOR-065	Wolverine, New Fantastic Four
MOR-071	Four Freedoms Plaza
MOR-089	Quicksilver, Speed Demon
MOR-096	Unus, Angelo Unuscione
MOR-114	Dragon Man, Experimental Monster
MOR-116	Rama-Tut, Pharaoh from the 30th Century
MOR-121	Sub-Mariner, Ally of Doom
MOR-136	The Power Cosmic
MOR-144	Sentinel Mark IV, Army
MOR-177	Betrayal
MOR-180	Burn Rubber
MOR-194	Greater of Two Evils
MOR-218	Tech Upgrade

MSM-008	Spider-Man, The Amazing Spider-Man
MSM-013	Twist of Fate
MSM-014	Dr. Octopus, Doc Ock
MSM-022	Vulture, Adrian Toomes
MSM-025	Sadistic Choice
MSM-029	Jetpack
MSM-033	Black Cat, Master Thief
MSM-034	Cardiac, Elias Wirtham
MSM-039	Firestar, Hot Stuff
MSM-048	Puma, Thomas Fireheart
MSM-049	Richochet, Johnny Gallo
MSM-050	Rocket Racer, Robert Farrell
MSM-051	Scarlet Spider, Ben Reilly
MSM-052	Silver Sable, Silver Sablinovia
MSM-058	Armored Spider Suit
MSM-059	Costume Change
MSM-065	Spider-Tracer
MSM-093	Venom, Alien Symbiote
MSM-099	Lion's Den
MSM-116	Marvel's First Family
MSM-123	Misappropriation
MSM-125	Volcanic Base
MSM-127	Purple Man, Zebediah Killgrave
MSM-135	Tri-Sentinel, Super Sentinel
MSM-140	Deathlok, Luther Manning
MSM-146	Clone Saga
MSM-151	Forced Allegiance
MSM-160	Sonic Gun
-------------------------

Section 9.3e: Hero Pack 5 [HEPA5]

MAV-001	Beast, Furry Blue Scientist
MAV-006	Dane Whitman <> Black Knight, Heroic Paladin
MAV-011	Hank Pym <> Yellowjacket, Pym Particle Creator
MAV-026	Vision, Synthetic Humanoid
MAV-048	Doctor Decibel, Anton Decibel
MAV-051	Golden Archer, Wyatt McDonald
MAV-055	Inertia, Edith Freiberg
MAV-075	Other-Earth
MAV-083	Beetle <> Mach 1, Reluctant Hero
MAV-098	Jolt, Helen Takahama
MAV-116	Mt. Charteris
MAV-118	Project Liberator
MAV-125	Bulldozer, Wrecking Crew
MAV-130	Grey Gargoyle, Paul Pierre Duval
MAV-134	Klaw, Ulysses Klaw
MAV-153	Adhesive X
MAV-171	Kang, Kang Ransom
MAV-173	Kang, Lord of Limbo
MAV-180	Tempus, Menace out of Time
MAV-182	Kang Kross-roads
MAV-195	Insect Swarm
MAV-200	System Failure
MAV-204	Polaris, Lorna Dane

MMK-006	Daredevil, Guardian Devil
MMK-011	Elektra, Elektra Natchios
MMK-014	Hannibal King, Occult Investigator
MMK-017	Luke Cage, Power Man
MMK-020	Mikado and Mosha, Angels of Destruction
MMK-021	Moon Knight, Marc Spector
MMK-022	Natasha Romanoff <> Black Widow, KGB Killer
MMK-023	Punisher, Executioner
MMK-029	Yelena Belova <> Black Widow, Enemy Agent
MMK-030	Blind Justice
MMK-039	Punisher's Armory
MMK-042	Swan Dive
MMK-043	Titanium Sword
MMK-045	Wild Ride
MMK-046	Anarchist, Man of the People
MMK-050	Coach, Manipulative Mentor
MMK-051	Corkscrew, Twisted Trainee
MMK-052	Dead Girl, Crafty Cadaver
MMK-054	Doop, Ultimate Weapon
MMK-067	U-Go-Girl, Eddie Sawyer
MMK-068	U-Go-Girl, Tragic Teleporter
MMK-070	Venus Dee Milo, Telegenic Teleporter
MMK-076	Falling Stars
MMK-079	Grandstanding
MMK-084	Overexposed
MMK-086	Star of the Show
MMK-088	Training Theatre
MMK-090	X-Statix HQ
MMK-095	Deadpool, Wade Wilson
MMK-103	Kirigi, Master Assassin
MMK-105	Mr. Code, Masked Malcontent
MMK-114	The Hand, Army
MMK-147	Mephisto, Soulstealer
MMK-152	Orb, Drake Shannon
MMK-174	Shadow Step
MMK-175	Strength of the Grave
MMK-184	Moving Target
MMK-185	Hell's Fury
MMK-186	Day of the Dead
MMK-187	Blown to Pieces
MMK-188	Team X-change
MMK-189	Coalition of Heroes
MMK-190	Honor Among Thieves
MMK-201	Scarlet Spider <> Spider-Man, Successor
MMK-219	Team Spirit
MMK-220	Weapon of Choice

MOR-015	Longshot, Rebel Freedom Fighter
MOR-021	Psylocke, Betsy Braddock
MOR-034	Muir Island
MOR-045	Ghost Rider, New Fantastic Four
MOR-051	Invisible Woman, Sue Storm
MOR-061	Spider-Man, New Fantastic Four
MOR-068	Baxter Building
MOR-076	Avalanche, Dominic Petros
MOR-077	Blob, Fred Dukes
MOR-103	Savage Land
MOR-108	Darkoth, Major Desmund Pitt
MOR-113	Dr. Doom, Lord of Latveria
MOR-127	Doom Triumphant
MOR-132	Micro-Size
MOR-166	Lady Deathstrike, Yuriko Oyama
MOR-172	Spiral, Richochet Rita
MOR-185	Entangle
MOR-207	Overpowered

MSM-020	Rhino, Alex O'Hirn
MSM-021	Venom, Eddie Brock
MSM-037	Dusk, Cassie St. Commons
MSM-047	Prodigy, Richie Gilmore
MSM-068	Unexpected Mutation
MSM-083	Mysterio, Quentin Beck
MSM-100	Oscorp Board Room
MSM-122	Insignificant Threat
MSM-145	Breaking Story
MSM-155	Pinned

--------------------------

Section 9.3f: Hero Pack 6 [HEPA6]

MAV-002	Black Panther, T'challa
MAV-003	Captain America, Steve Rogers
MAV-008	Hank Pym <> Ant Man, Diminutive Hero
MAV-014	Hulk, Gamma Rage
MAV-016	Iron Man, Tony Stark
MAV-018	Monica Rambeau <> Captain Marvel, Lady of Light
MAV-021	Rick Jones, A Hero's Best Friend
MAV-024	Thor, God of Thunder
MAV-027	Wasp, Janet Van Dyne-Pym
MAV-028	Wonder Man, Simon Williams
MAV-029	Avengers Assemble!
MAV-037	Pym Laboratories
MAV-039	Repel Attack
MAV-042	Walk Through Walls
MAV-044	Amphibian, Kingsley Rice
MAV-053	Hyperion, Mark Milton
MAV-058	Moonglow, Melissa Hanover
MAV-059	Nighthawk, Kyle Richmond
MAV-060	Power Princess, The Last Utopian
MAV-063	Redstone, Michael Redstone
MAV-064	Shape, Malleable Mutant
MAV-066	Thermite, Sam Yurimoto
MAV-067	Tom Thumb, Thomas Thompson
MAV-069	AIDA
MAV-071	Answer the Call
MAV-077	Peace in Our Time
MAV-079	Rocket Central
MAV-082	Utopia Isle
MAV-085	Beetle <> Mach 3, Repentant Villain
MAV-096	Helmut Zemo <> Citizen V, Warmonger
MAV-101	Karla Sofen <> Meteorite, Twin Moonstones
MAV-109	Speed Demon, Second Chance Speedster
MAV-141	Piledriver, Wrecking Crew
MAV-145	The Wrecker, Wrecking Crew
MAV-146	Thunderball, Wrecking Crew
MAV-158	Mystic Summons
MAV-167	Kang, Earth Mesozoic-24
MAV-175	Kang, Rama Tut
MAV-176	Kang, The Conqueror
MAV-181	Game of the Galaxy
MAV-187	Faces of Evil, Team-Up
MAV-188	Justice for All, Team-Up
MAV-189	Supreme Sanction, Team-Up
MAV-198	Seek Cover
MAV-210	White Tiger, Hector Ayala

MFF-024	Cryonic Grenade

MMK-002	Brother Voodoo, Jericho Drumm
MMK-013	Ghost Rider, Johnny Blaze
MMK-015	Iron Fist, Danny Rand
MMK-036	Judge, Jury, and Executioner
MMK-053	Doop, Forward Observer
MMK-071	Vivisector, Lunatic Lycanthrope
MMK-077	Glory Hound
MMK-101	Kingpin, The Kingpin of Crime
MMK-104	Masked Marauder, Frank Farnum
MMK-129	No Rest for the Wicked
MMK-133	The Family
MMK-139	Blackout, Master of Darkness
MMK-142	Dracula, Lord of the Damned
MMK-154	Shelob, Queen of Spiders
MMK-169	Evil Awakens
MMK-181	Professor X, Mutant Mentor
MMK-191	Professor X, Mental Master
MMK-202	Swing into Action
MMK-213	Medallion of Power
MMK-218	Psychoville

MOR-018	Nightcrawler, Kurt Wagner
MOR-064	Thing, The Ever-Lovin' Blue-Eyed Thing
MOR-072	It's Clobberin' Time!
MOR-075	Yancy Street
MOR-080	Magneto, Eric Lehnsherr
MOR-090	Rogue, Anna Raven
MOR-110	Doom-Bot, Army
MOR-118	Robot Enforcer, Army
MOR-128	Doom's Throne Room
MOR-147	Micro-Sentinels
MOR-163	Black Tom, Thomas Cassidy
MOR-174	Advanced Hardware
MOR-192	Friendly Fire
MOR-209	Political Pressure
MOR-212	Relocation
MOR-213	Salvage

MSM-014	Dr. Octopus, Doc Ock
MSM-042	Iceman, Cool Customer
MSM-056	Will O' The Wisp, Jackson Arvad
MSM-070	Beetle, Abner Jenkins
MSM-075	Hammerhead, Gangster
MSM-102	Spider Slayers
MSM-103	Archangel, Angel of Death
MSM-112	Siege Perilous
MSM-114	Silver Surfer, Norrin Radd
MSM-119	Mimic, Calvin Rankin
MSM-121	Thornn, Feral Hunter
MSM-126	Dr. Hauptmann, Diabolic Inventor
MSM-147	Com Link
MSM-156	Pleasant Distraction
MSM-164	Time Platform

-----------------------

Section 9.3g: Villain Pack 1 [VAPA1]

MAV-009	Hank Pym <> Giant Man, Towering Titan
MAV-015	Iron Man, Invincible
MAV-025	Thor, Odinson
MAV-033	Earth's Mightiest Heroes
MAV-040	Repulsor Ray
MAV-054	Hyperion, Sun God
MAV-064	Shape, Malleable Mutant
MAV-068	Whizzer, Stanley Stewart
MAV-073	Eldritch Power
MAV-075	Other-Earth
MAV-084	Beetle <> Mach 2, Matthew Davis
MAV-088	Charcoal, Charles Burlingame
MAV-100	Karla Sofen <> Meteorite, Celestial Power
MAV-108	Radioactive Man, Reformed Renegade
MAV-123	Win-Lose Deal
MAV-129	Executioner, Scourge of Jotunheim
MAV-137	Melter, Bruno Horgan
MAV-151	Whirlwind, David Cannon
MAV-159	Sonic Disruption
MAV-160	Stolen Power
MAV-177	Kang, Ultimate Kang
MAV-191	Avengers Disassembled
MAV-215	Phat, Liv'n Large
MAV-217	Hitman, Burt Kenyon
MAV-218	Hired Hit

MFF-006	Medusa, Medusalith Amaquelin
MFF-012	Force Shield
MFF-015	Dr. Doom, Scientific Sorcerer
MFF-017	Kristoff Von Doom, Ticking Time Bomb
MFF-018	Ovoid Mentor, Alien Mentalist
MFF-020	Titania, Big Bad Bully

MMK-001	Blade, Eric Brooks
MMK-008	Daredevil, Protector of Hell's Kitchen
MMK-012	Ghost Rider, Danny Ketch
MMK-016	Iron Fist, Living Weapon
MMK-043	Titanium Sword
MMK-046	Anarchist, Man of the People
MMK-048	Battering Ram, Short-Lived Strongman
MMK-079	Grandstanding
MMK-087	Supporting Role
MMK-093	Carbone's Assassins, Army
MMK-100	Jigsaw, Billy Russo
MMK-111	Saracen, Muzzafar Lambert
MMK-127	Made Men
MMK-133	The Family
MMK-140	Centurious, The Soulless Man
MMK-145	Marie Laveau, Voodoo Priestess
MMK-156	Steel Wind, Cyborg Cyclist
MMK-162	Zarathos, Spirit of Vengeance
MMK-165	Blood Hunt
MMK-170	Gravesite
MMK-200	Frog Man, Eugene Patilio
MMK-204	Web Shooters
MMK-206	Mendel Stromm, Robot Master
MMK-215	Mystic Chain

MOR-006	Cyclops, Scott Summers
MOR-012	Iceman, Bobby Drake
MOR-038	Xavier's School for Gifted Youngsters
MOR-045	Ghost Rider, New Fantastic Four
MOR-047	Human Torch, Johnny Storm
MOR-059	She-Hulk, Green Jeans
MOR-088	Quicksilver, Pietro Maximoff
MOR-096	Unus, Angelo Unuscione
MOR-104	The Mutant Menace
MOR-123	Titania, Mary MacPherran
MOR-133	Mystical Paralysis
MOR-136	The Power Cosmic
MOR-144	Sentinel Mark IV, Army
MOR-148	Orbital Sentinel Base
MOR-149	Primary Directive
MOR-164	Dark Phoenix, Cosmic Entity
MOR-171	Random Punks
MOR-176	Base of Operations
MOR-178	Blind Sided
MOR-179	Borrowed Blade
MOR-181	Charge!
MOR-199	Marvel Team-Up
MOR-203	Night Vision

MSM-007	Spider-Man, Friendly Neighborhood Spider-Man
MSM-019	Lizard, Dr. Curtis Connors
MSM-027	Alley-Oop!
MSM-032	Aunt May, May Parker
MSM-040	Hornet, Eddie McDonough
MSM-075	Hammerhead, Gangster
MSM-077	Hydro-Man, Morris Bench
MSM-091	Tinkerer, Phineas Mason
MSM-095	Fisk Towers
MSM-100	Oscorp Board Room
MSM-107	Sunfire, Shiro Yoshida
MSM-111	Power Nexus
MSM-120	Post, Kevin Tremain
MSM-124	Rise to Power
MSM-132	Mark II, Number II, Leader Unit
MSM-141	J. Jonah Jameson, Sensationalist
MSM-147	Com Link
MSM-152	Grounded
MSM-157	Rapier

----------------------------

Section 9.3h: Villain Pack 2 [VAPA2]

MAV-017	Jarvis, Honorary Avenger
MAV-022	Scarlet Witch, Mistress of Chaos Magic
MAV-032	Chaos Magic
MAV-035	Mjolnir
MAV-036	Playroom
MAV-047	Blue Eagle, James Dore Jr.
MAV-062	Quagmire, Jerome Meyers
MAV-071	Answer the Call
MAV-080	Squadron City
MAV-081	Supply Line
MAV-092	Erik Josten <> Atlas, Kosmos Convict
MAV-111	Biomodem Satellite
MAV-139	Nathan Garrett <> Black Knight, Corrupt Crusader
MAV-154	Crime Spree
MAV-168	Kang, Immortus
MAV-178	Kang's Guards, Army
MAV-186	The Time Keepers

MFF-014	Darkoth, Death Demon
MFF-027	One-Two Punch

MMK-026	Shang Chi, Master of Kung Fu
MMK-027	Spider-Man, The Spectacular Spider-Man
MMK-034	Head Shot
MMK-040	Quentin Carnival
MMK-045	Wild Ride
MMK-058	Mysterious Fan Boy, Arthur Lundberg
MMK-060	Orphan, Guy Smith
MMK-069	Venus Dee Milo, Dee Milo
MMK-080	Mind Over Matter
MMK-086	Star of the Show
MMK-094	Cobra, Klaus Vorhees
MMK-099	Jester, Jonathan Powers
MMK-107	Mr. Hyde, Calvin Zabo
MMK-117	Typhoid Mary, Mary Walker
MMK-135	Uprising
MMK-137	Asmodeus, Duke of Hell
MMK-138	Blackheart, Son of Mephisto
MMK-144	Lilith, Daughter of Dracula
MMK-150	New Blood, Army
MMK-172	Infernal Gateway
MMK-195	Scarlet Witch, Eldritch Enchantress
MMK-209	Lacuna, Media Darling

MOR-003	Beast, Dr. Henry McCoy
MOR-009	Forge, Cheyenne Mystic
MOR-016	Moira MacTaggert, World-Renowned Geneticist
MOR-019	Professor X, Charles Xavier
MOR-040	Alicia Masters, Blind Sculptress
MOR-044	Franklin Richards, Child Prodigy
MOR-051	Invisible Woman, Sue Storm
MOR-055	Mr. Fantastic, Reed Richards
MOR-064	Thing, The Ever-Lovin' Blue-Eyed Thing
MOR-080	Magneto, Eric Lehnsherr
MOR-081	Magneto, Master of Magnetism
MOR-085	Mystique, Shape-Changing Assassin
MOR-086	Phantazia, Eileen Harsaw
MOR-090	Rogue, Anna Raven
MOR-092	Sabretooth, Victor Creed
MOR-093	Sauron, Dr. Karl Lykos
MOR-097	Pyro, St. John Allerdyce
MOR-097	Asteroid M
MOR-099	Genosha
MOR-106	War On Humanity
MOR-115	Kristoff Von Doom, The Boy Who Would Be Doom
MOR-127	Doom Triumphant
MOR-134	Power Compressor
MOR-141	Senator Kelly, Anti-Mutant Advocate
MOR-147	Micro-Sentinels
MOR-156	Annihilus, Destroyer of Life
MOR-157	Blastaar, King of Baluur
MOR-158	Negative Zone
MOR-159	Skrull Soldier, Army
MOR-160	Super Skrull, Engineered Super-Soldier
MOR-167	Mojo, Ruler of Mojoworld
MOR-173	Acrobatic Dodge
MOR-174	Advanced Hardware
MOR-175	Backfire
MOR-180	Burn Rubber
MOR-182	Common Enemy
MOR-187	Finishing Move
MOR-191	Foiled
MOR-208	Personal Force Field
MOR-217	Team Tactics

MSM-008	Spider-Man, The Amazing Spider-Man
MSM-009	Nova, Richard Rider
MSM-016	Electro, Maxwell Dillon
MSM-028	Crushing Blow
MSM-041	Human Torch, Friendly Rival
MSM-046	Mattie Franklin <> Spider-Woman, Gift of Power
MSM-058	Armored Spider Suit
MSM-073	Chameleon, Dmitri Smerdyakov
MSM-074	Green Goblin, Altered Ego
MSM-076	Hobgoblin, Roderick Kingsley
MSM-092	Tombstone, Lonnie Lincoln
MSM-096	Get Him My Petsss
MSM-110	Madripoor
MSM-122	Insignificant Threat
MSM-123	Misappropriation
MSM-140	Deathlok, Luther Manning

------------------------------

Section 9.3i Villain Pack 3 [VAPA3]

MAV-010	Hank Pym <> Goliath, Giant Genius
MAV-038	Quinjet
MAV-041	Two Worlds, Team-Up
MAV-050	Foxfire, Olivia Underwood
MAV-061	Power Princess, Zarda
MAV-068	AIDA
MAV-079	Rocket Central
MAV-082	Utopia Isle
MAV-087	Blizzard, Donny Gill
MAV-091	Erik Josten <> Atlas, Ionic Powerhouse
MAV-104	Ogre, Weaponsmith
MAV-106	Paul Ebersol <> Techno, Man of Metal
MAV-117	New Identity
MAV-134	Klaw, Ulysses Klaw
MAV-136	Melissa Gold <> Screaming Mimi, Mimi Schwartz
MAV-148	Titania, Vengeful Vixen
MAV-155	Evil Reborn
MAV-166	Growing Man, Kinetic Stimuloid
MAV-183	Null Time Zone
MAV-200	System Failure
MAV-206	Mammomax, Elephant Boy
MAV-207	Zorba, Deposed Leader of Latveria

MFF-013	Boris, Doom's Caretaker
MFF-016	Dragon Man, Experimental Monster
MFF-022	Volcana, Raging Inferno
MFF-023	Doom's Laboratory
MFF-025	Flying Kick

MMK-017	Luke Cage, Power Man
MMK-023	Punisher, Executioner
MMK-037	Midnight Sons
MMK-041	Quick Kill
MMK-042	Swan Dive
MMK-055	El Guapo, Robbie Rodriguez
MMK-072	Vivisector, Myles Alfred
MMK-073	Zeitgeist, Axel Cluney
MMK-074	Dead Weight
MMK-090	X-Statix HQ
MMK-092	Bullseye, Master of Murder
MMK-109	Owl, Leland Owsley
MMK-119	Armed Escort
MMK-125	Hand Dojo
MMK-131	Shakedown
MMK-146	Mephisto, Father of Lies
MMK-148	Morbius, The Living Vampire
MMK-163	Zodiak, Norman Harrison
MMK-168	Dracula's Castle
MMK-171	Hypnotic Charms
MMK-205	Carrion, Cadaverous Clone
MMK-211	Advance Recon

MOR-005	Colossus, Peter Rasputin
MOR-017	Nightcrawler, Fuzzy Elf
MOR-028	Wolverine, James Howlett
MOR-030	Cerebro
MOR-049	Human Torch, Super Nova
MOR-054	Medusa, Inhuman
MOR-057	Mr. Fantastic, Scientific Genius
MOR-073	Signal Flare
MOR-077	Blob, Fred Dukes
MOR-089	Quicksilver, Speed Demon
MOR-108	Darkoth, Major Desmund Pitt
MOR-109	Doom Guards, Army
MOR-112	Dr. Doom, Victor Von Doom
MOR-120	Robot Sentry, Army
MOR-121	Sub-Mariner, Ally of Doom
MOR-124	Victor Von Doom II, Son of Doom
MOR-130	Faces of Doom
MOR-131	Latveria
MOR-132	Micro-Size
MOR-145	Wild Sentinel, Army
MOR-150	Prime Sentinels
MOR-165	Juggernaut, Cain Marko
MOR-169	Onslaught, Psionic Spawn of Xavier and Magneto
MOR-170	Puppet Master, Philip Masters
MOR-184	Dual Sidearms
MOR-186	Fall Back!
MOR-194	Greater of Two Evils
MOR-196	Ka-Boom!
MOR-201	Mutant Nation
MOR-211	Reconnaissance
MOR-216	Swift Escape

MSM-003	Madame Web, Cassandra Webb
MSM-010	Daily Bugle
MSM-011	ESU Science Lab
MSM-054	Spider-Man, Cosmic Spider-Man
MSM-063	My Hero
MSM-069	Alistair Smythe, Ultimate Spider Slayer
MSM-072	Carnage, Cletus Kasady
MSM-078	Jackal, Dr. Miles Warren
MSM-087	Shriek, Frances Barrison
MSM-090	The Rose, Richard Fisk
MSM-105	John Proudstar <> Thunderbird, Apache Warrior
MSM-115	Wyatt Wingfoot, Keewazi Adventurer
MSM-125	Volcanic Base
MSM-130	Devil's Due
MSM-145	Breaking Story
MSM-148	Crowd Control

----------------

Section 9.3j: Villain Pack 4 [VAPA4]

MAV-006	Dane Whitman <> Black Knight, Heroic Paladin
MAV-012	Hawkeye, Clinton Barton
MAV-019	Natasha Romanoff <> Black Widow, Super Spy
MAV-028	Wonder Man, Simon Williams
MAV-031	Call Down the Lightning
MAV-044	Amphibian, Kingsley Rice
MAV-051	Golden Archer <> Wyatt McDonald
MAV-055	Inertia, Edith Freiberg
MAV-063	Redstone, Michael Redstone
MAV-078	Project Utopia
MAV-090	Dallas Riordan <> Vantage, Ionic Inheritor
MAV-093	Genis-Vell, Captain Marvel, Son of Mar-Vell
MAV-098	Jolt, Helen Takahama
MAV-110	A Second Chance
MAV-112	Combat Maneuvers
MAV-125	Bulldozer, Wrecking Crew
MAV-130	Grey Gargoyle, Paul Pierre Duval
MAV-138	Mr. Hyde, Engine of Destruction
MAV-146	Thunderball, Wrecking Crew
MAV-147	Tiger Shark, Todd Arliss
MAV-185	Spheres of Solitude
MAV-194	Heroes in Reserve
MAV-196	Might Makes Right
MAV-203	Windstorm
MAV-205	Framistat
MAV-214	Bring Down the House
MAV-216	Mutant of the Year

MFF-021	Victor Von Doom II, Doomed Heir
MFF-028	Personal Nemesis

MMK-005	Dagger, Child of Light
MMK-024	Punisher, Judge
MMK-028	Stick, Leader of the Chaste
MMK-047	Anarchist, Tike Alicar
MMK-052	Dead Girl, Crafty Cadaver
MMK-063	Plazm, Protoplasmic Protagonist
MMK-078	Go in Swinging
MMK-108	Nuke, Renegade Super Soldier
MMK-113	Stilt-Man, Wilbur Day
MMK-116	The Russian, Contract Killer
MMK-121	Drive-by Shooting
MMK-129	No Rest for the Wicked
MMK-149	Nekra, Nekra Sinclair
MMK-158	Tryks, Army
MMK-175	Strength of the Grave
MMK-176	The Darkhold
MMK-183	Deathwatch, Unrepentant Killer
MMK-191	Professor X, Mental Master
MMK-192	Outback Stronghold
MMK-196	Monument to a Madman

MOR-015	Longshot, Rebel Freedom Fighter
MOR-022	Rogue, Power Absorption
MOR-046	Hulk, New Fantastic Four
MOR-053	Luke Cage, Hero for Hire
MOR-058	She-Hulk, Jennifer Walters
MOR-078	Destiny, Irene Adler
MOR-084	Mystique, Raven Darkholme
MOR-098	Avalon Space Station
MOR-102	Mutant Supremacy
MOR-110	Doom-Bot, Army
MOR-113	Dr. Doom, Lord of Latveria
MOR-126	Bitter Rivals
MOR-142	Sentinel Mark I, Army
MOR-153	Search and Destroy
MOR-155	Underground Sentinel Base
MOR-162	Arcade, Master of Murderworld
MOR-166	Lady Deathstrike, Yuriko Oyama
MOR-172	Spiral, Richochet Rita
MOR-209	Political Pressure

MSM-005	Punisher, Vigilante
MSM-014	Dr. Octopus, Doc Ock
MSM-020	Rhino, Alex O'Hirn
MSM-022	Vulture, Adrian Toomes
MSM-024	Osborn Industries
MSM-025	Sadistic Choice
MSM-029	Jetpack
MSM-043	Jessica Drew <> Spider-Woman, Venom Blast
MSM-044	Julia Carpenter <> Spider-Woman, Web Weaver
MSM-051	Scarlet Spider, Ben Reilly
MSM-059	Costume Change
MSM-070	Beetle, Abner Jenkins
MSM-071	Boomerang, Fred Myers
MSM-080	Kingpin, Crime Boss
MSM-082	Morbius, Dr. Michael Morbius
MSM-089	Speed Demon, James Sanders
MSM-093	Venom, Alien Symbiote
MSM-097	Goblin Glider
MSM-099	Lion's Den
MSM-102	Spider Slayers
MSM-116	Marvel's First Family
MSM-129	Decoy Program
MSM-135	Tri-Sentinel, Super Sentinel
MSM-144	Big Bully
MSM-146	Clone Saga
MSM-154	Murderworld
MSM-158	Rise from the Grave
MSM-159	Sinister Six
MSM-163	Thinking Outside the Box

--------------------------

Section 9.3k: Villain Pack 5 [VAPA5]

MAV-002	Black Panther, T'challa
MAV-021	Rick Jones, A Hero's Best Friend
MAV-037	Pym Laboratories
MAV-042	Walk Through Walls
MAV-048	Doctor Decibel, Anton Decibel
MAV-067	Tom Thumb, Thomas Thompson
MAV-070	Airskimmer
MAV-077	Peace in Our Time
MAV-089	Dallas Riordan, Mayoral Aide
MAV-105	Paul Ebersol <> Techno, Gadgeteer
MAV-107	Plant Man <> Blackheath, Samuel Smithers
MAV-116	Mt. Charteris
MAV-135	Marcus Daniels <> Blackout, Darkbringer
MAV-141	Piledriver, Wrecking Crew
MAV-142	Radioactive Man, Chen Lu
MAV-145	The Wrecker, Wrecking Crew
MAV-164	Amenhotep, Dark Pharaoh
MAV-167	Kang, Earth Mesozoic-24
MAV-171	Kang, Kang Ransom
MAV-176	Kang, The Conqueror
MAV-193	Force Field Belt
MAV-219	Mortician, Toussaint Morrow
MAV-220	Spirits of Vengeance

MMK-004	Cloak, Child of Darkness
MMK-011	Elektra, Elektra Natchios
MMK-036	Judge, Jury, and Executioner
MMK-054	Doop, Ultimate Weapon
MMK-070	Venus Dee Milo, Telegenic Teleporter
MMK-077	Glory Hound
MMK-095	Deadpool, Wade Wilson
MMK-096	Death-Stalker, Phillip Sterling
MMK-097	Echo, Maya Lopez
MMK-098	Jaime Ortiz <> Damage, Cybernetic Enforcer
MMK-101	Kingpin, The Kingpin of Crime
MMK-110	Roscoe Sweeny, Fixer
MMK-114	The Hand, Army
MMK-115	The Rose, Shadowy Lieutenant
MMK-118	Vanessa Fisk, Mob Matron
MMK-120	Boss of Bosses
MMK-128	Marked for Death
MMK-130	Rough House
MMK-132	Sold Out
MMK-134	Untouchable
MMK-139	Blackout, Master of Darkness
MMK-141	Deacon Frost, Vampire Master
MMK-142	Dracula, Lord of the Damned
MMK-151	Nightmare, Dark Lord of Dreams
MMK-152	Orb, Drake Shannon
MMK-154	Shelob, Queen of Spiders
MMK-155	Skinner, Psychotic Shredder
MMK-160	Vengeance, Michael Badilino
MMK-166	Children of the Night
MMK-174	Shadow Step
MMK-178	Wake the Dead
MMK-179	Witching Hour
MMK-181	Professor X, Mutant Mentor
MMK-184	Moving Target
MMK-185	Hell's Fury
MMK-186	Day of the Dead
MMK-187	Blown to Pieces
MMK-189	Coalition of Heroes
MMK-193	Valeria Richards, Daughter of Doom
MMK-197	Diplomatic Immunity
MMK-201	Scarlet Spider <> Spider-Man, Successor
MMK-207	Scorpia, Elaine Colls
MMK-213	Medallion of Power
MMK-217	Out of the Darkness
MMK-218	Psychoville

MOR-004	Bishop, Lucas Bishop
MOR-026	Storm, Weather Witch
MOR-037	Xavier's Dream
MOR-052	Invisible Woman, Sue Richards
MOR-066	A Child Named Valeria
MOR-068	Baxter Building
MOR-076	Avalanche, Dominic Petros
MOR-100	Global Domination
MOR-119	Robot Seeker, Army
MOR-163	Black Tom, Thomas Cassidy
MOR-185	Entangle
MOR-188	Flame Trap
MOR-195	Heroes United
MOR-219	Unlikely Allies

MSM-002	Daredevil, The Man Without Fear
MSM-015	Dr. Octopus, Otto Octavius
MSM-021	Venom, Eddie Brock
MSM-050	Rocket Racer, Robert Farrell
MSM-066	Sticky Situation
MSM-083	Mysterio, Quentin Beck
MSM-103	Archangel, Angel of Death
MSM-119	Mimic, Calvin Rankin
MSM-121	Thornn, Feral Hunter
MSM-126	Dr. Hauptmann, Diabolic Inventor
MSM-131	Latverian Embassy
MSM-138	Wave of Sentinels
MSM-155	Pinned
MSM-156	Pleasant Distraction
MSM-161	Sucker Punch

---------------------

Section 9.3l: Villain Pack 6 [VAPA6]

MAV-007	Falcon, Sam Wilson
MAV-014	Hulk, Gamma Rage
MAV-024	Thor, God of Thunder
MAV-029	Avengers Assemble!
MAV-060	Power Princess, The Last Utopian
MAV-065	Skymax, Skrullian Skymaster
MAV-072	Behavior Modification Device, Team-Up
MAV-074	Hibernaculum
MAV-083	Beetle <> Mach 1, Reluctant Hero
MAV-085	Beetle <> Mach 3, Repentant Villain
MAV-086	Beetle <> Mach 4, New Team Leader
MAV-095	Helmut Zemo <> Citizen V, Tactician
MAV-096	Helmut Zemo <> Citizen V, Warmonger
MAV-097	Iron Man <> Cobalt Man, Avenger in Disguise
MAV-101	Karla Sofen <> Meteorite, Twin Moonstones
MAV-103	Melissa Gold <> Songbird, Sonic Carapace
MAV-109	Speed Demon, Second Chance Speedster
MAV-115	Marvel's Most Wanted
MAV-118	Project Liberator
MAV-119	Stormfront-1, Team-Up
MAV-121	Thunderbolts Plaza
MAV-122	V-Wing
MAV-126	Egghead, Elihas Starr
MAV-127	Enchantress, Amora
MAV-131	Heinrich Zemo <> Baron Zemo, Baron of Zeulniz
MAV-133	Karla Sofen <> Moonstone, Master Manipulator
MAV-143	Scorpion, Fatal Sting
MAV-144	Shocker, Vibro-Shock Villain
MAV-149	Ultron <> Crimson Cowl, Dark Disguise
MAV-150	Ultron <> Ultron 5, Ultimate Evil
MAV-152	Yellowjacket, Rita DeMara
MAV-153	Adhesive X
MAV-157	Hero's Demise
MAV-158	Mystic Summons
MAV-162	Under Siege
MAV-163	Unfair Advantage
MAV-172	Kang, Lord Kang
MAV-175	Kang, Rama Tut
MAV-181	Game of the Galaxy
MAV-184	Psyche-Globe
MAV-187	Faces of Evil, Team-Up
MAV-188	Justice for All, Team-Up
MAV-189	Supreme Sanction, Team-Up
MAV-192	Call to Arms
MAV-211	Basilisk, Basil Elks
MFF-024	Cryonic Grenade
MMK-006	Daredevil, Guardian Devil
MMK-019	Micro-Chip, Linus Lieberman
MMK-022	Natasha Romanoff <> Black Widow, KGB Killer
MMK-031	Bring the Pain
MMK-061	Orphan, Mr. Sensitive
MMK-068	U-Go-Girl, Tragic Teleporter
MMK-088	Training Theatre
MMK-089	X-Statix Cafe
MMK-104	Masked Marauder, Frank Farnum
MMK-112	Sniper, Rich van Burian
MMK-124	Good Night, Sweet Prince
MMK-147	Mephisto, Soulstealer
MMK-153	Reaper, Vampire Armageddon
MMK-161	Werewolf by Night, Jack Russell
MMK-169	Evil Awakens
MMK-182	Elektra, Agent of the Hand
MMK-194	Lockjaw, Inhuman
MMK-210	Sharon Ginsberg, Corrupt Counsel
MOR-001	Archangel, Warren Worthington III
MOR-014	Jean Grey, Phoenix Force
MOR-036	The Blackbird
MOR-070	Fantasticar
MOR-072	It's Clobberin' Time!
MOR-082	Magneto, Lord Magnus
MOR-083	Mastermind, Jason Wyngarde
MOR-094	Scarlet Witch, Wanda Maximoff
MOR-103	Savage Land
MOR-116	Rama-Tut, Pharaoh from the 30th Century
MOR-118	Robot Enforcer, Army
MOR-128	Doom's Throne Room
MOR-151	Project: Wide Awake
MOR-161	Apocalypse, En Sabah Nur
MOR-177	Betrayal
MOR-192	Friendly Fire
MOR-200	Medical Attention
MOR-202	Nasty Surprise
MOR-207	Overpowered
MOR-212	Relocation
MSM-018	Kraven the Hunter, Sergei Kravinoff
MSM-026	Sinister Salvo
MSM-031	Smoke Screen
MSM-033	Black Cat, Master Thief
MSM-038	Ezekiel, Spirit of the Spider
MSM-056	Will O' The Wisp, Jackson Arvad
MSM-067	Tragic Loss
MSM-084	Sandman, William Baker
MSM-108	Aerial Supremacy
MSM-114	Silver Surfer, Norrin Radd
MSM-127	Purple Man, Zebediah Killgrave
MSM-143	Bad Press
MSM-151	Forced Allegiance

----------------------

Section 9.3m: Villain Pack 7 [VAPA7]

MAV-004	Captain America, Super Soldier
MAV-005	Carol Danvers <> Warbird, Galactic Adventurer
MAV-013	Hercules, Son of Zeus
MAV-030	Avengers Mansion
MAV-034	Legendary Battles
MAV-043	Albert Gaines <> Nuke, Atomic Powerhouse
MAV-045	Ape X, Xina
MAV-049	Doctor Spectrum, Joe Ledger
MAV-056	Lady Lark, Linda Lewis
MAV-076	Panacea Potion
MAV-094	Hawkeye, Leader by Example
MAV-099	Joystick, Janice Yanizesh
MAV-103	Melissa Gold <> Songbird, Sonic Carapace
MAV-114	Justice, Like Lightning
MAV-120	Thunder Jet
MAV-124	Beetle, Armorsmith
MAV-132	Helmut Zemo <> Baron Zemo, Uber Enemy
MAV-140	Paul Ebersol <> Fixer, Problem Solver
MAV-156	Hard Sound Construct, Construct
MAV-161	The Wrecking Crew
MAV-169	Kang, Kang Cobra
MAV-170	Kang, Kang Kong
MAV-174	Kang, Master of Time
MAV-190	A Day Unlike Any Other, Team-Up
MAV-208	Ahab, Houndkeeper
MAV-209	Spider-Man, Peter Parker
MAV-212	Vermin, Sewer Rat

MMK-007	Daredevil, Matt Murdock
MMK-009	Dr. Strange, Stephen Strange
MMK-010	Elektra, Assassin
MMK-018	Luke Cage, Street Enforcer
MMK-044	War Wagon
MMK-059	Orphan, Good Guy
MMK-062	Phat, William Reilly
MMK-066	The Spike, Angry Young Mutant
MMK-083	Never Give Up!
MMK-085	Spin Doctoring
MMK-091	Bullseye, Deadly Marksman
MMK-102	Kingpin, Wilson Fisk
MMK-106	Mr. Fear, Zoltan Drago
MMK-122	Face the Master
MMK-123	Geraci Family Estate
MMK-143	Dracula, Vlad Dracula
MMK-159	Varnae, First Vampire
MMK-164	Black Magic
MMK-173	Mist Form
MMK-177	Club Dead
MMK-198	Hounds of Ahab, Army
MMK-208	Inside Job
MMK-216	Mystical Sigil

MOR-007	Cyclops, Slim
MOR-029	Wolverine, Logan
MOR-031	Children of the Atom
MOR-033	Fastball Special
MOR-050	Invisible Woman, The Invisible Girl
MOR-056	Mr. Fantastic, Stretch
MOR-060	She-Thing, Sharon Ventura
MOR-062	Thing, Ben Grimm
MOR-069	Cosmic Radiation
MOR-079	Lorelei, Savage Land Mutate
MOR-091	Sabretooth, Feral Rage
MOR-095	Toad, Mortimer Toynbee
MOR-101	Lost City
MOR-105	The New Brotherhood
MOR-107	Boris, Personal Servant of Dr. Doom
MOR-111	Dr. Doom, Diabolic Genius
MOR-122	Tibetan Monks, Army
MOR-129	Doomstadt
MOR-135	Reign of Terror
MOR-137	Bastion, Leader of Operation: Zero Tolerance
MOR-138	Bolivar Trask, Creator of the Sentinel Program
MOR-139	Master Mold, Sentinel Supreme
MOR-140	Nimrod, Mutant Hunter
MOR-143	Sentinel Mark II, Army
MOR-152	Reconstruction Program
MOR-154	South American Sentinel Base
MOR-168	Mr. Sinister, Dr. Nathaniel Essex
MOR-183	Cover Fire
MOR-189	Flying Kick
MOR-204	Not So Fast
MOR-206	Overload
MOR-210	Press the Attack
MOR-214	Savage Beatdown
MOR-220	Unstable Molecules

MSM-012	Spider Senses
MSM-017	Green Goblin, Norman Osborn
MSM-023	Doc Ock's Lab
MSM-030	No Fear
MSM-053	Spider-Man, Alien Symbiote
MSM-062	Midtown High School
MSM-064	Nice Try!
MSM-088	Silvermane, Silvio Manfredi
MSM-109	Bamf!
MSM-133	Sentinel Mark V, Army
MSM-134	Sentinel Mark III, Army
MSM-149	Fight to the Finish
MSM-150	Flamethrower
---------------------------------------------------------------------

SECTION 10: MISCELLANEOUS [MSCS]
This section is for anything else that comes to mind, including cheats.

----------

Section 10.1: Infinite Point Cheat (jobygoob was the first person I saw 
to post this on GameFAQs) [INPC]

If you are looking for a quick way to unlock all the cards in the game, 
here is a simple little cheat you can use to get infinite points.   

When you start a new chapter, you are given a chance to do the tutorial 
and puzzles for that chapter.  You are given points for completing each 
puzzle.  If you leave the mission without completing the first mission 
in the chapter, you are able to complete the puzzles again, once again 
earning the points for them.   You can repeat this as many times as you 
want.  

Once you complete the first mission of the chapter, you stop earning 
points for completing the puzzles until you reach the next chapter.

WARNING: This does raise the completion percentage of your game every 
time you do it, but it tops out at 100% and does not seem to have any 
further harm in your game to do this.

----------

Section 10.2: Avatar List [AVLT]

This list covers Avatars earned up to the end of the Heroes Campaign, 
and the first few missions in the Villains Campaign.  They are listed 
in the order you will find them as you scroll through them in Challenge 
or Online Mode.

Just a quick note: during the Hero Campaign, Spider-Woman is Jessica 
Drew and wears the original Spider-Woman outfit in the cut scene, but 
the Avatar they give you for the match is Julia Carpenter and wears 
that costume instead.

Aunt May
Franklin Richards
Gambit
Chameleon
Green Goblin
Blob 
Avalanche
Sabretooth
Mystique
Pyro
Destiny
Magneto
Namoe
Dr. Doom
Kingpin
Kraven the Hunter
Carnage
Venom
Vanessa Fisk
Deadpool
The Rose
Zarathos
New Blood
Dracula
Mephisto
The Hand
Bullseye
Ultron
Techno
Atlas
Songbird
Baron Zemo
Kang
Spider-Man
Spider-Woman
Storm
Cyclops
Wolverine
Banshee
Ice Man
Rogue
Professor X
Invisible Woman
Thing
Human Torch
Mr. Fantastic
Daredevil
Punisher
Luke Cage
Iron Fist
Black Widow
Moon Knight
Doop
Orphan
Vivisector
U-Go Girl
Dead Girl
Dr. Strange
Electra
Hawkeye
Beast
Giant Man
Wasp
Iron Man
Captain America
Jolt
Meteorite
Beetle <> Mach 1
Thor
Vision
Scarlet Witch
Dr. Spectrum
Whizzer
Moonglow
Power Princess
Nighthawk
Hyperion
Hulk
Sentinel
Tri-Sentinel
Nimrod
Mr. Sinister

----------

Section 10.3: Challenge Opponent List [CHOL]

This list covers Challenge Opponents earned up to the end of the Heroes 
Campaign, and the first few missions in the Villains Campaign.  They 
are listed in the order you will find them as you scroll through them 
in Challenge Mode.

Chameleon
Kristoff Van Doom
Lorelei
Jackal
Spider-Man
Wolverine
Professor X
Mr. Fantastic
Human Torch
Daredevil
Spider-Woman
Dr. Strange
Punisher
Electra
Captain America
Dr. Octopus
Green Goblin
Sabretooth
Magneto
Annihilus
Dr. Doom
Kingpin
Venom
Dracula
Bullseye
Citizen V
Enchantress
Kang 4 (Rama Tut)
Kang 5 (Immortus)
Sentinel
TriSentinel
Nimrod
Mr. Sinister

----------

Section 10.4: Glossary [GLSY] 

The game has a terrific in game glossary.  Just push SELECT during any 
mission to bring it up.  I decided that I will put some of the terms 
(especially in terms of powers) here for easy access.

"Activate" -  This is the cost of an activated power.  Paying a cost of 
"activate" requires the object to be in a ready position, and the 
players who is paying the cost exhausts that object.

"Boost" - The phrase "Boost <cost>: <text>" means, "As an additional 
cost to play this cards, you may pay <cost>.  If you pay <cost>, this 
card has <text> in addition to its other text."  All boost costs are 
expressed in resource points unless noted otherwise.  

"Concealed" - Concealed means "This card comes into play in the hidden 
area."  Character cards without this keyword come into play in the 
visible area.

"Concealed-Optional" - Concealed-Optional means "This card may come 
into play in the hidden area."  This choice is made as part of putting 
the character into play, and cannot be changed later.  

"Cosmic" - The phrase "Cosmic: <text>" means "While this character has 
a cosmic counter on it, it has <text> in addition to any other text it 
has." A character with cosmic comes into play with a cosmic counter on 
it.  As a character becomes stunned, remove all cosmic counters from 
it.  A character can't have more than one cosmic counter on it at a 
time.  A character that doesn't have cosmic can't have any cosmic 
counters on it.  Stunned characters can't have cosmic counters.  I 
think only Zeitgeist has cosmic in this game.

"Evasion" - Evasion means "Stun this character-->At the start of the 
recovery phase this turn, recover this character."  Stunning a 
character in this way will result in its controller losing endurance 
equal to its recruit cost.  Since stunning this character is the cost 
of this power, the stunning can't be reduced by any modifier.  If a 
character uses evasion, the character is the source of the stun since 
it is a cost of the character's power.

"Flight" - A front row character with flight can attack a character in 
opponent's support row even if they are protected.  A support row 
character with both range and flight can attack a character in 
opponent's support row, even if they are protected.

"Invulnerability" - When invulnerable character becomes stunned, they 
caused their controller no stun endurance loss.

"Leader" - Leader powers give powers or effects to characters adjacent 
to the leader character.

"Loyalty" - Loyalty means "Recruit this card only if you control a 
character that shares at least one team affiliation with this card."

"Power-Up" -  To power up a character is to give it a +1 ATK and +1 DEF 
this attack by attacking a character card with the same name as the 
character.

"Protected" - When a character is in the support row, and there is a 
non-stunned character in the front row in the same column.  Stunned 
characters can't be protected.

"Range" - A support row character with range can attack a character in 
opponent's front row. A support row character with both range and 
flight can attack a character in opponent's support row, even if they 
are protected.

"Ready" - As an event, removing exhausted characteristic from a 
character and moving it back to a ready characteristic. As a 
characteristic, character is in an upright position, and able to be 
activated.

"Recover" - An event that takes away the stunned characteristic.  
Character is turned face up and retains exhausted characteristics.  
Non-stunned characters can never be recovered.

"Reinforcement" - Characters attacking a character with reinforcement 
cannot cause breakthrough.  Some characters naturally have 
reinforcement, and you can give a character reinforcement by exhausting 
an adjacent support row character that shares at least one team 
affiliation with the character you want to reinforce.

"Replace" - To replace a resource, its controller reveals it, then KO's 
it.  Then that player puts the top card of his deck face down into the 
resource row where KO's resource was.

"Reservist" - Reservist means "You may recruit this card from your hand 
or your resource row."  When you recruit a reservist character from 
your resource row, you may put a card from your hand face down into 
your resource row where the reservist character card was.

"Stunned" - Stunned characters are turned face down.  Text box on a 
stunned character is treated as though it does not exist.  

"Transferable" - Equipment with the Transferable power may be 
unattached from one object and attached to another object during the 
player's recruit stage.  Target character receiving equipment must be a 
legal target.

"Unique" - Locations and non-Army character default to unique.  
Equipment and Army characters default to being not unique.  When a 
unique character or equipment is recruited or a unique location is 
flipped, is the player has any other object they control that shares 
the name of the unique card, put the old object into KO'd pile.

"Willpower" - Characters with the keyword Willpower followed by a 
number have Willpower equal to that number.  Characters without keyword 
or stunned characters have Willpower of 0.  This keyword seems to have 
no real effect on the cards in this game, although a small number of 
characters do have Willpower numbers listed.

------------------------------------------------------------

SECTION 11: LAW OF THE LAND: [LOTL]
This FAQ is copyright 2007 to Mike Maillaro, AKA blackmore.
Any use of this FAQ for commercial purposes in any way, shape, or form
without the consent of the author is strictly prohibited.  This can be
used for personal use and freely distributed, as long as there is no
profit being made off the FAQ without my approval.

If you see this FAQ on any site other than Game FAQ, let me know, as it
is being used without my permission!

Any failure to comply with said premises can result in legal actions.
In other words, STOP TRYING TO STEAL MY STUFF!

------------------------------------------------------------

SECTION 12: CLOSING STATEMENTS AND SPECIAL THANKS [CSST]

Well that just about wraps up this FAQ.  Send all your questions, 
comments, etc. to [email protected].  

And if you see me on the GameFAQ boards (blackmore), just drop me a 
line.  It's been a long time since I did a FAQ, but this game was 
really screaming for one.  Hope you guys found it helpful.

This guide would never have gotten done without:

Huge thanks to jrasso who sent me the complete list of cards and what 
packs them were in!  And MikeBergsma for compiling the tremendous card 
database! This FAQ could never have been finished without them!!  

My parents: For supporting my video game and collectible card game 
habits for all those years before I got a real job, and for always at 
least pretending to have an interest in my games.

My sister: For always being there for me, and for being the first 
person I played Magic: The Gathering with.  That was my first 
collectible card game with.  My god, did you kick my ass...

My wife: For the twelve most wonderful years in my life.  I love you, 
Imzadi!

My daughter: For always making me smile, no matter what you do.

To my peeps in Michigan: Chris and Mike, you guys are the brothers I 
would have always wanted.  There are a lot of days that would just 
plain sucked without having the two of you guys to joke around with.  
Thanks for everything!

To the New Mutants: My brothers and sister in distraction!  Over the 
last few months, you guys have managed to make me smile and keep me 
sane no matter how foul of a mood I might get in.   You guys have 
helped me remember why I enjoyed writing so much, and I owe you all 
more than you can ever realize.

To born: For always listening when I am ranting, and for being able to 
give me the Estonian words for Success and Victory!  

Jeff "CJayC" Veasey: For GameFAQs!  My favorite video game site on the 
web!

Upper Deck and Konami: For creating the fun game.  I hope they make 
some expansions in the future.  I would love to see some DC cards in 
the next one!

(c) Mike Maillaro 2007