Legendary Cards

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000000 1 Name Set Card Type Symbols Cost S.H.I.E.L.D. Agent Base Hero 0 S.H.I.E.L.D. Trooper Base Hero 0 S.H.I.E.L.D. Officer Base Hero 3 Bystander Base Bystander Wound Base Wound Master Strike Base Scheme Twist Base Base Scheme Base Scheme Midtown Bank Robbery Base Scheme Base Scheme Base Scheme The Legacy Virus Base Scheme Base Scheme Super Hero Civil War Base Scheme Perfect Teamwork Base Hero Strength 4 Diving Block Base Hero Tech 6 Avengers Assemble! Base Hero Instinct 3 Base Hero Covert 7 Great Responsibility Base Hero Instinct 2 Astonishing Strength Base Hero Strength 2 Hero/ Villian Name Maria Hill Master Strike Scheme Twist Portals to the Dark Dimension Replace Earth's Leaders with Killbots Unleash The Power of the Cosmic Cube Secret Invasion of the Skrull Shapeshifters Negative Zone Prison Breakout Captain America Captain America Captain America A Day Unlike Any Other Captain America Spider- Man Spider- Man

description

List of all Marvel Legendary Cards

Transcript of Legendary Cards

Page 1: Legendary Cards

000000 1

Name Set Card Type Symbols Cost

S.H.I.E.L.D. Agent Base Hero 0

S.H.I.E.L.D. Trooper Base Hero 0

S.H.I.E.L.D. Officer Base Hero Maria Hill 3

Bystander Base Bystander

Wound Base Wound

Master Strike Base Master Strike

Scheme Twist Base

Portals to the Dark Dimension Base Scheme

Base Scheme

Midtown Bank Robbery Base Scheme

Base Scheme

Base Scheme

The Legacy Virus Base Scheme

Base Scheme

Super Hero Civil War Base Scheme

Perfect Teamwork Base Hero Strength 4

Diving Block Base Hero Tech 6

Avengers Assemble! Base Hero Instinct 3

A Day Unlike Any Other Base Hero Covert 7

Great Responsibility Base Hero Spider-Man Instinct 2

Astonishing Strength Base Hero Spider-Man Strength 2

Hero/Villian Name

Scheme Twist

Replace Earth's Leaders with Killbots

Unleash The Power of the Cosmic Cube

Secret Invasion of the Skrull Shapeshifters

Negative Zone Prison Breakout

Captain America

Captain AmericaCaptain AmericaCaptain America

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Web-Shooters Base Hero Spider-Man Tech 2

The Amazing Spider-Man Base Hero Spider-Man Covert 2

Repulsor Rays Base Hero Iron Man Ranged 3

Arc Reactor Base Hero Iron Man Tech 5

Endless Invention Base Hero Iron Man Tech 3

Quantum Breakthrough Base Hero Iron Man Tech 7

Odinson Base Hero Thor Strength 3

Surge of Power Base Hero Thor Ranged 4

Call Lightning Base Hero Thor Ranged 6

God of Thunder Base Hero Thor Ranged 8

Energy Drain Base Hero Rogue Covert 3

Borrowed Brawn Base Hero Rogue Strength 4

Copy Powers Base Hero Rogue Covert 5

Steal Abilities Base Hero Rogue Strength 8

Keen Senses Base Hero Wolverine Instinct 2

Healing Factor Base Hero Wolverine Instinct 3

Frenzied Slashing Base Hero Wolverine Instinct 5

Beserker Rage Base Hero Wolverine Instinct 8

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Optic Blast Base Hero Cyclops Ranged 3

Determination Base Hero Cyclops Strength 2

Unending Energy Base Hero Cyclops Ranged 6

X-Men United Base Hero Cyclops Ranged 8

Lightning Bolt Base Hero Storm Ranged 4

Gathering Stormclounds Base Hero Storm Ranged 3

Spinning Cyclone Base Hero Storm Covert 6

Tidal Wave Base Hero Storm Ranged 7

High-Tech Weaponry Base Hero Nick Fury Tech 3

Battlefield Promotion Base Hero Nick Fury Covert 4

Legendary Commander Base Hero Nick Fury Strength 6

Pure Fury Base Hero Nick Fury Tech 8

Quick Draw Base Hero Hawkeye Instinct 3

Team Player Base Hero Hawkeye Tech 4

Covering Fire Base Hero Hawkeye Tech 5

Impossible Trick Shot Base Hero Hawkeye Tech 7

Dangerous Rescue Base Hero Black Widow Covert 3

Mission Accomplished Base Hero Black Widow Tech 2

Covert Operation Base Hero Black Widow Covert 4

Silent Sniper Base Hero Black Widow Covert 7

Shadowed Thoughts Base Hero Emma Frost Covert 4

Mental Discipline Base Hero Emma Frost Ranged 3

Psychic Link Base Hero Emma Frost Instinct 5

Diamond Form Base Hero Emma Frost Strength 7

Unstoppable Hulk Base Hero Hulk Instinct 4

Growing Anger Base Hero Hulk Strength 3

Crazed Rampage Base Hero Hulk Strength 5

Hulk SMASH! Base Hero Hulk Strength 8

Stack the Deck Base Hero Gambit Covert 2

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Card Shark Base Hero Gambit Ranged 4

Hypnotic Charm Base Hero Gambit Instinct 3

High Stakes Jackpot Base Hero Gambit Instinct 7

Here, Hold This for a Second Base Hero Deadpool Tech 3

Oddball Base Hero Deadpool Covert 5

Hey, Can I Get a Do Over? Base Hero Deadpool Instinct 3

Random Acts of Unkindness Base Hero Deadpool Instinct 7

Magneto Base Mastermind Magneto

Bitter Captor Base Magneto

Xavier's Nemesis Base Magneto

Crushing Shockwave Base Magneto

Electromagnetic Bubble Base Magneto

Red Skull Base Mastermind Red Skull

Negablast Grenades Base Red Skull

Ruthless Dictator Base Red Skull

Hydra Conspiracy Base Red Skull

Endless Resources Base Red Skull

Loki Base Mastermind Loki

Whispers and Lies Base Loki

Cruel Ruler Base Loki

Maniacal Tyrant Base Loki

Vanishing Illusions Base Loki

Dr. Doom Base Mastermind Dr. Doom

Secrets of Time Travel Base Dr. Doom

Dark Technology Base Dr. Doom

Treasures of Latveria Base Dr. Doom

Monarch's Decree Base Dr. Doom

Doombot Legion Base

Sentinel Base

Mastermind TacticMastermind TacticMastermind TacticMastermind Tactic

Mastermind TacticMastermind TacticMastermind TacticMastermind Tactic

Mastermind TacticMastermind TacticMastermind TacticMastermind Tactic

Mastermind TacticMastermind TacticMastermind TacticMastermind Tactic

Henchman Villain

Henchman Villain

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Savage Land Mutates Base

Hand Ninjas Base

Sabretooth Base

Mystique Base

Blob Base

Juggernaut Base

Venom Base

Doctor Octopus Base

The Lizard Base

Green Goblin Base

Supreme Hydra Base Villain - Hydra

Viper Base Villain - Hydra

Hydra Kidnappers Base Villain - Hydra

Endless Armies of Hydra Base Villain - Hydra

Super-Skrull Base

Skrull Shapeshifters Base

Skrull Queen Veranke Base

Paibok The Power Skrull Base

Zzzax Base

The Leader Base

Maestro Base

Abomination Base

Ultron Base

Henchman Villain

Henchman Villain

Villain - Brotherhood

Villain - Brotherhood

Villain - Brotherhood

Villain - Brotherhood

Villian - Spider Foes

Villian - Spider Foes

Villian - Spider Foes

Villian - Spider Foes

Villain - SkrullsVillain - SkrullsVillain - SkrullsVillain - Skrulls

Villain - Radiation

Villain - Radiation

Villain - Radiation

Villain - RadiationVillain – Masters of Evil

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Baron Zemo Base

Whirlwind Base

Melter Base

Frost Giant Base

Enchantress Base

Ymir, Frost Giant King Base

Destroyer Base

Paramedic Dark City Bystander

Radiation Scientist Dark City Bystander

News Reporter Dark City Bystander

Save Humanity Dark City Scheme

Organized Crime Wave Dark City Scheme

Detonate the Helicarrier Dark City Scheme

Dark City Scheme

X-Cutioner's Song Dark City Scheme

Dark City Scheme

StealtheWeaponizedPlutonium Dark City Scheme

Capture Baby Hope Dark City Scheme

Hail of Bullets Dark City Hero Punisher Tech 5

Boom Goes the Dynamite Dark City Hero Punisher Tech 2

Hostile Interrogation Dark City Hero Punisher Strength 3

The Punisher Dark City Hero Punisher Tech 8

Radar Sense Dark City Hero Daredevil Instinct 4

Backflip Dark City Hero Daredevil Strength 3

Blind Justice Dark City Hero Daredevil Covert 6

The Man Without Fear Dark City Hero Daredevil Instinct 8

Ninjitsu Dark City Hero Elektra Instinct 2

Villain – Masters of EvilVillain – Masters of EvilVillain – Masters of EvilVillain - Enemies of AsgardVillain - Enemies of AsgardVillain - Enemies of AsgardVillain - Enemies of Asgard

Transform Citizens Into Demons

Massive Earthquake Generator

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First Strike Dark City Hero Elektra Covert 1

Sai Blades Dark City Hero Elektra Instinct 6

Silent Meditation Dark City Hero Elektra Instinct 7

Blend Into Shadows Dark City Hero Nightcrawler Covert 4

BAMF! Dark City Hero Nightcrawler Instinct 3

Swashbuckler Dark City Hero Nightcrawler Instinct 5

Along for the Ride Dark City Hero Nightcrawler Covert 7

Draw Their Fire Dark City Hero Colossus Strength 1

Invulnerability Dark City Hero Colossus Strength 3

Silent Statue Dark City Hero Colossus Covert 6

Russian Heavy Tank Dark City Hero Colossus Strength 8

Hell on Wheels Dark City Hero Ghost Rider Tech 3

Blazing Hellfire Dark City Hero Ghost Rider Ranged 5

Infernal Chains Dark City Hero Ghost Rider Strength 2

Penance Stare Dark City Hero Ghost Rider Ranged 8

Read Your Thoughts Dark City Hero Jean Grey Covert 5

Psychic Search Dark City Hero Jean Grey Ranged 3

Mind Over Matter Dark City Hero Jean Grey Covert 6

Telekinetic Mastery Dark City Hero Jean Grey Ranged 7

Diving Catch Dark City Hero Angel Strength 4

High-Speed Chase Dark City Hero Angel Covert 3

Drop Off A Friend Dark City Hero Angel Instinct 5

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Strength of Spirit Dark City Hero Angel Strength 7

Dirty Work Dark City Hero Forge Tech 3

Reboot Dark City Hero Forge Tech 4

Overdrive Dark City Hero Forge Tech 5

B.F.G. Dark City Hero Forge Tech 7

Lucky Break Dark City Hero Domino Tech 1

Ready For Anything Dark City Hero Domino Instinct 3

Specialized Ammunition Dark City Hero Domino Tech 5

Against All Odds Dark City Hero Domino Covert 7

Focus Chi Dark City Hero Iron Fist Instinct 3

Wield the Iron Fist Dark City Hero Iron Fist Strength 4

Ancient Legacy Dark City Hero Iron Fist Strength 1

Living Weapon Dark City Hero Iron Fist Strength 9

Whatever The Cost Dark City Hero Bishop Ranged 2

Absorb Energies Dark City Hero Bishop Covert 3

Concussive Blast Dark City Hero Bishop Ranged 5

Firepower From The Future Dark City Hero Bishop Tech 7

Strike at the Heart of Evil Dark City Hero Cable Ranged 4

Disaster Survivalist Dark City Hero Cable Tech 3

Rapid Response Force Dark City Hero Cable Covert 6

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Army of One Dark City Hero Cable Ranged 8

Stalk The Prey Dark City Hero Blade Covert 3

Night Hunter Dark City Hero Blade Strength 4

Nowhere to Hide Dark City Hero Blade Tech 6

Vampiric Surge Dark City Hero Blade Instinct 7

Deep Freeze Dark City Hero Iceman Ranged 2

Ice Slide Dark City Hero Iceman Ranged 4

Frost Spiked Armor Dark City Hero Iceman Strength 5

Impenetrable Ice Wall Dark City Hero Iceman Ranged 8

Psionic Astral Form Dark City Hero Professor X Ranged 2

Class Dismissed Dark City Hero Professor X Instinct 3

Telepathic Probe Dark City Hero Professor X Ranged 5

Mind Control Dark City Hero Professor X Covert 8

Animal Instincts Dark City Hero Instinct 2

Sudden Ambush Dark City Hero Covert 4

No Mercy Dark City Hero Strength 4

Reckless Abandon Dark City Hero Covert 7

Mr. Sinister Dark City Mastermind Mr. Sinister

Human Experimentation Dark City Mr. Sinister

Master Geneticist Dark City Mr. Sinister

Plans Within Plans Dark City Mr. Sinister

Wolverine X-Force

Wolverine X-Force

Wolverine X-Force

Wolverine X-Force

Mastermind TacticMastermind Tactic

Mastermind Tactic

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Telepathic Manipulation Dark City Mr. Sinister

Kingpin Dark City Mastermind Kingpin

Criminal Empire Dark City Kingpin

Mob War Dark City Kingpin

Call A Hit Dark City Kingpin

Dirty Cops Dark City Kingpin

Stryfe Dark City Mastermind Stryfe

Furious Wrath Dark City Stryfe

Tide of Retribution Dark City Stryfe

Psychic Torment Dark City Stryfe

Swift Vengeance Dark City Stryfe

Mephisto Dark City Mastermind Mephisto

The Price of Failure Dark City Mephisto

Damned If You Do… Dark City Mephisto

Devilish Torment Dark City Mephisto

Pain Begets Pain Dark City Mephisto

Apocalypse Dark City Mastermind Apocalypse

Immortal and Undefeated Dark City Apocalypse

Horsemen Are Drawing Nearer Dark City Apocalypse

Apocalyptic Destruction Dark City Apocalypse

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind TacticMastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

Mastermind Tactic

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The End of All Things Dark City Apocalypse

Maggia Goons Dark City

Phalanx Dark City

Vertigo Dark City

Chimera Dark City

Blockbuster Dark City

Scalphunter Dark City

Death Dark City

War Dark City

Famine Dark City

Pestilence Dark City

Egghead Dark City

Rhino Dark City

Gladiator Dark City

Electro Dark City

Azazel Dark City

Dracula Dark City

Blackheart Dark City

Lilith, Daughter of Dracula Dark City

Mastermind Tactic

Henchman Villain

Henchman Villain

Villain - Marauders

Villain - Marauders

Villain - Marauders

Villain - Marauders

Villain - Four Horsemen

Villain - Four Horsemen

Villain - Four Horsemen

Villain - Four Horsemen

Villain - Emissaries of EvilVillain - Emissaries of EvilVillain - Emissaries of EvilVillain - Emissaries of EvilVillain - Underworld

Villain - Underworld

Villain - Underworld

Villain - Underworld

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Tombstone Dark City

Jigsaw Dark City

Hammerhead Dark City

Bullseye Dark City

Zero Dark City Villain - MLF

Reignfire Dark City Villain - MLF

Forearm Dark City Villain - MLF

Wildside Dark City Villain - MLF

Invincible Force Field Scheme

Scheme

Bathe Earth In Cosmic Rays Scheme

Scheme

It Started On Yancy Street Hero Thing Instinct 3

Knuckle Sandwich Hero Thing Strength 5

Crime Stopper Hero Thing Strength 6

It's Clobberin' Time! Hero Thing Strength 8

Hothead Hero Human Torch Ranged 4

Call for Backup Hero Human Torch Instinct 3

Villain - Streets of New YorkVillain - Streets of New YorkVillain - Streets of New YorkVillain - Streets of New York

Fantastic Four

Pull Reality Into the Negative Zone

Fantastic Four

Fantastic Four

Flood the Planet with Melted Glaciers

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

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Flame On! Hero Human Torch Ranged 6

Nova Flame Hero Human Torch Ranged 8

Twisting Equations Hero Mr. Fantastic Tech 3

Unstable Molecules Hero Mr. Fantastic Tech 5

One Gigantic Hand Hero Mr. Fantastic Instinct 5

Ultimate Nullifier Hero Mr. Fantastic Tech 7

Four of a Kind Hero Ranged 4

Disappearing Act Hero Covert 4

Unseen Rescue Hero Covert 4

Invisible Barrier Hero Covert 7

Warp Speed Hero Silver Surfer Covert 3

Epic Destiny Hero Silver Surfer Strength 4

The Power Cosmic Hero Silver Surfer Ranged 6

Energy Surge Hero Silver Surfer Ranged 7

Galactus Mastermind Galactus

Cosmic Entity Galactus

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Invisible Woman

Fantastic Four

Invisible Woman

Fantastic Four

Invisible Woman

Fantastic Four

Invisible Woman

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Mastermind Tactic

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Force of Eternity Galactus

Panicked Mobs Galactus

Sunder The Earth Galactus

Mole Man Mastermind Mole Man

Dig To Freedom Mole Man

Master of Monsters Mole Man

Secret Tunnel Mole Man

Underground Riches Mole Man

Firelord

Morg

Stardust

Terrax The Tamer

Giganto

Moloids

Megataur

Ra'ktar The Molan King

Forge the Infinity Gauntlet Scheme

Unite the Shards Scheme

Fantastic Four

Mastermind Tactic

Fantastic Four

Mastermind Tactic

Fantastic Four

Mastermind Tactic

Fantastic Four

Fantastic Four

Mastermind Tactic

Fantastic Four

Mastermind Tactic

Fantastic Four

Mastermind Tactic

Fantastic Four

Mastermind Tactic

Fantastic Four

Villain – Heralds of GalactusFantastic

FourVillain – Heralds of GalactusFantastic

FourVillain – Heralds of GalactusFantastic

FourVillain – Heralds of GalactusFantastic

FourVillain - Subterranea

Fantastic Four

Villain - Subterranea

Fantastic Four

Villain - Subterranea

Fantastic Four

Villain - Subterranea

Guardians of the Galaxy

Guardians of the Galaxy

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Intergalactic Kree Nega-Bomb Scheme

The Kree-Skrull War Scheme

Knives of the Hunter Hero Strength 3

Avatar of Destruction Hero Instinct 7

The Destroyer Hero Instinct 7

Interstellar Tracker Hero Instinct 3

Galactic Assassin Hero Gamora Covert 5

Godslayer Blade Hero Gamora Covert 8

Bounty Hunter Hero Gamora Covert 2

Hero Gamora Instinct 3

Surviving Sprig Hero Groot Strength 3

Prune the Growths Hero Groot Strength 4

Groot and Branches Hero Groot Covert 4

I Am Groot Hero Groot Strength 8

Incoming Detector Hero Instinct 4

Trigger Happy Hero Ranged 4

Gritty Scavenger Hero Tech 3

Vengeance Is Rocket Hero Tech 7

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Drax the Destroyer

Guardians of the Galaxy

Drax the Destroyer

Guardians of the Galaxy

Drax the Destroyer

Guardians of the Galaxy

Drax the Destroyer

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Deadliest Woman in the Universe

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Rocket Raccoon

Guardians of the Galaxy

Rocket Raccoon

Guardians of the Galaxy

Rocket Raccoon

Guardians of the Galaxy

Rocket Raccoon

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Legendary Outlaw Hero Star-Lord Covert 4

Element Guns Hero Star-Lord Ranged 4

Implanted Memory Chip Hero Star-Lord Tech 6

Sentient Starship Hero Star-Lord Ranged 8

Mastermind

Cosmic Omniscience

Countermeasure Protocols

Guide Kree Evolution

Thanos Mastermind Thanos

Centuries of Envy Thanos

Keeper of Souls Thanos

God of Death Thanos

The Mad Titan Thanos

Reality Gem

Space Gem

Time Gem

Power Gem

Soul Gem

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Supreme Intelligence of the Kree

Guardians of the Galaxy

Supreme Intelligence

Combined Knowledge of All Kree

Guardians of the Galaxy

Mastermind Tactic

Supreme Intelligence

Guardians of the Galaxy

Mastermind Tactic

Supreme Intelligence

Guardians of the Galaxy

Mastermind Tactic

Supreme Intelligence

Guardians of the Galaxy

Mastermind Tactic

Supreme Intelligence

Guardians of the Galaxy

Guardians of the Galaxy

Mastermind Tactic

Guardians of the Galaxy

Mastermind Tactic

Guardians of the Galaxy

Mastermind Tactic

Guardians of the Galaxy

Mastermind Tactic

Guardians of the Galaxy

Villain - Infinity Gems

Guardians of the Galaxy

Villain - Infinity Gems

Guardians of the Galaxy

Villain - Infinity Gems

Guardians of the Galaxy

Villain - Infinity Gems

Guardians of the Galaxy

Villain - Infinity Gems

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Mind Gem

Supremor

Ronan the Accuser

Captain Atlas

Demon Druid

Shatterax

Dr. Minerva

Korath the Pursuer

Carnage Mastermind Carnage

Drooling Jaws Carnage

Feed Me Carnage

Endless Hunger Carnage

Om Nom Nom Carnage

Mysterio Mastermind Mysterio

Captive Audience Mysterio

Blurring Images Mysterio

Master of Illusions Mysterio

Mists of Deception Mysterio

Demogoblin

Guardians of the Galaxy

Villain - Infinity Gems

Guardians of the Galaxy

Villain - Kree Starforce

Guardians of the Galaxy

Villain - Kree Starforce

Guardians of the Galaxy

Villain - Kree Starforce

Guardians of the Galaxy

Villain - Kree Starforce

Guardians of the Galaxy

Villain - Kree Starforce

Guardians of the Galaxy

Villain - Kree Starforce

Guardians of the Galaxy

Villain - Kree Starforce

Paint The Town Red

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Mastermind Tactic

Paint The Town Red

Villain - Maximum Carnage

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Doppelganger

Shriek

Carrion

Hobgoblin

Sandman

Kraven the Hunter

Chameleon

Vulture

Shocker

The Clone Saga Scheme

Weave a Web of Lies Scheme

Scheme

Scheme

Dark Strength Hero Strength 2

Spider-Sense Tingling Hero Instinct 2

Shadowed Spider Hero Covert 2

Thwip! Hero Ranged 2

Pickpocket Hero Black Cat Covert 1

Casual Bank Robbery Hero Black Cat Covert 4

Paint The Town Red

Villain - Maximum Carnage

Paint The Town Red

Villain - Maximum Carnage

Paint The Town Red

Villain - Maximum Carnage

Paint The Town Red

Villain - Sinister Six

Paint The Town Red

Villain - Sinister Six

Paint The Town Red

Villain - Sinister Six

Paint The Town Red

Villain - Sinister Six

Paint The Town Red

Villain - Sinister Six

Paint The Town Red

Villain - Sinister Six

Paint The Town Red

Paint The Town Red

Invade the Daily Bugle News HQ

Paint The Town Red

Splice Humans With Spider DNA

Paint The Town Red

Paint The Town Red

Symbiote Spider-Man

Paint The Town Red

Symbiote Spider-Man

Paint The Town Red

Symbiote Spider-Man

Paint The Town Red

Symbiote Spider-Man

Paint The Town Red

Paint The Town Red

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Jinx Hero Black Cat Instinct 5

Cat Burglar Hero Black Cat Covert 8

Flip Out Hero Strength 2

Perfect Hunter Hero Instinct 4

Leap From Above Hero Covert 6

Sting of the Spider Hero Strength 7

Radioactive Spider Hero Strength 2

Bioelectric Shock Hero Ranged 4

Venom Blast Hero Ranged 6

Arachno-Pheromones Hero Covert 7

Climbing Claws Hero Moon Knight Tech 3

Lunar Communion Hero Moon Knight Instinct 3

Crescent Moon Darts Hero Moon Knight Tech 5

Golden Ankh of Khonshu Hero Moon Knight Instinct 8

Paint The Town Red

Paint The Town Red

Paint The Town Red

Scarlet Spider

Paint The Town Red

Scarlet Spider

Paint The Town Red

Scarlet Spider

Paint The Town Red

Scarlet Spider

Paint The Town Red

Spider-Woman

Paint The Town Red

Spider-Woman

Paint The Town Red

Spider-Woman

Paint The Town Red

Spider-Woman

Paint The Town Red

Paint The Town Red

Paint The Town Red

Paint The Town Red

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Team Icon Victory Points

1 S.H.I.E.L.D.

1 S.H.I.E.L.D.

2 S.H.I.E.L.D.

1

0+ Avengers

4 Avengers

0+ Avengers

3+ Avengers

1

1

Recruit Points

Attack Points

Spider Friends

Spider Friends

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2+ Avengers

3+ Avengers

Avengers

Avengers

2+ Avengers

2 0+ Avengers

3+ Avengers

5 0+ Avengers

2+ X-Men

1+ X-Men

X-Men

4 X-Men

1 X-Men

2 X-Men

2 X-Men

0+ X-Men

Spider Friends

Spider Friends

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3 X-Men

3 X-Men

4 X-Men

6+ X-Men

2 X-Men

2 X-Men

4 X-Men

5 X-Men

2 S.H.I.E.L.D.

S.H.I.E.L.D.

1+ S.H.I.E.L.D.

S.H.I.E.L.D.

1 Avengers

2+ Avengers

3 Avengers

5 Avengers

2 Avengers

Avengers

0+ Avengers

4 Avengers

2 X-Men

1 X-Men

3 X-Men

5 X-Men

2+ Avengers

2+ Avengers

4 Avengers

5+ Avengers

X-Men

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2 X-Men

2 X-Men

4+ X-Men

2

2+

2

6

8 5

8 5

8 5

8 5

8 5

7 5

7 5

7 5

7 5

7 5

10 5

10 5

10 5

10 5

10 5

9 5

9 5

9 5

9 5

9 5

3 1

3 1

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3 1

3 1

5 3

5 3

4 2

6 4

5 3

4 2

3 2

6 4

6 3*

5 3

3 1

4 3

4 2

* 2

* 4

8 3

5 3

4 2

6 4

5 3

6 2+

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6 4

4 2

5 3

4 2

6 4

6 4

7 5

1

1

1

2+

2+

4+

2+

2

4

7

0+

Marvel KnightsMarvel KnightsMarvel KnightsMarvel KnightsMarvel KnightsMarvel KnightsMarvel KnightsMarvel KnightsMarvel Knights

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1+

4+

5+

2 X-Men

2 X-Men

3+ X-Men

5 X-Men

3 X-Force

2 X-Force

4+ X-Force

6 X-Force

2+

2+

3+

3+ X-Men

2 X-Men

4 X-Men

5+ X-Men

2 X-Men

X-Men

2+ X-Men

Marvel Knights

Marvel Knights

Marvel Knights

Marvel Knights

Marvel Knights

Marvel Knights

Marvel Knights

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4 X-Men

2 X-Force

2 X-Force

0+ 0+ X-Force

5 X-Force

0+ 0+ X-Force

0+ 0+ X-Force

0+ 0+ X-Force

0+ 0+ X-Force

0+

0+

0+ 0+

8

X-Men

0+ 2 X-Men

3+ X-Men

4+ X-Men

2+ X-Force

2 X-Force

3+ X-Force

Marvel Knights

Marvel Knights

Marvel Knights

Marvel Knights

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5+ X-Force

2

0+ 2

3

0+

0+ X-Men

2+ X-Men

3 X-Men

7 X-Men

1+ X-Men

2 X-Men

3 X-Men

6 X-Men

0+ X-Force

2+ X-Force

X-Force

3 X-Force

8+ 6

8 6

8 6

8 6

Marvel Knights

Marvel Knights

Marvel KnightsMarvel Knights

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8 6

13* 6

13 6

13 6

13 6

13 6

7+ 6

7 6

7 6

7 6

7 6

10 6

10 6

10 6

10 6

10 6

12 6

12 6

12 6

12 6

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12 6

4* 1

3 1

5 3

3+ 3

4+ 2

4+ 2

7 5

6 4

4 2

5 3

4 2

5 3

5 3

6 4

4 2

3+ 4

6 4

5 3

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8* 4

11* 5

5* 2

6 4

0* 2

6 4

4* 4

5 3

2+

3 0+

4

5+

4

2+

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

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4+

6+

2

1+

4+

2+

2

2

5

2

2

3 0+

20* 7

20 7

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

Fantastic Four

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20 7

20 7

20 7

7+ 6

7 6

7 6

7 6

7 6

9* 4

12* 6

10* 5

11* 5

7 4

3 2

6 4

2 4

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4

2

3

2

1

2

5

2

2

5+

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

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2

9 6

9 6

9 6

9 6

9 6

24* 7

24 7

24 7

24 7

24 7

5 0

5 0

6 0

7 0

6 0

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

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6 0

3 2

7 5

6+ 4

5 3

5 3

5 3

5 3

9 6

9 6

9 6

9 6

9 6

8 6

8 6

8 6

8 6

8 6

5 3

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

Guardians of the Galaxy

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* 3

6 4

4 3

5 3

* 4

* 4

6 2

4 2

5 3

1+

1+

4

0+

2+

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3

5+

1

3+

5

3

2

3

2+

2

3

6

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Text

Healing: If you don't recruit any Heroes or Defeat any Villians on your turn, you may KO all the wounds from your hand.

Setup: 8 Twists. Twist: Put the Twist Next to this Scheme. Twists 5-6: Each player gains a Wound. Twist 7: Each player gains 3 Wounds. Twist 8: Evil Wins!

Setup: 8 Twists, Wound stack holds 6 Wounds per player. Twist: Each player reveals a Tech Hero or Gains a Wound. Evil Wins: If the Wound stack runs out.

Setup: 8 Twists. Add an extra Henchman group to the Villain Deck. Twist: Play the top 2 cards of the Villain Deck. Evil Wins: If 12 Villains escape.

You get +1 Attack for each color of Hero you have.

If you would gain a Wound, you may reveal this card and draw a card instead.

You get +1 Recruit for each color of Hero you have.

You get +3 Attack for each other Avenger Hero you played this turn.

Reveal the top card of your deck. If that card costs 2 Cost or less, draw it.

Reveal the top card of your deck. If that card costs 2 Cost or less, draw it.

Setup: 7 Twists. Each Twist is a Dark Portal. Twist 1: Put the Dark Portal above the Mastermind. The Mastermind gets +1 Attack. Twists 2-6: Put the Dark Portal I nthe leftmost city space that doesn't yet have a Dark Portal. Villians in that city space get +1 Attack. Twist 7: Evil Wins!

Setup: 5 twists. 3 additional Twists next to this Scheme. 18 Total Bystanders in the Villian Deck. Special Rules: Bystanders in the Villain Deck count as Killbot Villains, with Attack equal to the number of Twists next to this Scheme. Twist: Put the Twist next to this Scheme. Evil Wins: If 5 "Killbots" escape.

Setup: 8 Twists. 12 total Bystanders in the Villain Deck. Special Rules: Each Villain gets +1 Attack for each Bystander it has. Twist: Any Villain in the Bank captures 2 Bystanders. Then play the top card of the Villain Deck. Evil Wins: When 8 Bystanders are carried away by escaping Villains.

Setup: 8 Twists, 6 Heros. Skrull Villain Group Required. Shuffle 12 random Heros from the Hero Deck into the Villain Deck. Special Rules: Heros in the Villain Deck count as Skrull Villains with Attack equal to the Hero's Cost+2. If you defeat that hero, you gain it. Twist: The highest-cost hero from the HQ moves into the Sewers as a Skrull Villain, as above. Evil Wins: If 6 Heroes get into the Escaped Villains Pile.

Setup: For 2-3 players, use 8 Twists. For 4-5 players, use 5 Twists. If only 2 players, use only 4 Heroes in the Hero Deck. Twist: KO all of the Heroes in the HQ. Evil Wins: If the Hero Deck runs out.

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Rescue a Bystander. Reveal the top card of your deck. If that card costs 2 Cost or less, draw it.

Reveal the top three cards of your deck. Put any that cost 2 Cost or less into your hand. Put the rest back in any order.

Ranged: You get +1 Attack.

Tech: You get +1 Attack for for each other Tech Hero you played this turn.

Draw a card. Tech: Draw another card.

Draw two cards. Tech: Draw two more cards.

Strength: You get +2 Recruit.

If you made 8 or more Recruit this turn, you get +3 Attack.

Ranged: You get +3 Attack.

You can use Recruit as Attack this turn.

Covert: You may KO a card from your hand or discard

Strength: You get +3 Attack.

Play this card as a copy of another Hero you played this turn. This card is both Covert and the color you copy.

Each player discards the top card of their deck. Play a copy of each of those cards.

Instinct: Draw a card.

You may KO a Wound from your hand or discard pile. If you do, draw a card.

Instinct: Draw two cards.

Draw three cards. Instinct: You get +1 Attack for each extra card you've draw this turn.

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To play this card, you must discard a card from your hand.

To play this card, you must discard a card from your hand.

If a card effect makes you discard this card, you may return this card to your hand.

X-Men: You get +2 Attack for each other X-Men Hero you played this turn.

Any Villain you fight on the Rooftops this turn gets -2 Attack.

Ranged: Draw a card.

You may move a Villain to a new city space. Rescue any Bystanders captured by that Villain. (If you move a Villain to a city space that already has a Villain, swap them.)

Any Villain you fight on the Bridge this turn gets -2 Attack. Ranged: The Mastermind gets -2 Attack this turn.

Tech: You get +1 Attack.

You may KO a S.H.I.E.L.D. Hero from your hand or discard pile. If you do, you may gain a S.H.I.E.L.D. Officer to your hand.

You get +1 Attack for each other S.H.I.E.L.D. Hero you played this turn.

Defeat any Villain or Mastermind whose Attack is less than the number of S.H.I.E.L.D. Heroes in the KO pile.

Draw a Card.

Avengers: You get +1 Attack.

Tech: Choose one: each other player draws a card or each other player discards a card.

Whenever you defeat a Villain or Mastermind this turn, rescue three Bystanders.

Covert: You may KO a card from your hand or discard pile. If you do, rescue a Bystander.

Draw a card. Tech: Rescue a Bystander.

You get +1 Attack for each Bystander in your Victory Pile.

Defeat a Villain or Mastermind that has a Bystander.

Covert: You may play the top card of the Villain Deck. If you do, you get +2 Attack.

Draw a card.

Each player may reveal another X-Men Hero. Each player who does draws a card.

Whenever you defeat a Villain or Mastermind this turn, you get +3 Recruit.

You may KO a Wound from your hand or discard pile. If you do, you get +2 Attack.

Strength: You get +1 Attack.

Each player gains a Wound.

Strength: You get +5 Attack.

Draw two cards. Then put a card from your hand on top of your deck.

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Reveal the top card of your deck. If it's an X-Men Hero, draw it.

Reveal the top card of your deck. Discard it or put it back. Instinct: Do the same thing to each other player's deck.

Reveal the top card of your deck. You get +Attack equal to that card's cost.

A Villain of your choice captures a Bystander.

You get +1 Attack for each other Hero with an odd-numbered Cost you played this turn.

If this is the first hero you played this turn, you may discard the rest of your hand and draw four cards.

You may gain a Wound to your hand. Then each player passes a card from their hand to the player on their left.

Always Leads: Brotherhood. Master Strike: Each player reveals an X-Men Hero or discards down to four cards.

Fight: Recruit an X-Men Hero from the HQ for free.

Fight: For each of your X-Men Heroes, rescue a Bystander.

Fight: Each other player reveals an X-Men Hero or gains two wounds.

Fight: Choose one of your X-Men Heores. When you draw a new hand of cards at the end of this turn, add that hero to your hand as a seventh card.

Always Leads: HYDRA. Master Strike: Each player KOs a Hero from their hand.

Fight: You get +3 Attack.

Fight: Look at the top three cards of your deck. KO one, discard one and put one back on top of your deck.

Fight: Draw two cards. Then draw another card for each Hydra Villain in your Victory Pile.

Fight: You get +4 Recruit.

Always Leads: Enemies of Asgard. Master Strike: Each player reveals a Strength Hero or gains a Wound.

Fight: Each other play KOs two Bystanders from their Victory Pile.

Fight: Defeat a Villain in the City for free.

Fight: KO up to four cards from your discard pile.

Fight: Each other player KOs a Villain from their Victory Pile.

Always Leads: Doombot Legion. Master Strike: Each player with exactly 6 cards in hand reveals a Tech Hero or puts 2 cards from their hand on top of their deck.

Fight: Take another turn after this one.

Fight: You may recruit a Tech or Ranged Hero from the HQ for free.

Fight: When you draw a new hand of cards at the end of this turn, draw three extra cards.

Fight: Choose one: each other play draws a card or each other player discards a card.

Fight: Look at the top two cards of your deck. KO one of them and put the other back.

Fight: KO one of your Heroes.

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Fight: When you draw a new hand of cards at the end of this turn, draw an extra card.

Fight: You get +1 Recruit.

Fight: Each player reveals an X-Men Hero or gains a Wound. Escape: Same effect.

Escape: Mystique becomes a Scheme Twist that takes effect immediately.

You can't defeat Blob unless you have an X-Men Hero.

Ambush: Each palyer KOs two Heroes from their discard pile. Escape: Each player KOs two Heroes from their hand.

You can't defeat Venom unless you have a Covert Hero. Escape: Each player gains a Wound.

Fight: When you draw a new hand of cards at the end of this turn, draw eight cards instead of six.

Fight: If you fight the Lizard in the Sewers, each other play gains a Wound.

Ambush: Green Goblin captures a Bystander.

Supreme HYDRA is worth +3 Victory Points for each other HYDRA Villain in your Victory Pile.

Fight: Each player without another Hydra Villain in their Victory Pile gains a Wound. Escape: Same effect.

Fight: You may gain a S.H.I.E.L.D. Officer.

Fight: Play the top two cards of the Villain Deck.

Fight: Each player KOs one of their Heroes.

Ambush: Put the rightmost Hero from the HQ under this Villain. This Villain's Attack is equal to that Hero's Cost. Fight: Gain that Hero.

Ambush: Put the highest-cost Hero from the HQ under this Villain. This Villain's Attack is equal to that Hero's Cost. Fight: Gain that Hero.

Fight: Choose a Hero in the HQ for each player. Each player gains that Hero.

Fight: Each player reveals a Strength Hero or gains a Wound. Escape: Same effect.

Ambush: Play the top card of the Villain Deck.

Fight: For each of your Strength Heroes, KO one of your Heroes.

Fight: If you fight Abomination on the Streets or Bridge, rescue three Bystanders.

Ultron is worth +1 Victory Points for each Tech Hero you have among all your cards at the end of the game. Escape: Each player reveals a Tech Hero or gains a Wound.

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Fight: For each of your Avengers Heroes, rescue a Bystander.

Fight: If you fight Whirlwind on the Rooftops or Bridge, KO two of your Heroes.

Fight: Each player reveals the top card of their deck. For each card, you choose to KO it or put it back.

Fight: Each player reveals a Ranged Hero or gains a Wound. Escape: Same effect.

Fight: Draw three cards.

Ambush: Each player reveals a Ranged Hero or gains a Wound. Fight: Choose a player: That player KOs any number of Wounds from their hand and discard pile.

Fight: KO all your S.H.I.E.L.D. Heroes. Escape: Each player KOs two of their Heroes.

Setup: 8 Twists. Twist: Each player reveals a Strength Hero or KOs the top card of their deck. Evil Wins: When the number of non grey heroes in the KO pile is 3 times the number of players.

Reveal the top card of the Villain Deck. If it's a Villain, you get + Attack equal to its printed Victory Points. Tech Tech: You may defeat that Villain for free.

Reveal the top card of your deck. If it costs 0 Cost, KO it. Tech: Draw a card.

Strength: Each other player reveals the top card of their deck. If that card costs 4 Cost or more, discard it. You get +1 Recruit for each card discarded this way.

Choose a number, then reveal the top card of your deck. If the card is that Cost, you get +2 Attack.

When you play Backflip, the next Hero you recruit this turn goes on top of your deck.

Choose a number, then reveal the top card of your deck. If the card is that Cost, draw it.

Choose a number, then reveal the top card of your deck. If the card is that Cost, draw it and repeat this process.

Draw a card. Covert: You get +2 Recruit.

Setup: 8 Twists. 24 Bystanders in the Hero Deck. (1 player: 12 Bystanders in the Hero Deck) Special Rules: You may spend 2 Recruit to resuce a Bystander from the HQ. Twist: KO all Bystanders in the HQ. Then each player reveals a Instinct Hero or Kos a Bystander from their Victory Pile. Evil Wins: When the number of Bystanders KO'd and/or carried off is 4 times the number of players.

Setup: 8 Twists. Include 10 Maggia Goons as one of the Henchman Groups. Special Rules: Goons also have the ability "Ambush: Player another card from the Villain Deck." Twist: Each Goon in the city escapes. Shuffle all goons from players' Victory Piles into the Villain Deck. Evil Wins: When 5 Goons escape.Setup: 8 Twists. 6 Heros in the Hero Deck. Special Rules: Whenever a Hero is KO'd from the HQ, turn that hero face down on that HQ space, representing an Explosion on the Helicarrier. When an HQ space has 6 Explosions, that space is Destroyed and can't hold heroes anymore. Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, KO the leftmost Hero in the HQ and immediately refill that space. Evil Wins: When all HQ spaces are Destroyed or the Hero Deck runs out.Setup: 8 Twists. Villain Deck includes 14 extra Jean Grey cards and no Bystanders. Twist: Stack 5 Bystanders face down next to the Scheme. Bystanders stacked here are "Demon Goblin" Villains. They have 2 Attack. Players can fight these Demon Golbins to rescue them as Bystanders. Special Rules: Each Jean Grey card counts as a "Goblin Queen" Villain. It's worth 4 Victory Points. It has Attack equal to its Cost plus the number of Demon Goblins stacked next to that Scheme. Evil Wins: When 4 Goblin Queen cards escape.Setup: 8 Twists. Villain Deck includes 14 cards for an extra hero and no Bystanders. Special Rules: Whenever you play a hero from the Villain Deck, that Hero is captured by the closest enemy to the Villain Deck. Each Villain gets +2 Attack for each Hero it has. When you fight an enemy, gain all the Heroes captured by that enemy. Evil Wins: 9 non grey Heroes are KO'd or carried off.

Setup: 8 Twists representing the Plutonium. Add an extra Villain Group. Twist: This Plutonium is captured by the closest Villain to the Villain Deck. If there are no Villains in the city, KO this Plutonium. Either way, play another card from the Villain Deck. Special Rules: Each Villain gets +1 Attack for each Plutonium it has. When a Villain with an Plutonium is defeated, shuffle that Plutonium back into the Villain Deck. Evil Wins: When 4 Plutonium have been carried off by Villains.Setup: 8 Twists. Put a token on this Scheme to represent the baby, Hope Summers. Twist: If a Villain has the baby, that Villain escapes. Otherwise, the baby is captured by the closest Villain to the Villain Deck. (If there are no villains, do nothing) Special Rules: The Villain with the baby gets +4 Attack. If you defeat that Villains, rescue the baby to your Victory Pile(Until Next Twist). The baby is worth 6 Victory Points at the end of the game. If a Villains escapes with the baby, stack a Twist next to the Mastermind and return the baby to this Scheme card. Evil Wins: When there are 3 Twists stacked next to the Mastermind and return the baby to this Scheme card. Evil Wins: When there are 3 Twists stacked next to the Mastermind.

Reveal cards from the Hero Deck until you have revealed two cards with the same Cost. You get +1 Attack for each card revealed this way. Put them on the bottom of the Hero Deck in random order.

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If this is the first card you played this turn, you get +1 Attack.

You get +1 Attack for each Hero you played this turn that cost 1 Cost or 2 Cost.

When you play Silent Meditation, the next Hero you recruit this turn goes into your hand. MK: You get +2 Recruit.

Teleport

Teleport

Instinct Covert: You get +3 Attack.

Teleport. When you play or Teleport this card, you may also Teleport up to three other cards from your hand.

You gain a Wound.

If you would gain a Wound, you may discard this card instead. If you do, draw two cards.

Strength: You get +2 Attack.

If another play would gain a Wound, you may reveal this card to gain that Wound and draw a card.

MK: You get +2 Recruit.

You may KO a Villain from your Victory Pile. If you do, you get +3 Attack.

Draw a card. Strength: Defeat a Villain of 3 Attack or less for free.

Each player KOs a Villain from their Victory Pile. You get +1 Attack for each Villain KO'd this way. Marvel Knights: Put one of those Villains into your Victory Pile.

Whenever you resuce a Bystander this turn, you get +1 Recruit.

X-Men: Rescue a Bystander.

Whenever you resuce a Bystander this turn, draw a card.

Whenever you resuce a Bystander this turn, you get +1 Attack. X-Men: Rescue a Bystander for each other X-Men Hero you played this turn.

When a card effects causes you to discard this card, rescue a Bystander and draw two cards.

Draw two cards, then discard a card.

You may discard a card. You get + Attack equal to that card's Cost.

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Discard any number of cards. Draw that many cards.

Tech: Any Villain you fight in the Sewers this turn gets -2 Attack.

Tech: You may discard a card. If you do, draw two cards.

Versatile 3

Tech Tech: Defeat the Mastermind once for free.

Draw a card. X-Force: Versatile 1.

Versatile 2

You may discard a card from your hand. If that card had a Recruit icon, you get +4 Recruit. If that card had a Attack icon, you get +4 Attack.

Versatile 5. X-Force: This card and each other Versatile ability you use for the rest of this turn produce both Recruit and Attack.

You get +1 Recruit for each Hero with a different Cost you have.

You get +1 Attack for each Hero with a different Cost you have.

Draw a card. Strength Strength: Versatile 2.

Reveal cards from your deck until you have revealed two cards with the same Cost. Draw all the cards you revealed.

Draw a card. Covert: You may KO a card from your hand or discard pile.

Whenever a card you own is KO'd this turn, you get +2 Recruit.

Ranged Ranged: You get +3 Attack.

Discard the top four cards of your deck. You get + Attack equal to those cards printed Attack. X-Men: KO any number of those cards.

You get +2 Attack only when fighting Masterminds.

When a Master Strike is played, before it takes effect, you may discard this card. If you do, draw three cards at the end of this turn.

Teleport. X-Force: You get +1 Attack for each other X-Force Hero you played this turn.

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KO any number of cards from your hand. You get +1 Attack for each card KO'd this way.

You may move a Villain to an adjacent city space. If another Villain is already there, swap them.

Whenever you defeat a Villain in the Sewers or Rooftops this turn, you get +2 Recruit.

Whenever you defeat a Villain in the Sewers or Rooftops this turn, draw two cards.

You get +1 Attack for each Villain in your Victory Pile.

Draw a card. Ranged: You get +1 Recruit for each other Ranged Hero you played this turn.

Ranged: You get +1 Attack for each other Ranged Hero you played this turn.

Ranged: Draw a card for each Ranged Hero you played this turn.

If a Villain, Master Strike, or Mastermind Tactic would cause you to gain any Wounds or discard any cards, you may reveal this card instead.

X-Men: You get +2 Attack.

You may put a Hero from the HQ on the bottom of the Hero Deck. Instinct: You may KO a card from your hand or discard pile.

Reveal the top card of the Villain Deck. If it's a Bystander, you may rescue it. If it's a Villain, you may fight it this turn.

Whenever you defeat a Villain this turn, you may gain it. It becomes a grey Hero with no text that gives + Attack equal to its Attack. (You still get its Victory Points.)

Draw a Card. Instinct: You get +2 Attack.

If you drew any extra cards this turn, you get +2 Attack.

Draw a card. You may KO a card from your hand or discard pile.

Count the number of extra cards you drew this turn. Draw that many cards.

Fight: Mr. Sinister captures Bystanders equal to the number of Villains in the city.

Fight: Reveal the top seven cards of the Villain Deck. Mr. Sinister captures all the Bystanders you revealed. Put the rest back in random order.

Fight: Mr. Sinister captures a Bystander for each Mr. Sinister Tactic in players' Victory Piles, including this tactic.

Mr. Sinister gets +1 Attack for each Bystander he has. Always Leads: Marauders. Master Strike: Mr. Sinister captures a Bystander. Then each player with exactly 6 cards reveals a Covert Hero or discards cards equal to the number of Bystanders Mr. Sinister has.

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Fight: Mr. Sinister captures a Bystander from each other player's Victory Pile.

Bribe. Always Leads: Streets of New York. Master Strike: Each player reveals a Marvel Knights Hero or discards their hand and draws 5 cards.

Fight: If this is not the final Tactic, reveal the top three cards of the Villain deck. Play all the Villains you revealed. Put the rest back in random order.

Fight: Each other play plays a Henchman Villain from their Victory Pile as if playing it from the Villain Deck.

Fight: Choose a Hero from each player's discard pile and KO it.

Fight: Put a 0 Cost Hero from the KO pile on top of each other player's deck.

Fight: Reveal the top six cards of the Villain Deck. Player all the Master Strikes you revealed. Put the rest back in random order.

Fight: Each other play reveals a X-Force Hero or gains a Wound.

Fight: Look at the top five cards of your deck. Put one into your hand and discard the rest.

Fight: A Wound from the Wound Stack becomes a Master Strike that takes effect immediately.

Whenever a player gains a Wound, put it on top of that player's deck. Always Leads: Underworld. Master Strike: Each player reveals a Marvel Knights Hero or gains a Wound.

Fight: Each other player without a Mastermind Tactic in their Victory Pile gains a Wound.

Fight: Each other player KOs a Bystander from their Victory Pile or gains a Wound.

Fight: Each other player puts all 0 Cost cards from their discard pile on top of their deck in any order.

Fight: Choose an number of Wounds from your hand and discard pile. The player to your right gains them.

Fight: If this is not the final Tactic, rescue six Bystanders and shuffle this Tactic back into the other Tactics.

Fight: Each other player plays a Four Horsemen Villain from their Victory Pile as if playing it from the Villain Deck.

Fight: Each other player KO's two heroes from their discard pile that each cost 1 Cost or more.

Always Leads: MLF. Master Strike: Stack this Master Strike next to Stryfe. Stryfe gets +1 Attack for each Master Strike stacked next to him. Each player reveals a X-Force Hero or discards a card at random.

Always Leads: Four Horsemen. Four Horsemen Villains get +2 Attack. Apocalypse Wins: When Famine, Pestilence, War, and Death have escaped. Master Strike: Each player reveals their hand and puts all their Heroes that cost 1 Cost or more on top of their deck.

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Fight: Each other player reveals the top three cards of their deck, KO's each of those cards that costs 1 Cost or more, and puts the rest back in any order.

Bribe. Fight: KO one of your Heroes.

Fight: Reveal a Tech hero or KO one of your heroes with a Attack icon.

Fight: Each player discards all the cards in their hand, then draws as many cards as they discarded.

Blockbuster gets +2 Attack for each Bystander he has. Ambush: If there is a Villain in the Bank, that Villain and Blockbuster each capture a Bystander.

Scalphunter gets +1 Attack for each Bystander he has. Ambush: Each player chooses a Bystander from their Victory Pile. Scalphunter captures those Bystanders.

Fight: Each other player reveals their hand and KOs one of their Heroes that costs 1 Cost or more. Escape: Each player does that same effect.

Fight: Each other play reveals a Instinct Hero or gains a Wound. Escape: Each player does that same effect.

Fight: Each other player reveals a Instinct Hero or discards a card. Escape: Each player does that same effect.

Ambush: Reveal the top card of the Villain Deck. If it's a Villain, play it.

Ambush: Reveal the top card of the Villain Deck. If it's a Master Strike, each player gains a Wound. Escape: Each player gains a Wound.

Ambush: Reveal the top card of the Villain Deck. If it's a Bystander, Gladiator captures it.

Ambush: Reveal the top card of the Villain Deck. If it's a Scheme Twist, play it.

Fight: A card in your hand gains Teleport this turn.

Ambush: Dracula captures the top card of the Hero Deck. Dracula gets + Attack equal to that card's Cost. Fight: Gain that card.

Ambush: The player to your right reveals a Marvel Knights Hero or gains a Wound. Fight: Same effect. Escape: Same effect.

Escape: Each player without Dracula in their Victory Pile gains a Wound.

Chimera gets +3 attack for each Bystander she has. Ambush: Reveal the top three cards of the Villain Deck. Chimera captures all the Bystander cards you revealed. Put the rest back in random order.

Fight: Each other player reveals the top three cards of their deck, discards each those cards that cost 1 Cost or more, and puts the rest back in any order. Escape: Each player does that same effect.

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Bribe. Escape: Each player reveals a Strength Hero or gains a Wound.

Ambush: Each player discards three cards, then draws two cards. Bribe

Bribe. Fight: KO one of your Heroes with a Recruit Icon.

Fight: KO one of your heroes with a Recruit icon and one of your Heroes with a Attack icon.

To fight Zero, you must also discard three cards that cost 0 Cost.

Escape: Reignfire becomes a Master Strike that takes effect Immediately.

To fight Forearm, you must also reveal four Hero cards with different card names.

Fight: If you fight Wildside in the Sewers or Bank, KO two of your Heroes.

Setup: 8 Twists. Twist 2, 4, and 6: Until the next Twist, Enemies cost Recruit to fight and Heroes cost Attack to recruit. Twist 7: Evil Wins!

Fantastic Four: You get +2 Recruit.

Focus 3 Recruit -> You get +2 Attack.

Whenever you defeat a Villain in the Bank this turn, rescue a Bystander. Focus 1 Recruit -> Move a Villain to an adjacent city space. If another Villain is already there, swap them.

Strength: You get +3 Attack for each other Strength card you played this turn.

You gain a Wound.

You may KO a Wound from your hand or discard pile. If you do, you get +1 Recruit.

Setup: 7 Twists. Twist: Stack this Twist next to the Mastermind as a "Force Field." Special Rules: To fight the Mastermind, you must also Spend 1 Recruit or 1 Attack for each Force Field next to them. Twist 7: Evil Wins!

Setup: 6 Twists. Twist: Each player in turn does the following: Reveal your hand. KO one of your non-grey Heroes. Choose a Hero from the HQ with the same or lower cost and put it into your hand. Evil Wins: When the number of non-grey Heores in the KO pile is six times the number of players.

Setup: 8 Twists. Twist: Stack this Twist next to the Scheme as "Rising Waters." Then KO each Hero from the HQ Whose cost is less than or equal to the number of Rising Waters in that stack. Evil Wins: When 20 non-grey Heroes are KO'd.

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Focus 6 Recruit -> You get +4 Attack.

Fantastic Four: You get +1 Attack for each city space that contains a Villain.

Focus 2 Recruit -> When you draw a new hand of cards at the end of this turn, draw an extra card.

Draw two cards.

Fantastic Four: You get +1 Attack for each card in your hand.

If an Enemy you fight this turn would have a fight effect, you may cancel that effect instead. Focus 1 Recruit -> You get +1 Attack usable only against the Mastermind.

If you played any other cards that cost 4 Cost this turn, you get +2 Attack.

Focus 2 Recruit -> You may KO a card from your hand or discard pile.

Focus 2 Recruit -> Resuce a Bystander. You may only use this ability up to four times this turn.

If an ambush effect would occur, you may reveal this card and draw two cards instead.

Focus 2 Recruit -> Draw a card.

Focus 6 Recruit -> Defeat a Villain of 5 Attack or 6 Attack.

Focus 9 Recruit -> You get +9 Attack.

Double the Recruit you have.

Fight: Choose Strength, Instinct, Covert, Tech or Ranged. Each player reveals any number of cards of that class, then draws that many cards.

Cosmic Threat: Strength, Instinct, Covert, Tech, Ranged. Always Leads: Heralds of Galactus. Master Strike: Destroy the city space closest to Galactus. Any Villain there escapes. Put this Master Strike there. Galactus Wins: When the city is destroyed

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Fight: When you draw a new hand of cards at the end of this turn, draw six extra cards, then discard six cards.

Fight: Choose Strength, Instinct, Covert, Tech or Ranged. Each player reveals any number of cards of that class, then rescues that many Bystanders.

Fight: Each other player KOs all Heroes from their discard pile with the same card name as a Hero in the HQ.

Fight: Each other player chooses a Subterranea Villain in their Victory Pile and puts it into the Escaped Villains Pile.

Fight: If this is not the final Tactic reveal the top six cards of the Villain Deck. Play all the Subterranea Villains you revealed. Put the rest on the bottom of the Villain Deck in random order.

Fight: You get +6 Attack usable only against Villains in the Streets.

Fight: You get +6 Recruit usable only to recruit Heroes in the HQ space under the Streets.

Cosmic Threat: Ranged. Fight: Each player reveals a Ranged Hero or gains a Wound. Escape: Same effect.

Cosmic Threat: Instinct. Ambush: Put each non-Instinct Hero from the HQ on the bottom of the Hero Deck.

Cosmic Threat: Covert. Fight: Choose one of your Covert Heroes. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as a seventh card.

Cosmic Threat: Strength. Ambush: For each Strength Hero in the HQ, Terrax captures a Bystander.

Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards. Burrow

Fight: KO one of your Heroes. Burrow

Ambush: Megataur captures two Bystanders. Burrow

Ambush: Any Villain in the Streets moves to the Bridge, pushing any Villain already there to escape. Burrow

Mole Man gets +1 Attack for each Subterranea Villain that has escaped. Always Leads: Subterranea. Master Strike: All Subterranea Villains in the city escape. If any Villains escaped this way, each player gains a Wound.

Setup: 8 Twists. Always include the Infinity Gems Villain Group. Twists: Starting to your left and going clockwise, the first player with an Infinity Gem Artifact card in play or in their discard pile chooses one of those Infinity Gems to enter the city. Then put a Shard on each Infinity Gem in the city. Evil Wins: When 6 Infinity Gem Villains are in the city and/or the Escape Pile. Evil Wins: When a player controls 4 Infinity Gem Artifacts, that player is corrupted by power. That player wins, Evil wins, and all other players lose. Setup: 30 Shards in the supply. Twists equal to the number of players plus 5. Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, the Mastermind gains a Shard. Special Rules: During your turn, any number of times you may spend 2 Recruit to gain one of the Mastermind’s Shards. Evil Wins: When the Mastermind has 10 Shards or when there are no more Shards in the supply.

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Artifact - Once per turn, you get +1 Attack

Double the Attack you have

Guardians of the Galaxy: Each other player reveals an Instinct Hero or discards an Artifact they control. For each Artifact discarded this way, you gain a Shard.

Look at the top card of your deck. Discard it or put it back. Instinct: You may KO the card you discarded this way.

A Villain of your choice gets no Attack from Shards this turn. Two Covert: The Mastermind gets no Attack from Shards this turn.

Artifact - Once per turn, gain two Shards. Once per turn, you may spend 5 Shards to get +10 Attack.

A Villain gains a Shard

Gain two Shards. Covert: Gain another Shard.

When you draw a new hand of cards at the end of this turn, draw an extra card.

Strength: You may KO a card from your hand or discard pile. If you do, gain a shard.

Gain two Shards. You may spend Shards to get Recruit this turn. Covert: You may choose another player. That player gains a Shard.

When you recruit your next Hero this turn, you gain Shards equal to that Hero’s cost.

Artifact - Whenever a master Strike or a Villain’s Ambush ability is completed, you may gain a Shard.

Guardians of the Galaxy: You gain a Shard for each other Guardians of the Galaxy Hero you played this turn.

You may discard a card. If you do, draw a card.

Tech: You get +1 Attack for each Master Strike in the KO pile and/or stacked next to the Mastermind.

Setup: 8 Twists: Make a face down “Nega-Bomb Deck” of 6 Bystanders. Twist: Shuffle this Twist into the Nega-Bomb Deck. Then reveal a random card from that deck. If it’s a Bystander, rescue it. If it’s a Twist, KO it. KO all Heroes from the HQ, and each player gains a Wound. Evil Wins: When 16 non-grey Heroes are in the KO pile.

Setup: 8 Twists. Always include Kree Starforce and Skrull Villain Groups. Twists 1-7: All Kree and Skrulls escape from the city. Then, if there are more Kree than Skrulls in the Escape Pile, stack this Twist next to the Mastermind as a Kree Conquest. If there are more Skrulls than Kree in the Escape Pile, stack this Twist next to the Villain Deck as a Skrull Conquest. Twist 8: Stack this Twist on the side with the most Conquests. Evil Wins: When there are 4 Kree Conquests or 4 Skrull Conquests.

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Choose an Artifact any player controls with a “once per turn” ability. Play a copy of one of those abilities.

Artifact - Once per turn, gain a Shard.

Artifact - Once per turn, draw a card.

Artifact - Once per turn, gain a Shard for each Artifact you control.

Fight: The Supreme Intelligence gains a Shard for each Kree Villain in the city and/or the Escape Pile.

Fight: The Supreme Intelligence gains a Shard for each Master Strike in the KO pile.

Fight: The Supreme Intelligence gains a Shard for each Mastermind Tactic (including this one) in any player’s Victory Pile.

Fight: The Supreme Intelligence and Kree Villains in the city each gain a Shard.

Fight: Each other player discards an Infinity Gem Artifact card they control.

Fight: Gain a Hero from Thanos’ Bound Souls pile. Then each other player puts a non-grey Hero from their discard pile into Thanos’ Bound Souls pile.

Fight: Each other player reveals their hand and gains a Wound for each card that player has with the same card name as any card in Thanos’ Bound Souls pile.

Fight: Each other player reveals their hand and discards all cards with the same card name as any card in Thanos’ Bound Souls pile.

Always Leads: Kree Starforce. Master Strike: The Supreme Intelligence gains a Shard. Then each player reveals their hand and discards each card with cost equal to, and cost one higher than, the number of Shards on the Supreme Intelligence.

Always Leads: Infinity Gems. Thanos gets -2 Attack for each Infinity Gem Artifact card controlled by any player. Master Strike: Each player reveals their hand and puts one of their non-grey Heroes next to Thanos in a “Bound Souls” pile.

Ambush: Reality Gem gains a Shard for each Infinity Gem Villain card in the city and/or the Escape Pile. Fight: Put this into your discard pile as an Artifact. Artifact - Before you play a card from the Villain Deck, you may first reveal the top card of the Villain Deck. If it’s not a Scheme Twist, you may put it on the bottom of the Villain Deck. If you do, gain a Shard.

Ambush: Space Gem gains a Shard for each empty space in the city. Fight: Put this into your discard pile as an Artifact. Artifact - Once per turn, you may move a Villain to another city space. If another Villain is already there, swap them. If you moved any Villains this way, gain a Shard.

Ambush: Play another card from the Villain Deck. Time Gem gains Shards equal to that card’s printed Victory Points. Fight: Put this into your discard pile as an Artifact. Artifact - When you play this Artifact, take another turn after this one. Use this ability only if this is the first time any player has played the Time Gem this game.

Ambush: Power Gem gains a Shard for each Master Strike in the KO pile and/or stacked next to the Mastermind. Fight: Put this into your discard pile as an Artifact. Artifact - Once per turn, you get two Attack.

Ambush: Soul Gem gains a Shard for each Villain in the city. Fight: Put this into your discard pile as an Artifact. Artifact - Whenever you defeat a Villain, put a Shard on Soul Gem from the supply. Once per turn, you get +Attack equal to the number of Shards on Soul Gem.

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Ambush: Supremor and the Mastermind each gain a Shard.

Ambush: Each player simultaneously points their finger to accuse another player. Each player who was accused the most gains a Wound. Escape: Same effect.

Captain Atlas gets +1 Attack for each Shard on the Mastermind. Escape: Each player loses a Shard. Each player that cannot do so gains a Wound.

Ambush: Another Villain in the city gains two Shards.

Fight: Put a Shard on each Hero in the HQ. When a player gains that Hero, they gain that Shard. If that Hero leaves the HQ some other way, return that Shard to the supply.

Ambush: Each Kree Villain in the City gains a Shard (including this Villain).

Ambush: Each player may draw a card. Korath gains a Shard for each card drawn this way. Escape: If Korath had any Shards, each player gains a Wound.

Always Leads: Maximum Carnage. Master Strike: Feast on each player. Whenever this Master Strike feasts on a player's 0-cost Hero, that player gains a Wound.

Fight: Each player reveals the top card of their deck. Then Carnage feasts on the player of your choice.

Feast. You get + Recruit equal to the Cost of the card Carnage feasts on.

Feast. If Carnage feasts on a 0-cost Hero this way, repeat this process.

Feast. If Carnage feasts on a 0-cost Hero this way, each other player KOs a Bystander from their Victory Pile.

Always Leads: Sinister Six. Master Strike: Shuffle this Master Strike into Mysterio's face down Mastermind Tactics. That card becomes a Mastermind Tactic worth 6 Victory Points.

Fight: Rescue a Bystander for each Mastermind Tactic Mysterio has left after this one.

Fight: You get +1 Recruit for each Mastermind Tactic Mysterio has left after this one.

Fight: If this is not the final Tactic, shuffle a Master Strike Tactic from each other player's Victory Pile back into Mysterio's Mastermind Tactics.

Fight: If this is not the final Tactic, reveal the top five cards of the Villain Deck. Play all the Master Strikes you revealed. Put the rest on the bottom of that deck in random order.

Ambush: Demogoblin captures a Bystander. Feast

Ambush: Mind Gem gains a Shard for each Scheme Twist in the KO pile and/or stacked next to the Scheme. Fight: Put this into your discard pile as an Artifact. Artifact - Once per turn, you get +2 Recruit.

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Doppelganger's Attack is equal to the Cost of the Hero in the HQ space under him. Feast

Feast. When Shriek feasts on a 0-cost Hero, each other player gains a Wound. Escape: Each player gains a Wound.

Feast. Whenever Carrion feasts on a Hero that costs 1 Cost or more, put Carrion back in the city space where he was.

Ambush: Each Sinister Six Villain captures a Bystander.

Sandman's Attack is twice the number of Villains in the city. Escape: Each player reveals an Instinct Hero or gains a Wound.

Kraven's Attack is equal to the Cost of the highest-cost Hero in the HQ. Escape: (After you do the normal escape KO) KO a Hero from the HQ with the highest cost.

Fight: Copy the effects of the Hero in the HQ space under Chameleon, including its Recruit and Attack.

Ambush: (After Vulture enters the city) If there is a Villain on the Rooftops or Bridge, swap Vulture with one of those Villains. Escape: Each player reveals an Instinct Hero or gains a Wound.

Ambush: Each player reveals an Instinct Hero or discards a card.

Wall-Crawl. Reveal the top card of your deck. If it costs 1 Cost or 2 Cost, you get +2 Attack.

Reveal the top two cards of your deck. Put any that cost 2 Cost or less into your hand. Put the rest back in any order.

Wall-Crawl. You get +1 Attack for each other Hero you played this turn that costs 1 Cost or 2 Cost.

To play this card, you must put two cards from your hand on top of your deck.

Wall-Crawl. Reveal the top card of any player's deck. You get + Attack equal to that card's printed Recruit plus its printed Attack.

Wall-Crawl. You get another +1 Recruit usuable only to recruit the hero in the HQ Space under the Bank.

Setup: 8 Twists. Twist: Each player reveals two non-grey Heroes with the same card name or discards down to 3 cards. Evil Wins: When 2 Villains with the same card name have escaped or the Villain Deck runs out.

Setup: 7 Twists. Special Rules: Whenever you defeat a Villain, you may pay 1 Recruit. If you do, rescue a Bystander. You can't fight the Mastermind unless you have a Bystander in your Victory Pile for each Twist next to the Mastermind. Twist: Stack this Twist next to the Mastermind. Twist 7: Evil Wins!

Setup: 8 Twists. Add 6 extra Henchmen from a single Henchman Group to the Hero Deck. Special Rules: You can fight Villains in the HQ. Twist: KO a Hero from the HQ. Put the highest-Attack Villain from the city into that HQ space. Evil Wins: When there are 5 Villains in the HQ.

Setup: 8 Twists. Include Sinister Six as one of the Villain Groups. Special Rules: Sinister Six Villains gets +3 Attack. All Hero cards have Wall-Crawl. Twist: Each player puts a Sinister Six Villain from their Victory Pile on top of the Villain Deck. No matter how many players did so, player a single card from the Villain Deck.

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Each player reveals the top card of their deck. Choose any number of those cards to be discarded.

Each other player reveals a Covert Hero or choose a Bystander from their Victory Pile. You rescue those Bystanders. Spider Friends: You get +1 Attack for each Bystander you rescued this turn.

Wall-Crawl. Spider Friends: Draw a card.

Wall-Crawl. Draw a card.

Wall-Crawl. Instinct: You get +2 Attack.

Whenever you put a card on top of your deck this turn, you may draw that card.

To play this card, you must put a card from your hand on top of your deck.

Wall-Crawl. Reveal the top card of your deck. If that card has a Attack icon, draw it.

Wall-Crawl. Reveal the top card of your deck. If that card has a Recruit icon, draw it.

Recruit a Hero from the HQ for free. Spider Friends: Put that Hero on top of your deck.

Wall-Crawl. Instinct: You get +1 Recruit.

Wall-Crawl. Whenever you defeat a Villain on the Rooftops this turn, you may KO one of your cards or a card from your discard pile.

Reveal the top card of your deck. If it's Instinct or Tech, draw it.

Whenever you defeat a Villain on the Rooftops this turn, rescue Bystanders equal to that Villain's printed Victory Points. Tech: You may move a Villain to the Rooftops. If another Villain is already there, swap them.