April 30, 2009
Alter-Ego event postponed
I got a call from Pascal earlier today telling me that the store would be closing at 5pm on Friday, May 1st. I'm trying to see if I can reschedule for the 8th, but am not sure at this point. Sorry for such short notice everyone!
April 22, 2009
Help Me! Please?
I've put together a very short list of cards that I need to finish sets or to build decks with. Maybe you can help me out, either in trade or selling me stuff. I have a full list (it is WAY longer than this) if you really want to go all out and try to unload some of your older rares, and even a few commons and uncommons.
Have a look and let me know what you've got!
Commons
2x MAV-071 Answer the Call
8x MAV-179 Macrobots
20x MVL-224 Shi'ar Soldier
1x MAA-007 Jean Grey
Uncommons
4x MAV-179 Kang's Guards
1x MVL-182 Uatu the Watcher
3x MAA-014 Havok
1x MAA-021 Breeding Pens
2x MEQ-008 Doctor Doom
2x MEQ-011 War Machine Armor
2x MEQ-014 Web-Shooters
2x MEQ-017 Man and Machine
Rares
2 MAV-069 Aida
1 MAV-079 Rocket Central
3 DCR-032 Advance Warning
1 DCR-037 JSA Headquarters
2 DCR-164 Dodge the Bullet
3 DCR-168 Secret Six Victorious
1 MHG-212 Haywire
2 DCL-259 Have a Blast!
1 MVL-048 Telepathic Suppression
1 MVL-144 Encircle
1 MVL-184 Fantasticar 2.0
4 MVL-198 Signal Flare (MOR is ok)
2 MVL-201 Boris (MOR is ok)
1 MVL-216 Fervent Research
3 MVL-258 Mobilize
4 MEX-016 Call in a Favor
1 MUL-003 Spider-Man
1 MEV-012 Havok, Proud Son
2 MEV-147 Mimic
1 MEV-148 Mimic
1 MEV-153 Power Princess
1 MEV-165 Blink!
3 MEV-168 A Finer World
1 MEV-172 Warp Shards
3 MEV-173 Wolverine Squad
1 MEV-242 Ch'od
3 MEV-243 Corsair
3 MEV-246 Professor X
2 MEV-249 The Starjammer
Have a look and let me know what you've got!
Commons
2x MAV-071 Answer the Call
8x MAV-179 Macrobots
20x MVL-224 Shi'ar Soldier
1x MAA-007 Jean Grey
Uncommons
4x MAV-179 Kang's Guards
1x MVL-182 Uatu the Watcher
3x MAA-014 Havok
1x MAA-021 Breeding Pens
2x MEQ-008 Doctor Doom
2x MEQ-011 War Machine Armor
2x MEQ-014 Web-Shooters
2x MEQ-017 Man and Machine
Rares
2 MAV-069 Aida
1 MAV-079 Rocket Central
3 DCR-032 Advance Warning
1 DCR-037 JSA Headquarters
2 DCR-164 Dodge the Bullet
3 DCR-168 Secret Six Victorious
1 MHG-212 Haywire
2 DCL-259 Have a Blast!
1 MVL-048 Telepathic Suppression
1 MVL-144 Encircle
1 MVL-184 Fantasticar 2.0
4 MVL-198 Signal Flare (MOR is ok)
2 MVL-201 Boris (MOR is ok)
1 MVL-216 Fervent Research
3 MVL-258 Mobilize
4 MEX-016 Call in a Favor
1 MUL-003 Spider-Man
1 MEV-012 Havok, Proud Son
2 MEV-147 Mimic
1 MEV-148 Mimic
1 MEV-153 Power Princess
1 MEV-165 Blink!
3 MEV-168 A Finer World
1 MEV-172 Warp Shards
3 MEV-173 Wolverine Squad
1 MEV-242 Ch'od
3 MEV-243 Corsair
3 MEV-246 Professor X
2 MEV-249 The Starjammer
Errata Discussion
Here's my first-ever joint article! Thanks to Scott Mooney for providing counter-point to my ramblings.
Following the release of Marvel Universe and Marvel Evolution there has been a lot of discussion among our player group (and online) about the powers of certain cards, both in terms of sheer power and in terms of wording. I'm sure most of you are familiar with the debate brought on by the 3-cost, Exiles-affiliated Blink. We'll not be discussing that particular card today, but rather some other combinations you may or may not have thought of.
Scott has built a very deadly Starjammers/X-Factor/X-Men deck that takes advantage of discard effects and Energize to lead to an amazing turn 7 combo using Cyclops, Astonishing X-Man and Havok, Proud Son. This combo can stun an opponent's board if they are unable to pay the discard required by Havok's ability. It is especially dangerous in a multi-player format and brought up some thoughts on designer intent versus the actual wording on the cards.
Personally, I can’t come up with a way that either card could be reworded to make it not screw over both of those cards. You can’t make Havok’s power only work once per turn because he has Energize. Cyclop’s power could be once per turn but then he’s not really ‘rare’ powerful anymore. The only thing I thought of was adding text to Havok that read something like “If your opponent cannot discard a card Havok may not ready again until the recovery phase”. But again, that nerfs his Energize ability if you’re defending. I’m sure it wasn’t intended to be as killer as it is...but I still think it’s too powerful.
Scott disagrees. "really it’s just an effective turn-seven win condition, and there are lots of those out there." Further adding that, "it takes a lot to make it fire, including:
1. Controlling the other person’s hand-size (usually means I’m not attacking with my 5-drop Rachel in order to use her power twice, which leaves me vulnerable to attack and breakthrough, and gives my opponent board advantage);
2. Keeping Cyclops on the six turn (vulnerable to KO effects);
3. Making it to the seven turn in the first place, which is next to impossible vs. nearly every other Evolution deck;
4. Having initiative on turn seven (Havok’s still good on defense, but the combo with Cyclops only triggers if you attack)."
All are good and valid points, most of which I'm forced to agree with. And as it is a turn-seven combo, I think that his argument wins out over any I might be able to make. Scott does concede a little ground me though:
"My suggestion would be to remove Energize from Havok – that way, if the opponent has the initiative, Havok can only stun one character instead of two, making turn eight (and its inevitable win conditions) more likely. Unfortunately though, this errata wouldn’t break the combo if Cyclops is able to attack on any turn, since it’s Cyclops’ ability that allows Havok to ready, not the Energize."
Again very true...which makes me take a closer look at Cyclops. What if his text were amended instead? By adding a line that read "Use this power only once per turn per character" his effect would still be be useful and effective, but it would stop any kind of abuse like that available to the Cyclops/Havok duo. Now keep in mind that there are only musings, and I'm not proposing an in-house errata for either card, yet.
Some other food for thought in the realm of errata would be:
- Armed Escort (infinite life gain equipped to Energize char adjacent to Red Skull)
- Blink 3-drop Exiles character (free resource points for everyone [shifted])
- Blink! (my characters attack any of yours OR reinforce any of mine...on ONE card?!)
- Pathetic Attempt (too powerful for zero cost other than waiting until turn 4?)
- Warp Shards (control Blink and fuck over your opponent's chances to survive)
Weigh in with your comments!
Following the release of Marvel Universe and Marvel Evolution there has been a lot of discussion among our player group (and online) about the powers of certain cards, both in terms of sheer power and in terms of wording. I'm sure most of you are familiar with the debate brought on by the 3-cost, Exiles-affiliated Blink. We'll not be discussing that particular card today, but rather some other combinations you may or may not have thought of.
Scott has built a very deadly Starjammers/X-Factor/X-Men deck that takes advantage of discard effects and Energize to lead to an amazing turn 7 combo using Cyclops, Astonishing X-Man and Havok, Proud Son. This combo can stun an opponent's board if they are unable to pay the discard required by Havok's ability. It is especially dangerous in a multi-player format and brought up some thoughts on designer intent versus the actual wording on the cards.
Personally, I can’t come up with a way that either card could be reworded to make it not screw over both of those cards. You can’t make Havok’s power only work once per turn because he has Energize. Cyclop’s power could be once per turn but then he’s not really ‘rare’ powerful anymore. The only thing I thought of was adding text to Havok that read something like “If your opponent cannot discard a card Havok may not ready again until the recovery phase”. But again, that nerfs his Energize ability if you’re defending. I’m sure it wasn’t intended to be as killer as it is...but I still think it’s too powerful.
Scott disagrees. "really it’s just an effective turn-seven win condition, and there are lots of those out there." Further adding that, "it takes a lot to make it fire, including:
1. Controlling the other person’s hand-size (usually means I’m not attacking with my 5-drop Rachel in order to use her power twice, which leaves me vulnerable to attack and breakthrough, and gives my opponent board advantage);
2. Keeping Cyclops on the six turn (vulnerable to KO effects);
3. Making it to the seven turn in the first place, which is next to impossible vs. nearly every other Evolution deck;
4. Having initiative on turn seven (Havok’s still good on defense, but the combo with Cyclops only triggers if you attack)."
All are good and valid points, most of which I'm forced to agree with. And as it is a turn-seven combo, I think that his argument wins out over any I might be able to make. Scott does concede a little ground me though:
"My suggestion would be to remove Energize from Havok – that way, if the opponent has the initiative, Havok can only stun one character instead of two, making turn eight (and its inevitable win conditions) more likely. Unfortunately though, this errata wouldn’t break the combo if Cyclops is able to attack on any turn, since it’s Cyclops’ ability that allows Havok to ready, not the Energize."
Again very true...which makes me take a closer look at Cyclops. What if his text were amended instead? By adding a line that read "Use this power only once per turn per character" his effect would still be be useful and effective, but it would stop any kind of abuse like that available to the Cyclops/Havok duo. Now keep in mind that there are only musings, and I'm not proposing an in-house errata for either card, yet.
Some other food for thought in the realm of errata would be:
- Armed Escort (infinite life gain equipped to Energize char adjacent to Red Skull)
- Blink 3-drop Exiles character (free resource points for everyone [shifted])
- Blink! (my characters attack any of yours OR reinforce any of mine...on ONE card?!)
- Pathetic Attempt (too powerful for zero cost other than waiting until turn 4?)
- Warp Shards (control Blink and fuck over your opponent's chances to survive)
Weigh in with your comments!
Draft report
*sigh* Well kids...the internet gremlins did it to me again. I had written a nicely detailed report detailing our first draft tournament, only to have it stolen in the ether upon posting. The thought of retyping it doesn't really make me all warm and tingly inside, so I'll simply congratulate Harry on winning the tournament and walking away with a copy of Mobilize to cement his status as supreme overlord. At least...until next time. >:D
April 17, 2009
Alter Ego Format
Back when Marvel Team-Up was released, UDE also provided what they called "Alter Ego" cards. These cards had a starting endurance total that sometimes varied from the standard 50, and granted some kind of bonus to you, or a restriction on your opponent. While there was talk of a similar set to be provided for World's Finest, they never appeared.
Shortly after UDE announced that they would no longer be supporting the VS System, the text for the proposed DC Alter Ego cards was released by the R&D team via the forums, and later created as actual card images by members of the online community.
These alter ego cards offer another awesome twist to playing VS. I have posted them under the Game Resources section for reference. They will be available in printed format from me to use in Alter Ego format events.
Note: Alter Ego cards may only be used in a match or tournament if both players agree to use one (they may both pick the same Alter Ego). Players must use the same Alter Ego for the duration of a tournament.
Shortly after UDE announced that they would no longer be supporting the VS System, the text for the proposed DC Alter Ego cards was released by the R&D team via the forums, and later created as actual card images by members of the online community.
These alter ego cards offer another awesome twist to playing VS. I have posted them under the Game Resources section for reference. They will be available in printed format from me to use in Alter Ego format events.
Note: Alter Ego cards may only be used in a match or tournament if both players agree to use one (they may both pick the same Alter Ego). Players must use the same Alter Ego for the duration of a tournament.
April 16, 2009
Game Resources 'n various thoughts
Hey everyone,
The last little while I've been posting up the FAQ documents here for people to have easy reference to. They're mainly for myself though, both as reference, refresher info, and for a sort of archive source as well. Upper Deck's documentation site is hard to navigate and I wouldn't put any money down on the VS System files having a long life over there. I'm trying to find the most up-to-date copy of the Comprehensive Rules Document (CRD) to post up as well, but that may not come for a while yet.
While reading through these documents I couldn't help but think how varied, deep and exciting this game really is. There are just so many strategies and combinations to explore that it seems almost infinite. I still love playing this game, and hope that other around me will want to continue playing for a long long time to come. The gameplay coupled with the staggering array of characters and effect available really set it apart from any other game I've had the pleasure to play.
With that said, I intend to keep our tournament group going as long as possible by providing prizes, alternate formats and new & interesting deck-building challenges. Thus far I have resisted the urge to introduce any house rules or errata. I'd like to keep it that way, but am considering a few and will keep all the players informed through the site here. As long as players keep coming out to play, I'll keep showing up to run events.
On Friday we're playing our very first draft event and I'm really looking forward to it! A few of us had a chance to play a small practice-draft a few weeks ago and it was great fun. I was able to draft a fun and playable deck using only a single rare, a half-dozen uncommons and a team-up I'd have never considered building for real: Defenders / Underworld! That deck was able to win three out of three games, the last of which had a very exciting finish against Harry. After getting me down to zero endurance I was able to play an effect to gain a measly ONE back and push it to the next turn where I was able to turn the tables for victory.
Next up: Alter Ego!
The last little while I've been posting up the FAQ documents here for people to have easy reference to. They're mainly for myself though, both as reference, refresher info, and for a sort of archive source as well. Upper Deck's documentation site is hard to navigate and I wouldn't put any money down on the VS System files having a long life over there. I'm trying to find the most up-to-date copy of the Comprehensive Rules Document (CRD) to post up as well, but that may not come for a while yet.
While reading through these documents I couldn't help but think how varied, deep and exciting this game really is. There are just so many strategies and combinations to explore that it seems almost infinite. I still love playing this game, and hope that other around me will want to continue playing for a long long time to come. The gameplay coupled with the staggering array of characters and effect available really set it apart from any other game I've had the pleasure to play.
With that said, I intend to keep our tournament group going as long as possible by providing prizes, alternate formats and new & interesting deck-building challenges. Thus far I have resisted the urge to introduce any house rules or errata. I'd like to keep it that way, but am considering a few and will keep all the players informed through the site here. As long as players keep coming out to play, I'll keep showing up to run events.
On Friday we're playing our very first draft event and I'm really looking forward to it! A few of us had a chance to play a small practice-draft a few weeks ago and it was great fun. I was able to draft a fun and playable deck using only a single rare, a half-dozen uncommons and a team-up I'd have never considered building for real: Defenders / Underworld! That deck was able to win three out of three games, the last of which had a very exciting finish against Harry. After getting me down to zero endurance I was able to play an effect to gain a measly ONE back and push it to the next turn where I was able to turn the tables for victory.
Next up: Alter Ego!
Marvel Origins FAQ
Marvel Origins Frequently Asked Questions
A Child Named Valeria
Plot Twist, 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.
This plot twist checks to see if you control Mr. Fantastic and Invisible Woman, and/or Dr. Doom when it resolves.
If you control Mr. Fantastic and Invisible Woman when this plot twist resolves, characters with a cost of 3 or less you control cannot be stunned for the duration of the turn, even if later on in the turn you no longer control Mr. Fantastic or Invisible Woman.
If you control Mr. Fantastic, Invisible Woman, Dr. Doom, and the only exhausted character with a cost of 2 or less, you must target your own character with the “Dr. Doom” part of A Child Named Valeria. When A Child Named Valeria resolves, its effect will try to stun your target character, however that character can’t be stunned, so nothing happens to it.
Acrobatic Dodge
Plot Twist, Threshold 1
Target defender you control gets -3 ATK and +3 DEF for this attack.
If a character’s ATK would be reduced to below 0 as a result of Acrobatic Dodge, treat its ATK as 0 for all purposes except adding to or subtracting from it.
Alicia Masters
Character, Fantastic Four, Recruit 1
0 ATK 1 DEF
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.
Alicia Masters’s power makes all cards named Thing and Human Torch cost you 1 less to recruit, so if you recruit both Thing and Human Torch, you save a total of 2 resource points.
Alicia's power is cumulative. If you activate her, ready her through an effect, and then activate her a second time, you will be able to recruit cards named Thing and Human Torch for 2 less resource points each this turn.
Annihilus
Character, Negative Zone, Recruit 7
16 ATK 16 DEF
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.
“Negative Zone” in Annihilus’s text box refers to the card Negative Zone.
It doesn’t matter who controls Negative Zone; if it’s in play, you don’t lose 15 endurance.
Ant Man
Character, Fantastic Four, Recruit 1
2 ATK 1 DEF
Activate >>> Target front row character is not and cannot be reinforced this turn.
A character that cannot be reinforced can still be targeted by effects that attempt to reinforce it. However, those effects will not reinforce it. Whenever a modifier says something cannot happen and another modifier tries to make it happen, "cannot" overrides "can."
Antarctic Research Base
Location, Threshold 1
Whenever you recruit an equipment card, if you control a Fantastic Four character, draw a card.
This power triggers when you announce recruiting the equipment, not when the equipment comes into play.
Example: You wish to recruit Advanced Hardware. You put the recruit effect on the chain, choose a target for Advanced Hardware, and pay 1 resource point. Antarctic Research Base’s power triggers and goes on the chain. It will resolve, and you will draw a card, before Advanced Hardware comes into play.
Avalon Space Station
Location, 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.
Because you announce all targets and pay all costs at the same time, you cannot target the card you discarded.
If you wish to use Avalon Space Station’s second power, there must be two characters in your KO’d pile for you to target.
Backfire
Plot Twist, Threshold 3
Target character gets -1 DEF this turn. KO all equipment equipped to that character.
You may target a character with Backfire even if that character is not equipped.
Betrayal
Plot Twist, Threshold 2
Target player stuns a non-stunned character he controls, unless all characters he controls that have team affiliations share a single team affiliation.
Betrayal doesn’t care if all of the target player’s characters share more than one team affiliation. They just have to share at least one team affiliation.
Bishop
Character, X-Men, Recruit 2
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.
If Bishop is team attacked, he gets +3 ATK and +3 DEF for each attacking character with range.
Bitter Rivals
Plot Twist, 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.
If you play Bitter Rivals from your hand, you still choose a character name.
You do not have to choose the name of a character in play.
If a Dr. Doom you control is team attacked, he gets +3 ATK for each character with the chosen name.
Blaastar
Character, Recruit 6
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.
“Negative Zone” in Blaastar’s text box refers to the card Negative Zone.
It doesn’t matter who controls Negative Zone. If it’s in play, you don’t discard your hand.
Blind Sided
Plot Twist, Threshold 2
Target character is not and cannot be reinforced this turn.
A character that cannot be reinforced can still be targeted by effects that attempt to reinforce it. However, those effects will not reinforce it. Whenever a modifier says something cannot happen and another modifier tries to make it happen, "cannot" overrides "can."
Blob
Character, Brotherhood, Recruit 4
While Blob is in your front row, support row Brotherhood characters you control cannot be attacked.
Characters that could normally attack the support row, such as characters with flight, cannot attack support row Brotherhood characters while Blob is in your front row.
Cerebro
Location, 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.
You may discard the X-Men character(s) you put into your hand as a part of this card's effect.
Charge!
Plot Twist, 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.
Moving your characters does not ready them.
You may rearrange your characters however you want as long as they are all in your front row
Common Enemy
Plot Twist, 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 team affiliations.
If you only control one character but it has both team affiliations, you may play Common Enemy.
If you play Common Enemy from your hand, you draw a card.
(These clarifications also apply to Heroes United, Mutant Nation & Unlikely Allies.)
Cosmic Radiation
Plot Twist, Threshold 3
Ready any number of Fantastic Four characters you control. Those characters cannot attack this turn.
You choose which characters to ready when Cosmic Radiation resolves.
You may choose to ready a character that is already ready. If you do, that character cannot attack this turn.
Crystal
Character, Fantastic Four, Recruit 4
Activate >>> Target opponent moves a support row character he controls to his front row. Use this power only during the combat phase.
The target opponent decides to which front row position to move the support row character.
Cyclops, Slim
Character, X-Men, Recruit 2
While participating in a team attack, your X-Men characters get +2 ATK and +2 DEF.
Cyclops does not have to be part of the team attack in order for his power to apply.
Cyclops can benefit from his own power.
It is possible to team attack an opponent directly if he has no characters in play or all of his characters are stunned.
Cyclops, Scott Summers
Character, X-Men, Recruit 5
While attacking from the support row, Cyclops cannot be stunned.
While attacking from the support row, Cyclops cannot be stunned by any means, including effects.
Destiny
Character, Brotherhood, Recruit 1
Activate >>> Whenever target character becomes stunned this turn, its controller loses 4 endurance. Use this power only during the build phase.
You can use this power any time during the build phase, including after your opponent has rearranged his characters during his formation step.
Doom’s Throne Room
Location, 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.
You may discard the plot twist(s) you put into your hand as part of this card's effect.
Doomstadt
You are considered to control Dr. Doom.
Your Dr. Doom gets +3 DEF.
“You are considered to control Dr. Doom” means you can play plot twists or use powers that require you to control Dr. Doom, triggered powers that check to see if you control Dr. Doom will trigger, and continuous powers that check to see if you control Dr. Doom will be “turned on.”
“You are considered to control Dr. Doom” does not mean you control a character. It also does not mean you control a Doom character.
Dr. Doom, Diabolic Genius
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.
Turning a plot twist face down “resets” it, allowing you to play it again.
Dr. Doom, Lord of Latveria
Character, Doom, Recruit 8
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.
Dr. Doom counts himself when determining how many resources you may turn face down.
You may turn any face-up resource face down, including ones you don’t control.
You choose which resource(s) to turn face down when his power resolves.
You choose which plot twist to return from your KO’d pile when his power resolves.
Fall Back!
Plot Twist, 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.
Moving your characters does not ready them.
You may rearrange your characters however you want as long as they are all in your support row.
Flying Kick
Plot Twist, Threshold 1
Target character has flight this turn.
While attacking this turn, that character gets +3 ATK this turn.
You may play Flying Kick at any time during the turn, but the +3 ATK only applies while the character is attacking.
The +3 ATK modifier lasts for the entire turn, so if a character with that modifier attacks more than once, it will have +3 ATK for each attack.
Focused Blast
Plot Twist, 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.
If the character is no longer in play when Focused Blast resolves, the target player still loses endurance equal to the character’s cost before it left play.
If the character’s cost is changed before Focused Blast resolves, the target player loses endurance equal to the new cost.
Foiled
Plot Twist, Threshold 1
Play only from your resource row and only during the combat phase.
If Foiled is in your resource row, KO target ongoing plot twist and KO Foiled.
If the target is no longer in play when Foiled’s effect resolves, you will not KO Foiled.
If the target is turned face down when Foiled’s effect resolves, it no longer counts as an ongoing plot twist. The effect is negated, and you will not KO the target or Foiled.
If Foiled is turned face down or has left play before its effect resolves, Foiled will no longer be in your resource row, and you will not KO the target or Foiled.
Forge
Character, X-Men, Recruit 1
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.
Returning Forge to your hand happens when his power resolves. If you ready Forge through an effect before his power resolves, you may use his power again before he is returned to owner’s hand.
Franklin Richards
Character, Fantastic Four, Recruit 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.
Franklin Richards’s power makes all cards named Mr. Fantastic and Invisible Woman cost you 1 less to recruit, so if you recruit both Mr. Fantastic and Invisible Woman, you save a total of 2 resource points.
Franklin's power is cumulative. If you activate him, ready him through an effect, and then activate him a second time, you will be able to recruit cards named Mr. Fantastic and Invisible Woman for 2 less resource points each this turn.
Global Domination
Plot Twist, 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 can only target an effect with Global Domination. An effect is only found on the chain.
Example: You cannot use Global Domination to negate Danger Room’s continuous modifier.
Heroes United
Plot Twist, Threshold 2
See Common Enemy
Iceman, Bobby Drake
Character, X-Men, Recruit 3
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.
Iceman’s power’s effect does not “stop working” if the target character becomes stunned over the course of the turn.
Invisible Woman, Invisible Girl
Character, Fantastic Four, Recruit 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, remove all attackers from this attack.
When a character is removed from the attack, do not ready that character.
When an attack concludes and there are no attackers, there is no ATK/DEF comparison.
Invisible Woman, Sue Richards
Character, Fantastic Four, Recruit 8
Activate, pay 6 endurance >>> Fantastic Four defending characters you control cannot be stunned this turn.
Even though the characters cannot be stunned, breakthrough damage will be applied as normal.
Jean Grey, Marvel Girl
Character, X-Men, Recruit 4
Activate >>> KO a resource you control. Put the top card of your deck face down into your resource row.
You choose which resource to KO when Jean Grey's power resolves.
Jean Grey, Phoenix Force
Character, X-Men, Recruit 8
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.
Jean Grey will return characters you control to owners’ hands as well.
Juggernaut
Character, Recruit 7
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.
A character that cannot be reinforced can still be targeted by effects that attempt to reinforce it. However, those effects will not reinforce it. Whenever a modifier says something cannot happen and another modifier tries to make it happen, "cannot" overrides "can."
Ka-Boom!
Plot Twist, Threshold 2
Play only from your resource row and only during your combat phase.
If Ka-Boom! is in your resource row, KO target location and KO Ka-Boom!
If the target is no longer in play when Ka-Boom!’s effect resolves, you will not KO Ka-Boom!
If the target is turned face down when Ka-Boom!’s effect resolves, it no longer counts as a location. You will not KO it or Ka-Boom!
If Ka-Boom! is turned face down or has left play before its effect resolves, “Ka-Boom!” will no longer be in your resource row. You will not KO the target or Ka-Boom!
Kristoff von Doom
Character, Doom, Recruit 2
You are considered to control Dr. Doom.
Army Doom characters you control get +1 ATK and +1 DEF.
“You are considered to control Dr. Doom” means you can play plot twists or use powers that require you to control Dr. Doom, triggered powers that check to see if you control Dr. Doom will trigger, and continuous powers that check to see if you control Dr. Doom will be “turned on.”
“You control Dr. Doom” does not mean you control a character. It also does not mean you control a Doom character.
Kristoff does not count as Dr. Doom. You may not exhaust Kristoff to pay for plot twists or payment powers that require you to exhaust Dr. Doom.
Longshot
Character, X-Men, Recruit 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.
You must name two different cards in the Vs. System.
If one or both of the cards you named is a character, you do not pick a version.
Example: You could name Wolverine and Cyclops.
Characters that have different versions still have the same name.
Example: You could not name Wolverine, Logan and Wolverine, Berserker Rage.
Lost City
Location, Threshold 1
If a Brotherhood character you control would become powered-up, that character gets +3 ATK and +3 DEF for this attack instead.
Lost City’s power generates a replacement effect. The +3 ATK and +3 DEF bonus is given to the character instead of any other power-up bonuses.
Luke Cage
Character, Fantastic Four, Recruit 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.
You can still power-up Luke Cage by discarding a card named Luke Cage from your hand
You can discard a card named Luke Cage to pay for his power. This does not count as powering-up Luke Cage.
Mastermind
Character, Brotherhood, Recruit 1
Activate >>> Target character with a cost of 3 or less attacking Mastermind does not ready during the recovery phase this turn.
Mastermind’s power’s effect does not “stop working” if the target character becomes stunned over the course of the turn.
Micro Sentinels
Plot Twist, 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.
The number of target characters is locked in when you first put Micro Sentinels’s effect on the chain. If the number of Sentinels you control changes before Micro Sentinels resolves, it doesn’t change the targets.
Moira MacTaggert
Character, X-Men, Recruit 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.
Moira MacTaggert is put on the bottom of your deck when her effect resolves. If you ready Moira MacTaggert before her effect resolves, you can activate her again before she is put on the bottom of your deck.
Mr. Fantastic, Stretch
Character, Fantastic Four, Recruit 5
Equipment cards cost you 1 less to recruit.
Pay 2 endurance >>> Transfer target equipment you control to an unequipped Fantastic Four character you control.
When you transfer equipment, take it off the character it is currently on and equip it to a new character. The new character must legally be able to have the equipment equipped to it.
Example: You could not transfer Power Compressor to any character except Dr. Doom.
You cannot transfer equipment to or from a stunned character.
Mutant Nation
Plot Twist, Threshold 2
See Common Enemy
Mystique, Raven Darkholme
Character, Brotherhood, Recruit 3
If Mystique would cause breakthrough endurance loss to an opponent, that opponent loses 5 endurance instead.
Mystique’s power replaces the amount of breakthrough she would cause with 5, whether it would have been less than 5, exactly 5, or more than 5.
Night Vision
Plot Twist, 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.
When a player draws cards, he draws them one at a time. If a player is playing with the top of his deck revealed and he is going to draw more than one card, he draws one and reveals the new top card, then draws it and reveals the next, and so on.
Nightcrawler
Character, X-Men, Recruit 2
Nightcrawler can attack as though he has flight and range.
While Nightcrawler is attacking, he cannot be stunned.
A character that can attack as though he or she has flight and range does not actually have or get flight or range. Cards that “look” for flight or range, like Cover Fire, won’t “find” him or her.
Nimrod
Character, Sentinel, Recruit 5
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.
If Nimrod has a repair counter and would become stunned, you must remove a counter.
If Nimrod does not have a repair counter and would become stunned, you are unable to remove a counter, and Nimrod will become stunned.
Not So Fast
Plot Twist, 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.
No So Fast cannot target an effect that was generated from an ongoing plot twist.
Professor X, World’s Most Powerful Telepath
Character, X-Men, Recruit 7
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.
You can target an already exhausted character with Professor X’s power. That character’s controller will still lose endurance equal to the character’s ATK.
Robot Seeker
Character, Sentinel, Recruit 3
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.
You do not have to choose the name of a character in play.
Rogue, Power Absorption
Character, Brotherhood, Recruit 4
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.
If one of the target character’s powers uses that character’s name, use Rogue’s name instead.
Savage Land
Location, Threshold 1
Activate >>> Target Brotherhood attacker you control gets +1 ATK and -1 DEF for this attack for each resource you control.
If Savage Land lowers a character’s DEF to less than 0, treat its DEF as 0 for all purposes except adding to or subtracting from it.
A character is not stunned when its DEF is 0.
Senator Kelly
Activate >>> Target player loses endurance equal to the number of army Sentinel characters you control.
Stunned Sentinel characters you control are included when calculating this endurance loss.
Spiral
Character, Recruit 4
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.
A character that can attack as though he or she has flight and range does not actually have or get flight or range. Cards that “look” for flight or range, like Cover Fire, won’t “find” him or her.
Toad
Character, Brotherhood, Recruit 2
If Toad would become stunned, you may return him to his owner's hand instead.
If you return Toad to your hand, you don’t take stun endurance loss. If you return Toad to hand while he is defending, you will apply breakthrough as normal.
Unlikely Allies
Plot Twist, Threshold 2
See Common Enemy
Victor Von Doom II
Character, Doom, Recruit 5
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.
“You are considered to control Dr. Doom” means you can play plot twists or use powers that require you to control Dr. Doom, triggered powers that check to see if you control Dr. Doom will trigger, and continuous powers that check to see if you control Dr. Doom will be “turned on.”
“You are considered to control Dr. Doom” does not mean you control a character. It also does not mean you control a Doom character
Xavier’s Dream
Plot Twist, 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.
Xavier’s Dream’s power will only trigger if there are no stunned characters in play.
Xavier’s School for Gifted Youngsters
Location, Threshold 1
Activate >>> Ready target X-Men character you control with a cost of 3 or less. That character cannot attack this turn.
You may choose to ready a character that is already ready. If you do, that character cannot attack this turn.
A Child Named Valeria
Plot Twist, 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.
This plot twist checks to see if you control Mr. Fantastic and Invisible Woman, and/or Dr. Doom when it resolves.
If you control Mr. Fantastic and Invisible Woman when this plot twist resolves, characters with a cost of 3 or less you control cannot be stunned for the duration of the turn, even if later on in the turn you no longer control Mr. Fantastic or Invisible Woman.
If you control Mr. Fantastic, Invisible Woman, Dr. Doom, and the only exhausted character with a cost of 2 or less, you must target your own character with the “Dr. Doom” part of A Child Named Valeria. When A Child Named Valeria resolves, its effect will try to stun your target character, however that character can’t be stunned, so nothing happens to it.
Acrobatic Dodge
Plot Twist, Threshold 1
Target defender you control gets -3 ATK and +3 DEF for this attack.
If a character’s ATK would be reduced to below 0 as a result of Acrobatic Dodge, treat its ATK as 0 for all purposes except adding to or subtracting from it.
Alicia Masters
Character, Fantastic Four, Recruit 1
0 ATK 1 DEF
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.
Alicia Masters’s power makes all cards named Thing and Human Torch cost you 1 less to recruit, so if you recruit both Thing and Human Torch, you save a total of 2 resource points.
Alicia's power is cumulative. If you activate her, ready her through an effect, and then activate her a second time, you will be able to recruit cards named Thing and Human Torch for 2 less resource points each this turn.
Annihilus
Character, Negative Zone, Recruit 7
16 ATK 16 DEF
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.
“Negative Zone” in Annihilus’s text box refers to the card Negative Zone.
It doesn’t matter who controls Negative Zone; if it’s in play, you don’t lose 15 endurance.
Ant Man
Character, Fantastic Four, Recruit 1
2 ATK 1 DEF
Activate >>> Target front row character is not and cannot be reinforced this turn.
A character that cannot be reinforced can still be targeted by effects that attempt to reinforce it. However, those effects will not reinforce it. Whenever a modifier says something cannot happen and another modifier tries to make it happen, "cannot" overrides "can."
Antarctic Research Base
Location, Threshold 1
Whenever you recruit an equipment card, if you control a Fantastic Four character, draw a card.
This power triggers when you announce recruiting the equipment, not when the equipment comes into play.
Example: You wish to recruit Advanced Hardware. You put the recruit effect on the chain, choose a target for Advanced Hardware, and pay 1 resource point. Antarctic Research Base’s power triggers and goes on the chain. It will resolve, and you will draw a card, before Advanced Hardware comes into play.
Avalon Space Station
Location, 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.
Because you announce all targets and pay all costs at the same time, you cannot target the card you discarded.
If you wish to use Avalon Space Station’s second power, there must be two characters in your KO’d pile for you to target.
Backfire
Plot Twist, Threshold 3
Target character gets -1 DEF this turn. KO all equipment equipped to that character.
You may target a character with Backfire even if that character is not equipped.
Betrayal
Plot Twist, Threshold 2
Target player stuns a non-stunned character he controls, unless all characters he controls that have team affiliations share a single team affiliation.
Betrayal doesn’t care if all of the target player’s characters share more than one team affiliation. They just have to share at least one team affiliation.
Bishop
Character, X-Men, Recruit 2
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.
If Bishop is team attacked, he gets +3 ATK and +3 DEF for each attacking character with range.
Bitter Rivals
Plot Twist, 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.
If you play Bitter Rivals from your hand, you still choose a character name.
You do not have to choose the name of a character in play.
If a Dr. Doom you control is team attacked, he gets +3 ATK for each character with the chosen name.
Blaastar
Character, Recruit 6
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.
“Negative Zone” in Blaastar’s text box refers to the card Negative Zone.
It doesn’t matter who controls Negative Zone. If it’s in play, you don’t discard your hand.
Blind Sided
Plot Twist, Threshold 2
Target character is not and cannot be reinforced this turn.
A character that cannot be reinforced can still be targeted by effects that attempt to reinforce it. However, those effects will not reinforce it. Whenever a modifier says something cannot happen and another modifier tries to make it happen, "cannot" overrides "can."
Blob
Character, Brotherhood, Recruit 4
While Blob is in your front row, support row Brotherhood characters you control cannot be attacked.
Characters that could normally attack the support row, such as characters with flight, cannot attack support row Brotherhood characters while Blob is in your front row.
Cerebro
Location, 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.
You may discard the X-Men character(s) you put into your hand as a part of this card's effect.
Charge!
Plot Twist, 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.
Moving your characters does not ready them.
You may rearrange your characters however you want as long as they are all in your front row
Common Enemy
Plot Twist, 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 team affiliations.
If you only control one character but it has both team affiliations, you may play Common Enemy.
If you play Common Enemy from your hand, you draw a card.
(These clarifications also apply to Heroes United, Mutant Nation & Unlikely Allies.)
Cosmic Radiation
Plot Twist, Threshold 3
Ready any number of Fantastic Four characters you control. Those characters cannot attack this turn.
You choose which characters to ready when Cosmic Radiation resolves.
You may choose to ready a character that is already ready. If you do, that character cannot attack this turn.
Crystal
Character, Fantastic Four, Recruit 4
Activate >>> Target opponent moves a support row character he controls to his front row. Use this power only during the combat phase.
The target opponent decides to which front row position to move the support row character.
Cyclops, Slim
Character, X-Men, Recruit 2
While participating in a team attack, your X-Men characters get +2 ATK and +2 DEF.
Cyclops does not have to be part of the team attack in order for his power to apply.
Cyclops can benefit from his own power.
It is possible to team attack an opponent directly if he has no characters in play or all of his characters are stunned.
Cyclops, Scott Summers
Character, X-Men, Recruit 5
While attacking from the support row, Cyclops cannot be stunned.
While attacking from the support row, Cyclops cannot be stunned by any means, including effects.
Destiny
Character, Brotherhood, Recruit 1
Activate >>> Whenever target character becomes stunned this turn, its controller loses 4 endurance. Use this power only during the build phase.
You can use this power any time during the build phase, including after your opponent has rearranged his characters during his formation step.
Doom’s Throne Room
Location, 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.
You may discard the plot twist(s) you put into your hand as part of this card's effect.
Doomstadt
You are considered to control Dr. Doom.
Your Dr. Doom gets +3 DEF.
“You are considered to control Dr. Doom” means you can play plot twists or use powers that require you to control Dr. Doom, triggered powers that check to see if you control Dr. Doom will trigger, and continuous powers that check to see if you control Dr. Doom will be “turned on.”
“You are considered to control Dr. Doom” does not mean you control a character. It also does not mean you control a Doom character.
Dr. Doom, Diabolic Genius
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.
Turning a plot twist face down “resets” it, allowing you to play it again.
Dr. Doom, Lord of Latveria
Character, Doom, Recruit 8
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.
Dr. Doom counts himself when determining how many resources you may turn face down.
You may turn any face-up resource face down, including ones you don’t control.
You choose which resource(s) to turn face down when his power resolves.
You choose which plot twist to return from your KO’d pile when his power resolves.
Fall Back!
Plot Twist, 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.
Moving your characters does not ready them.
You may rearrange your characters however you want as long as they are all in your support row.
Flying Kick
Plot Twist, Threshold 1
Target character has flight this turn.
While attacking this turn, that character gets +3 ATK this turn.
You may play Flying Kick at any time during the turn, but the +3 ATK only applies while the character is attacking.
The +3 ATK modifier lasts for the entire turn, so if a character with that modifier attacks more than once, it will have +3 ATK for each attack.
Focused Blast
Plot Twist, 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.
If the character is no longer in play when Focused Blast resolves, the target player still loses endurance equal to the character’s cost before it left play.
If the character’s cost is changed before Focused Blast resolves, the target player loses endurance equal to the new cost.
Foiled
Plot Twist, Threshold 1
Play only from your resource row and only during the combat phase.
If Foiled is in your resource row, KO target ongoing plot twist and KO Foiled.
If the target is no longer in play when Foiled’s effect resolves, you will not KO Foiled.
If the target is turned face down when Foiled’s effect resolves, it no longer counts as an ongoing plot twist. The effect is negated, and you will not KO the target or Foiled.
If Foiled is turned face down or has left play before its effect resolves, Foiled will no longer be in your resource row, and you will not KO the target or Foiled.
Forge
Character, X-Men, Recruit 1
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.
Returning Forge to your hand happens when his power resolves. If you ready Forge through an effect before his power resolves, you may use his power again before he is returned to owner’s hand.
Franklin Richards
Character, Fantastic Four, Recruit 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.
Franklin Richards’s power makes all cards named Mr. Fantastic and Invisible Woman cost you 1 less to recruit, so if you recruit both Mr. Fantastic and Invisible Woman, you save a total of 2 resource points.
Franklin's power is cumulative. If you activate him, ready him through an effect, and then activate him a second time, you will be able to recruit cards named Mr. Fantastic and Invisible Woman for 2 less resource points each this turn.
Global Domination
Plot Twist, 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 can only target an effect with Global Domination. An effect is only found on the chain.
Example: You cannot use Global Domination to negate Danger Room’s continuous modifier.
Heroes United
Plot Twist, Threshold 2
See Common Enemy
Iceman, Bobby Drake
Character, X-Men, Recruit 3
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.
Iceman’s power’s effect does not “stop working” if the target character becomes stunned over the course of the turn.
Invisible Woman, Invisible Girl
Character, Fantastic Four, Recruit 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, remove all attackers from this attack.
When a character is removed from the attack, do not ready that character.
When an attack concludes and there are no attackers, there is no ATK/DEF comparison.
Invisible Woman, Sue Richards
Character, Fantastic Four, Recruit 8
Activate, pay 6 endurance >>> Fantastic Four defending characters you control cannot be stunned this turn.
Even though the characters cannot be stunned, breakthrough damage will be applied as normal.
Jean Grey, Marvel Girl
Character, X-Men, Recruit 4
Activate >>> KO a resource you control. Put the top card of your deck face down into your resource row.
You choose which resource to KO when Jean Grey's power resolves.
Jean Grey, Phoenix Force
Character, X-Men, Recruit 8
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.
Jean Grey will return characters you control to owners’ hands as well.
Juggernaut
Character, Recruit 7
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.
A character that cannot be reinforced can still be targeted by effects that attempt to reinforce it. However, those effects will not reinforce it. Whenever a modifier says something cannot happen and another modifier tries to make it happen, "cannot" overrides "can."
Ka-Boom!
Plot Twist, Threshold 2
Play only from your resource row and only during your combat phase.
If Ka-Boom! is in your resource row, KO target location and KO Ka-Boom!
If the target is no longer in play when Ka-Boom!’s effect resolves, you will not KO Ka-Boom!
If the target is turned face down when Ka-Boom!’s effect resolves, it no longer counts as a location. You will not KO it or Ka-Boom!
If Ka-Boom! is turned face down or has left play before its effect resolves, “Ka-Boom!” will no longer be in your resource row. You will not KO the target or Ka-Boom!
Kristoff von Doom
Character, Doom, Recruit 2
You are considered to control Dr. Doom.
Army Doom characters you control get +1 ATK and +1 DEF.
“You are considered to control Dr. Doom” means you can play plot twists or use powers that require you to control Dr. Doom, triggered powers that check to see if you control Dr. Doom will trigger, and continuous powers that check to see if you control Dr. Doom will be “turned on.”
“You control Dr. Doom” does not mean you control a character. It also does not mean you control a Doom character.
Kristoff does not count as Dr. Doom. You may not exhaust Kristoff to pay for plot twists or payment powers that require you to exhaust Dr. Doom.
Longshot
Character, X-Men, Recruit 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.
You must name two different cards in the Vs. System.
If one or both of the cards you named is a character, you do not pick a version.
Example: You could name Wolverine and Cyclops.
Characters that have different versions still have the same name.
Example: You could not name Wolverine, Logan and Wolverine, Berserker Rage.
Lost City
Location, Threshold 1
If a Brotherhood character you control would become powered-up, that character gets +3 ATK and +3 DEF for this attack instead.
Lost City’s power generates a replacement effect. The +3 ATK and +3 DEF bonus is given to the character instead of any other power-up bonuses.
Luke Cage
Character, Fantastic Four, Recruit 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.
You can still power-up Luke Cage by discarding a card named Luke Cage from your hand
You can discard a card named Luke Cage to pay for his power. This does not count as powering-up Luke Cage.
Mastermind
Character, Brotherhood, Recruit 1
Activate >>> Target character with a cost of 3 or less attacking Mastermind does not ready during the recovery phase this turn.
Mastermind’s power’s effect does not “stop working” if the target character becomes stunned over the course of the turn.
Micro Sentinels
Plot Twist, 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.
The number of target characters is locked in when you first put Micro Sentinels’s effect on the chain. If the number of Sentinels you control changes before Micro Sentinels resolves, it doesn’t change the targets.
Moira MacTaggert
Character, X-Men, Recruit 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.
Moira MacTaggert is put on the bottom of your deck when her effect resolves. If you ready Moira MacTaggert before her effect resolves, you can activate her again before she is put on the bottom of your deck.
Mr. Fantastic, Stretch
Character, Fantastic Four, Recruit 5
Equipment cards cost you 1 less to recruit.
Pay 2 endurance >>> Transfer target equipment you control to an unequipped Fantastic Four character you control.
When you transfer equipment, take it off the character it is currently on and equip it to a new character. The new character must legally be able to have the equipment equipped to it.
Example: You could not transfer Power Compressor to any character except Dr. Doom.
You cannot transfer equipment to or from a stunned character.
Mutant Nation
Plot Twist, Threshold 2
See Common Enemy
Mystique, Raven Darkholme
Character, Brotherhood, Recruit 3
If Mystique would cause breakthrough endurance loss to an opponent, that opponent loses 5 endurance instead.
Mystique’s power replaces the amount of breakthrough she would cause with 5, whether it would have been less than 5, exactly 5, or more than 5.
Night Vision
Plot Twist, 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.
When a player draws cards, he draws them one at a time. If a player is playing with the top of his deck revealed and he is going to draw more than one card, he draws one and reveals the new top card, then draws it and reveals the next, and so on.
Nightcrawler
Character, X-Men, Recruit 2
Nightcrawler can attack as though he has flight and range.
While Nightcrawler is attacking, he cannot be stunned.
A character that can attack as though he or she has flight and range does not actually have or get flight or range. Cards that “look” for flight or range, like Cover Fire, won’t “find” him or her.
Nimrod
Character, Sentinel, Recruit 5
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.
If Nimrod has a repair counter and would become stunned, you must remove a counter.
If Nimrod does not have a repair counter and would become stunned, you are unable to remove a counter, and Nimrod will become stunned.
Not So Fast
Plot Twist, 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.
No So Fast cannot target an effect that was generated from an ongoing plot twist.
Professor X, World’s Most Powerful Telepath
Character, X-Men, Recruit 7
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.
You can target an already exhausted character with Professor X’s power. That character’s controller will still lose endurance equal to the character’s ATK.
Robot Seeker
Character, Sentinel, Recruit 3
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.
You do not have to choose the name of a character in play.
Rogue, Power Absorption
Character, Brotherhood, Recruit 4
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.
If one of the target character’s powers uses that character’s name, use Rogue’s name instead.
Savage Land
Location, Threshold 1
Activate >>> Target Brotherhood attacker you control gets +1 ATK and -1 DEF for this attack for each resource you control.
If Savage Land lowers a character’s DEF to less than 0, treat its DEF as 0 for all purposes except adding to or subtracting from it.
A character is not stunned when its DEF is 0.
Senator Kelly
Activate >>> Target player loses endurance equal to the number of army Sentinel characters you control.
Stunned Sentinel characters you control are included when calculating this endurance loss.
Spiral
Character, Recruit 4
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.
A character that can attack as though he or she has flight and range does not actually have or get flight or range. Cards that “look” for flight or range, like Cover Fire, won’t “find” him or her.
Toad
Character, Brotherhood, Recruit 2
If Toad would become stunned, you may return him to his owner's hand instead.
If you return Toad to your hand, you don’t take stun endurance loss. If you return Toad to hand while he is defending, you will apply breakthrough as normal.
Unlikely Allies
Plot Twist, Threshold 2
See Common Enemy
Victor Von Doom II
Character, Doom, Recruit 5
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.
“You are considered to control Dr. Doom” means you can play plot twists or use powers that require you to control Dr. Doom, triggered powers that check to see if you control Dr. Doom will trigger, and continuous powers that check to see if you control Dr. Doom will be “turned on.”
“You are considered to control Dr. Doom” does not mean you control a character. It also does not mean you control a Doom character
Xavier’s Dream
Plot Twist, 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.
Xavier’s Dream’s power will only trigger if there are no stunned characters in play.
Xavier’s School for Gifted Youngsters
Location, Threshold 1
Activate >>> Ready target X-Men character you control with a cost of 3 or less. That character cannot attack this turn.
You may choose to ready a character that is already ready. If you do, that character cannot attack this turn.
DC Origins FAQ
DC Origins Frequently Asked Questions
Rule specific FAQ
Locations, such as Lazarus Pit, in this set are not unique. They still follow the four cards per deck rule for deck construction.
Cards, such as Trigon, The Terrible, instruct you to move objects to your front, support or resource rows. As part of moving that object to one of your rows you gain control of that object.
Cards, such as Assassin Initiate, have you pay resource points as a cost for their payment power. You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
This set introduces variable costs (denoted by X). The following rule was modified to explain variable costs.
505.1b If the effect is modal (has the words "choose one" or "target player chooses one"), the player instructed to choose will make a modal choice for the effect. If the effect has additional costs, the player announces his or her intention to pay additional costs. If the effect has a variable cost, represented by an X, the player announces the value of X.
Cards, such as Dinah Laurel Lance, reference unprotected characters. The following rule explains protected characters. A character that does not have the "protected" characteristic is said to be unprotected.
701.7 "Protected" is a characteristic that a support row character may have. A character is protected if there is a non-stunned character in the front row that shares the same column with it.
One card in this set requires a coin flip. The following glossary entry has been added to explain coin flips:
Coin Flip
Some effects may instruct you to flip a coin. To flip a coin, one player flips the coin with the other player calling "heads" or "tails" while the coin is in the air. Rolling a die or another method of randomization is an acceptable alternative if no coin is available.
Some characters in this set, such as Dick Grayson have the following name convention Card name <> Identity. The following rule has been added for Identity in the Comprehensive Rules:
201.2 Some character card names have the <> symbol appearing after the name followed by text. These characters have an identity. The naming format for those characters is name <> identity. A character's identity is ignored when determining uniqueness of that character.
Boost is a new mechanic introduced in this set. The following rule has been added for Boost in the Comprehensive Rules:
709.1 Boost is a key word that represents a continuous power that functions in all zones. The phrase "Boost [cost]" means "As an additional cost to play this card you may pay [cost], if you do, the text after the boost key word is active when this card becomes an object."
Loyal is a new mechanic introduced in this set. The following rule has been added for Boost in the Comprehensive Rules:
710.1 Loyalty is a key word that represents a continuous power that functions in the hand zone. The phrase "Loyalty" means "Recruit this card only if you control a character that shares at least one team affiliation with this card."
Transferable is a new mechanic introduced in this set. The following rule has been added for Transferable in the Comprehensive Rules:
711.1 Transferable is a key word that represents a triggered power that functions in the in-play zone. The phrase "Transferable" means "At start of the formation step, you may transfer this card."
Card specific FAQ
Barbara Gordon <> Oracle, Information Network
Character, Gotham Knights, Recruit 2
1 ATK/2 DEF
As an additional cost to recruit Barbara Gordon, reveal another Gotham Knights character card from your hand.
Pay 1 resource point >>> Draw a card. Use this power only once per turn.
Activate >>> Draw a card. Use this power only during the recovery phase.
You may only use a power that has “Pay 1 resource point” during your recruit step because this is the only step that you have resource points.
Batcave
Location, Threshold 1
Flip Batcave only if you control a Gotham Knights character.
At the start of the build phase, you may have target opponent gain control of the initiative. If you do, at the start of the combat phase, the player who started the turn with the initiative gains control of the initiative.
Batcave allows you to make your opponent complete his steps in the build phase before you do.
Example: Bruce has the Batcave in play and it is Bruce’s initiative. At the start of the build phase Bruce has Alfred gain control of the initiative. This sets up a delayed trigger that will trigger at the start of the combat phase. Alfred completes his resource, recruit and formation steps first, and then Bruce does the same. Now, once they move to the combat phase they will resolve the trigger and Bruce will get the initiative.
Beast Boy, Garfield Logan
Character, Teen Titans, Recruit 3
3 ATK/3 DEF
Flight
Whenever Beast Boy attacks or is attacked, put a +1 ATK /+1 DEF counter on him.
Beast Boy’s triggered power triggers for every character attacking him. If Beast Boy is team attacked, he gets a +1/+1 counter for every attacker attacking him.
Black Mask, Roman Sionis
Character, Recruit 2
3 ATK/2 DEF
Range
Discard a character card with no team affiliation from your hand >>> Power-up Black Mask. Use this power only while Black Mask is attacking or defending. (A powered-up character gets +1 ATK and +1 DEF this attack.)
This power up is identical to the power-up game based effect. T-Jet will trigger on this power up.
Cassandra Cain <> Batgirl, Martial Artist
Character, Gotham Knights, Recruit 4
8 ATK/7 DEF
Loyalty. Discard a Gotham Knights character card from your hand >>> Cassandra Cain gets +1 ATK and +1 DEF this attack.
Though her power resembles a “power-up”, it is not one. Lost City will not replace this with +3/+3. T-Jet will not trigger.
Connor Kent <> Superboy, Tactile Telekinetic
Character, Teen Titans, Recruit 6
12 ATK/10 DEF
Flight, Range
Exhaust a Teen Titans character you control >>> Connor Kent gets +2 DEF this turn.
Pay 2 endurance >>> KO target equipment an opponent controls.
You may exhaust Connor Kent to pay for his payment power.
Dick Grayson <> Nightwing, Titan Leader
Character, Teen Titans, Recruit 5
8 ATK/8 DEF
While Dick Grayson is ready, Teen Titans attackers you control get +2 ATK.
Boost 2: When Dick Grayson comes into play, Teen Titans characters you control get +2 ATK while attacking this turn.
Dick Grayson's continuous power and Boost effect are cumulative. If you paid the boost, then while Dick Grayson is ready Teen Titan characters you control would get +4 ATK while attacking this turn.
Dr. Light, Arthur Light
Character, Fearsome Five, Recruit 6
11 ATK/11 DEF
Range
Activate >>> Stun target character with a cost less than the number of Fearsome Five characters you control.
Boost 3: When Dr. Light comes into play, put all Fearsome Five character cards in your KO'd pile into your front row.
Dr Light’s boost may result in your controlling two or more unique characters with the same name.
Dr. Tzin-Tzin, Master of Hypnosis
Character, League of Assassins, Recruit 4
5 ATK/5 DEF
Activate >>> Ready target attacker an opponent controls. That character gets -3 ATK this turn.
The readied attacker would be able to attack later if still able.
Dual Nature
Plot Twist, Threshold 3
As an additional cost to play Dual Nature, put a stunned League of Assassins character you control into your KO'd Pile.
Choose a League of Assassins character card in your hand with a cost less than the cost of the character you put into your KO'd pile. Put the chosen card into your support row.
Dual Nature may result in you controlling two unique characters with the same name. This happens because the unique character put under your control through Dual Nature’s effect was not recruited.
Firefly, Garfield Lynns
Character, Arkham Inmates, Recruit 2
3 ATK/1 DEF
Flight, Range
Activate, discard an Arkham Inmates character card from your hand >>> KO target location and KO a resource you control. Use this power only during your attack step.
You choose which resource you control to KO on resolution of this effect.
Fizzle
Plot Twist, Threshold 2
As an additional cost to play Fizzle, discard a Gotham Knights character card from your hand.
Negate target non-ongoing plot twist effect.
A non-ongoing plot twist effect is an effect generated from a plot twists that does not have the ongoing symbol. Fizzle is not a game term.
Heroic Sacrifice
Plot Twist, Threshold 2
As an additional cost to play Heroic Sacrifice, stun a non-defending Teen Titans character you control.
Exhaust target Teen Titans defender you control and remove all attackers from this attack.
When an attacker is removed from an attack, it is not readied.
Huntress, Helena Rosa Bertinelli
Character, Gotham Knights, Recruit 3
4 ATK/4 DEF
Range
While Huntress is attacking or defending, characters may not be the target of plot twists your opponents control.
While Huntress is attacking or defending all characters cannot be the target of plot twists your opponents control.
Jinx, Elemental Sorceress
Character, Fearsome Five, Recruit 4
7 ATK/7 DEF
Range
Exhaust a location you control >>> Each of your opponents loses 1 endurance.
Pay 1 resource point >>> Search your deck for a location card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
Lazarus Pit
Location, Threshold 1
Lazarus Pit is not unique.
KO Lazarus Pit >>> Recover target stunned League of Assassins character.
Activate >>> Target stunned League of Assassins character cannot be KO'd this turn.
If a character cannot be KO’d and is not recovered, leave it in play stunned.
Mad Hatter, Jervis Tetch
Character, Arkham Inmates, Recruit 2
1 ATK/2 DEF
Range
As an additional cost to recruit Mad Hatter, reveal another Arkham Inmates character card from your hand.
Pay 1 resource point >>> Move target character with a cost of 2 or less to your front row. At the start of the recovery phase, move that character to its owner's front row. Use this power only once per turn.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points. As part of moving a character to one of your rows, you gain control of that character.
Mirage, Miriam Delgado
Character, Teen Titans, Recruit 1
1 ATK/1 DEF
When Mirage comes into play, you may reveal a Teen Titans character card from your hand. If you do, choose a team affiliation. Mirage has the chosen team affiliation. (This is in addition to the Teen Titans team affiliation.)
You must choose a team affiliation that exists in the Vs System.
Mr. Zsasz, Victor Zsasz
Character, Arkham Inmates, Recruit 2
2 ATK/2 DEF
Whenever Mr. Zsasz stuns a defender, put a +1 ATK/+1 DEF counter on Mr. Zsasz.
Boost 1: When Mr. Zsasz comes into play, stun target character with a cost of 1. If you do, put a +1 ATK/+1 DEF counter on Mr. Zsasz.
You may still pay the boost cost even if there are no legal targets in play. When Mr. Zsasz comes into play, if there are no legal targets for his come into play effect to target, the effect will be negated by the game rules.
Mr. Zsasz will retain his counters when he is face down.
Museum Heist
Plot Twist, Threshold 2
Play Museum Heist only during the recovery phase.
Exhaust a ready character you control. If you do, draw two cards unless target opponent discards a card from his hand.
Your opponent chooses whether to discard a card from his hand or not after you choose if you exhaust a ready character you control or not.
Omen, Lilith Clay
Character, Teen Titans, Recruit 1
Exhaust a Teen Titans character you control >>> Look at the top X cards of your deck, where X is the cost of the character you exhausted. Put those cards on the top of your deck in any order.
You may exhaust Omen to pay for her payment power.
Optitron
Location, Threshold 1
Pay 1 resource point, discard a Teen Titans character card from your hand >>> Search your deck for a Teen Titans character card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
Poison Ivy, Pamela Isley
Character, Arkham Inmates, Recruit 4
6 ATK/7 DEF
Whenever Poison Ivy stuns a character, if that character would be recovered this turn, instead that character is not recovered and that character cannot be KO'd during the recovery phase this turn.
Treat a character stunned by Poison Ivy as normal, however if that character would be recovered this turn (even during the wrap-up), leave the character stunned instead and do not KO it during the recovery phase.
Red Star, Leonid Kovar
Character, Teen Titans, Recruit 4
7 ATK/6 DEF
Range
Whenever Red Star becomes powered-up, he cannot be stunned while attacking this turn.
Pay 1 resource point >>> Target player loses 5 endurance. Use this power only once per turn and only if you control another Teen Titans character.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
Rigged Elections
Plot Twist, Threshold 1
Ongoing: Exhaust an Arkham Inmates character you control >>> Put a ballot counter on Rigged Elections. If there are 25 or more ballot counters on Rigged Elections, you win the game.
If Rigged Elections is turned face down, it retains its counter.
Roy Harper <> Arsenal, Sharpshooter
Character, Teen Titans, Recruit 3
4 ATK/3 DEF
Range
Exhaust a Teen Titans character you control >>> Roy Harper gets +2 ATK this turn.
Activate, KO a resource you control >>> Stun target character with ATK less than Roy Harper’s ATK.
You may exhaust Roy Harper to pay for his payment power.
Talia, Daughter of the Demon's Head
Character, League of Assassins, Recruit 2
1 ATK/3 DEF
Activate >>> Reveal the top two cards of your deck. Put all revealed location cards into your hand. Put all other revealed cards on the bottom of your deck in any order. If you put at least one location card into your hand this way, discard a card from your hand.
You discard one card even if you put two locations into your hand.
T-Jet
Equipment, Recruit 1
Unique. Transferable. Characters you control have flight.
Whenever a Teen Titans character you control becomes powered-up, that character gets +1 ATK and +1 DEF this attack. (This is in addition to all other power-up modifiers.)
If Lost City replaces the power up with +3/+3 instead, T-Jet's triggered power will not trigger.
Teen Titans Go!
Plot Twist, Threshold 2
Ready all Teen Titans characters that have team attacked this turn. Those characters cause no breakthrough this turn.
Teen Titans Go! Will ready Teen Titans characters that are currently team attacking and any characters that have had the team attacker characteristic this turn.
The Demon, Etrigan
Character, Recruit 8
18 ATK/18 DEF
Range
When the Demon comes into play, each of your opponents KOs all resources he controls unless he pays 8 endurance.
This card’s official card text is: “When the Demon comes into play, each of your opponents KOs all resources he controls unless he pays 8 endurance.”
The Demon, Jason Blood
Character, Recruit 4
7 ATK/7 DEF
Whenever the Demon becomes stunned, search your deck for a different version of a card named the Demon, reveal it, and put it into your hand. Shuffle your deck.
Pay 1 endurance >>> Reveal a face-down resource you control. If it is a non-ongoing plot twist, turn it face up and draw a card. Use this power only once per turn.
When you reveal a plot twist for Demon's payment power, you do not play that plot twist, so you do not get the plot twist's effect.
The Joker, Joker's Wild
Character, Arkham Inmates, Recruit 3
3 ATK/3 DEF
Loyalty. If you would mulligan and the Joker is in your hand, you may reveal the Joker instead. If you do, put your hand on the bottom of your deck in any order, and draw five cards. You may not mulligan.
Boost 2: When the Joker comes into play, discard your hand and draw five cards.
Joker's power replaces your mulligan with drawing 5 cards and also prevents you from further mulliganing this game instead. So even though you did not mulligan this game, you may not mulligan.
Because it is not on a separate line "you may not mulligan" is not a separate continuous power – it is part of the continuous power that creates the replacement modifier. The "you may not mulligan" modifier only applies if you chose to replace your mulligan with the whole continuous power.
If you have two or more Jokers in your hand, you choose which modifier would replace your mulligan if any. It doesn’t matter which one you choose – the result is the same.
The Joker, The Clown Prince of Crime
Character, Arkham Inmates, Recruit 7
13 ATK/13 DEF
Loyalty. Discard an Arkham Inmates character card from your hand >>> Stun target character if its cost is equal to the card you discarded. Use this power only once per turn and only during your attack step.
The target character is only stunned if its cost is equal to the cost of the card you discarded.
Tim Drake <> Robin, Young Detective
Character, Teen Titans, Recruit 2
2 ATK/3 DEF
If a team attacker you control would become stunned, you may stun another team attacker you control instead.
Boost 2: When Tim Drake comes into play, Teen Titans characters you control cannot be stunned while attacking this turn.
Tim Drake affects even non Teen Titans that are team attacking.
Total Anarchy
Plot Twist, Threshold 1
Ongoing: Whenever a character with a cost of 3 or less becomes stunned, KO that character.
This includes your characters as well as your opponent's.
Tower of Babel
Plot Twist, Threshold 1
Play Tower of Babel only if you control a League of Assassins character.
During each player's attack step this turn, that player's characters that do not have the League of Assassins team affiliation have no team affiliation.
Once proposed team attackers become team attackers, Tower of Babel will not stop the attack.
Ubu, Ra's al Ghul's Bodyguard
Character, League of Assassins, Recruit 3
5 ATK/6 DEF
Loyalty. Characters protected by Ubu cannot be attacked.
Characters with flight cannot attack characters protected by Ubu.
USS Argus
Location, Threshold 3
If you would draw a card during the draw phase, skip that draw instead.
Activate >>> Look at the top four cards of your deck. Put one of them into your hand. Put the rest on the bottom of your deck in any order. Use this power only during the build phase and only if you control a Teen Titans character.
"Draw two cards," means, "draw a card, draw a card." This means that you will still skip your normal two-card draw during your draw phase.
Utility Belt
Equipment, Recruit 0
Equip only to a Gotham Knights character.
Equipped character can attack as though it had flight and range and has "Activate >>> Negate target payment power effect."
A payment power effect is an effect generated from a payment power. A payment power is identified by the arrow (>>>). Activated powers are a subset of payment powers.
Vic Stone <> Cyborg, Human Machine
Character, Teen Titans, Recruit 4
6 ATK/6 DEF
Range
Boost X: When Vic Stone comes into play, search your deck for an equipment card with a cost of X or less and equip it to Vic Stone. Shuffle your deck.
You may pay zero for the boost cost to search for a zero cost equipment.
Wayne Enterprises
Location, Threshold 1
Flip Wayne Enterprises only if you control a Gotham Knights character.
At the start of your formation step, you may transfer target equipment you control to an unequipped character you control.
Activate >>> Target equipped Gotham Knights character gets +1 ATK and +1 DEF this attack.
You may not transfer equipment to or from a stunned character.
Wheel of Plagues
Equipment, Recruit 1
Unique. Equip only to a League of Assassins character.
At the start of the recovery phase, each player who controls one or more characters with a plague counter discards a card from his hand.
Equipped character has " Activate, pay 5 endurance >>> Put a plague counter on target character."
Wheel of Plagues’s triggered power will only trigger once per player who controls a character with a plague counter regardless of how many characters with plague counters that player controls.
World's Finest
Plot Twist, 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.
You may choose any team affiliation among characters you control -- even Marvel team affiliations.
Rule specific FAQ
Locations, such as Lazarus Pit, in this set are not unique. They still follow the four cards per deck rule for deck construction.
Cards, such as Trigon, The Terrible, instruct you to move objects to your front, support or resource rows. As part of moving that object to one of your rows you gain control of that object.
Cards, such as Assassin Initiate, have you pay resource points as a cost for their payment power. You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
This set introduces variable costs (denoted by X). The following rule was modified to explain variable costs.
505.1b If the effect is modal (has the words "choose one" or "target player chooses one"), the player instructed to choose will make a modal choice for the effect. If the effect has additional costs, the player announces his or her intention to pay additional costs. If the effect has a variable cost, represented by an X, the player announces the value of X.
Cards, such as Dinah Laurel Lance, reference unprotected characters. The following rule explains protected characters. A character that does not have the "protected" characteristic is said to be unprotected.
701.7 "Protected" is a characteristic that a support row character may have. A character is protected if there is a non-stunned character in the front row that shares the same column with it.
One card in this set requires a coin flip. The following glossary entry has been added to explain coin flips:
Coin Flip
Some effects may instruct you to flip a coin. To flip a coin, one player flips the coin with the other player calling "heads" or "tails" while the coin is in the air. Rolling a die or another method of randomization is an acceptable alternative if no coin is available.
Some characters in this set, such as Dick Grayson have the following name convention Card name <> Identity. The following rule has been added for Identity in the Comprehensive Rules:
201.2 Some character card names have the <> symbol appearing after the name followed by text. These characters have an identity. The naming format for those characters is name <> identity. A character's identity is ignored when determining uniqueness of that character.
Boost is a new mechanic introduced in this set. The following rule has been added for Boost in the Comprehensive Rules:
709.1 Boost is a key word that represents a continuous power that functions in all zones. The phrase "Boost [cost]" means "As an additional cost to play this card you may pay [cost], if you do, the text after the boost key word is active when this card becomes an object."
Loyal is a new mechanic introduced in this set. The following rule has been added for Boost in the Comprehensive Rules:
710.1 Loyalty is a key word that represents a continuous power that functions in the hand zone. The phrase "Loyalty" means "Recruit this card only if you control a character that shares at least one team affiliation with this card."
Transferable is a new mechanic introduced in this set. The following rule has been added for Transferable in the Comprehensive Rules:
711.1 Transferable is a key word that represents a triggered power that functions in the in-play zone. The phrase "Transferable" means "At start of the formation step, you may transfer this card."
Card specific FAQ
Barbara Gordon <> Oracle, Information Network
Character, Gotham Knights, Recruit 2
1 ATK/2 DEF
As an additional cost to recruit Barbara Gordon, reveal another Gotham Knights character card from your hand.
Pay 1 resource point >>> Draw a card. Use this power only once per turn.
Activate >>> Draw a card. Use this power only during the recovery phase.
You may only use a power that has “Pay 1 resource point” during your recruit step because this is the only step that you have resource points.
Batcave
Location, Threshold 1
Flip Batcave only if you control a Gotham Knights character.
At the start of the build phase, you may have target opponent gain control of the initiative. If you do, at the start of the combat phase, the player who started the turn with the initiative gains control of the initiative.
Batcave allows you to make your opponent complete his steps in the build phase before you do.
Example: Bruce has the Batcave in play and it is Bruce’s initiative. At the start of the build phase Bruce has Alfred gain control of the initiative. This sets up a delayed trigger that will trigger at the start of the combat phase. Alfred completes his resource, recruit and formation steps first, and then Bruce does the same. Now, once they move to the combat phase they will resolve the trigger and Bruce will get the initiative.
Beast Boy, Garfield Logan
Character, Teen Titans, Recruit 3
3 ATK/3 DEF
Flight
Whenever Beast Boy attacks or is attacked, put a +1 ATK /+1 DEF counter on him.
Beast Boy’s triggered power triggers for every character attacking him. If Beast Boy is team attacked, he gets a +1/+1 counter for every attacker attacking him.
Black Mask, Roman Sionis
Character, Recruit 2
3 ATK/2 DEF
Range
Discard a character card with no team affiliation from your hand >>> Power-up Black Mask. Use this power only while Black Mask is attacking or defending. (A powered-up character gets +1 ATK and +1 DEF this attack.)
This power up is identical to the power-up game based effect. T-Jet will trigger on this power up.
Cassandra Cain <> Batgirl, Martial Artist
Character, Gotham Knights, Recruit 4
8 ATK/7 DEF
Loyalty. Discard a Gotham Knights character card from your hand >>> Cassandra Cain gets +1 ATK and +1 DEF this attack.
Though her power resembles a “power-up”, it is not one. Lost City will not replace this with +3/+3. T-Jet will not trigger.
Connor Kent <> Superboy, Tactile Telekinetic
Character, Teen Titans, Recruit 6
12 ATK/10 DEF
Flight, Range
Exhaust a Teen Titans character you control >>> Connor Kent gets +2 DEF this turn.
Pay 2 endurance >>> KO target equipment an opponent controls.
You may exhaust Connor Kent to pay for his payment power.
Dick Grayson <> Nightwing, Titan Leader
Character, Teen Titans, Recruit 5
8 ATK/8 DEF
While Dick Grayson is ready, Teen Titans attackers you control get +2 ATK.
Boost 2: When Dick Grayson comes into play, Teen Titans characters you control get +2 ATK while attacking this turn.
Dick Grayson's continuous power and Boost effect are cumulative. If you paid the boost, then while Dick Grayson is ready Teen Titan characters you control would get +4 ATK while attacking this turn.
Dr. Light, Arthur Light
Character, Fearsome Five, Recruit 6
11 ATK/11 DEF
Range
Activate >>> Stun target character with a cost less than the number of Fearsome Five characters you control.
Boost 3: When Dr. Light comes into play, put all Fearsome Five character cards in your KO'd pile into your front row.
Dr Light’s boost may result in your controlling two or more unique characters with the same name.
Dr. Tzin-Tzin, Master of Hypnosis
Character, League of Assassins, Recruit 4
5 ATK/5 DEF
Activate >>> Ready target attacker an opponent controls. That character gets -3 ATK this turn.
The readied attacker would be able to attack later if still able.
Dual Nature
Plot Twist, Threshold 3
As an additional cost to play Dual Nature, put a stunned League of Assassins character you control into your KO'd Pile.
Choose a League of Assassins character card in your hand with a cost less than the cost of the character you put into your KO'd pile. Put the chosen card into your support row.
Dual Nature may result in you controlling two unique characters with the same name. This happens because the unique character put under your control through Dual Nature’s effect was not recruited.
Firefly, Garfield Lynns
Character, Arkham Inmates, Recruit 2
3 ATK/1 DEF
Flight, Range
Activate, discard an Arkham Inmates character card from your hand >>> KO target location and KO a resource you control. Use this power only during your attack step.
You choose which resource you control to KO on resolution of this effect.
Fizzle
Plot Twist, Threshold 2
As an additional cost to play Fizzle, discard a Gotham Knights character card from your hand.
Negate target non-ongoing plot twist effect.
A non-ongoing plot twist effect is an effect generated from a plot twists that does not have the ongoing symbol. Fizzle is not a game term.
Heroic Sacrifice
Plot Twist, Threshold 2
As an additional cost to play Heroic Sacrifice, stun a non-defending Teen Titans character you control.
Exhaust target Teen Titans defender you control and remove all attackers from this attack.
When an attacker is removed from an attack, it is not readied.
Huntress, Helena Rosa Bertinelli
Character, Gotham Knights, Recruit 3
4 ATK/4 DEF
Range
While Huntress is attacking or defending, characters may not be the target of plot twists your opponents control.
While Huntress is attacking or defending all characters cannot be the target of plot twists your opponents control.
Jinx, Elemental Sorceress
Character, Fearsome Five, Recruit 4
7 ATK/7 DEF
Range
Exhaust a location you control >>> Each of your opponents loses 1 endurance.
Pay 1 resource point >>> Search your deck for a location card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
Lazarus Pit
Location, Threshold 1
Lazarus Pit is not unique.
KO Lazarus Pit >>> Recover target stunned League of Assassins character.
Activate >>> Target stunned League of Assassins character cannot be KO'd this turn.
If a character cannot be KO’d and is not recovered, leave it in play stunned.
Mad Hatter, Jervis Tetch
Character, Arkham Inmates, Recruit 2
1 ATK/2 DEF
Range
As an additional cost to recruit Mad Hatter, reveal another Arkham Inmates character card from your hand.
Pay 1 resource point >>> Move target character with a cost of 2 or less to your front row. At the start of the recovery phase, move that character to its owner's front row. Use this power only once per turn.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points. As part of moving a character to one of your rows, you gain control of that character.
Mirage, Miriam Delgado
Character, Teen Titans, Recruit 1
1 ATK/1 DEF
When Mirage comes into play, you may reveal a Teen Titans character card from your hand. If you do, choose a team affiliation. Mirage has the chosen team affiliation. (This is in addition to the Teen Titans team affiliation.)
You must choose a team affiliation that exists in the Vs System.
Mr. Zsasz, Victor Zsasz
Character, Arkham Inmates, Recruit 2
2 ATK/2 DEF
Whenever Mr. Zsasz stuns a defender, put a +1 ATK/+1 DEF counter on Mr. Zsasz.
Boost 1: When Mr. Zsasz comes into play, stun target character with a cost of 1. If you do, put a +1 ATK/+1 DEF counter on Mr. Zsasz.
You may still pay the boost cost even if there are no legal targets in play. When Mr. Zsasz comes into play, if there are no legal targets for his come into play effect to target, the effect will be negated by the game rules.
Mr. Zsasz will retain his counters when he is face down.
Museum Heist
Plot Twist, Threshold 2
Play Museum Heist only during the recovery phase.
Exhaust a ready character you control. If you do, draw two cards unless target opponent discards a card from his hand.
Your opponent chooses whether to discard a card from his hand or not after you choose if you exhaust a ready character you control or not.
Omen, Lilith Clay
Character, Teen Titans, Recruit 1
Exhaust a Teen Titans character you control >>> Look at the top X cards of your deck, where X is the cost of the character you exhausted. Put those cards on the top of your deck in any order.
You may exhaust Omen to pay for her payment power.
Optitron
Location, Threshold 1
Pay 1 resource point, discard a Teen Titans character card from your hand >>> Search your deck for a Teen Titans character card, reveal it, and put it into your hand. Shuffle your deck. Use this power only once per turn.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
Poison Ivy, Pamela Isley
Character, Arkham Inmates, Recruit 4
6 ATK/7 DEF
Whenever Poison Ivy stuns a character, if that character would be recovered this turn, instead that character is not recovered and that character cannot be KO'd during the recovery phase this turn.
Treat a character stunned by Poison Ivy as normal, however if that character would be recovered this turn (even during the wrap-up), leave the character stunned instead and do not KO it during the recovery phase.
Red Star, Leonid Kovar
Character, Teen Titans, Recruit 4
7 ATK/6 DEF
Range
Whenever Red Star becomes powered-up, he cannot be stunned while attacking this turn.
Pay 1 resource point >>> Target player loses 5 endurance. Use this power only once per turn and only if you control another Teen Titans character.
You may only use a power that has “Pay 1 resource point” during your recruit step, because this is the only step that you have resource points.
Rigged Elections
Plot Twist, Threshold 1
Ongoing: Exhaust an Arkham Inmates character you control >>> Put a ballot counter on Rigged Elections. If there are 25 or more ballot counters on Rigged Elections, you win the game.
If Rigged Elections is turned face down, it retains its counter.
Roy Harper <> Arsenal, Sharpshooter
Character, Teen Titans, Recruit 3
4 ATK/3 DEF
Range
Exhaust a Teen Titans character you control >>> Roy Harper gets +2 ATK this turn.
Activate, KO a resource you control >>> Stun target character with ATK less than Roy Harper’s ATK.
You may exhaust Roy Harper to pay for his payment power.
Talia, Daughter of the Demon's Head
Character, League of Assassins, Recruit 2
1 ATK/3 DEF
Activate >>> Reveal the top two cards of your deck. Put all revealed location cards into your hand. Put all other revealed cards on the bottom of your deck in any order. If you put at least one location card into your hand this way, discard a card from your hand.
You discard one card even if you put two locations into your hand.
T-Jet
Equipment, Recruit 1
Unique. Transferable. Characters you control have flight.
Whenever a Teen Titans character you control becomes powered-up, that character gets +1 ATK and +1 DEF this attack. (This is in addition to all other power-up modifiers.)
If Lost City replaces the power up with +3/+3 instead, T-Jet's triggered power will not trigger.
Teen Titans Go!
Plot Twist, Threshold 2
Ready all Teen Titans characters that have team attacked this turn. Those characters cause no breakthrough this turn.
Teen Titans Go! Will ready Teen Titans characters that are currently team attacking and any characters that have had the team attacker characteristic this turn.
The Demon, Etrigan
Character, Recruit 8
18 ATK/18 DEF
Range
When the Demon comes into play, each of your opponents KOs all resources he controls unless he pays 8 endurance.
This card’s official card text is: “When the Demon comes into play, each of your opponents KOs all resources he controls unless he pays 8 endurance.”
The Demon, Jason Blood
Character, Recruit 4
7 ATK/7 DEF
Whenever the Demon becomes stunned, search your deck for a different version of a card named the Demon, reveal it, and put it into your hand. Shuffle your deck.
Pay 1 endurance >>> Reveal a face-down resource you control. If it is a non-ongoing plot twist, turn it face up and draw a card. Use this power only once per turn.
When you reveal a plot twist for Demon's payment power, you do not play that plot twist, so you do not get the plot twist's effect.
The Joker, Joker's Wild
Character, Arkham Inmates, Recruit 3
3 ATK/3 DEF
Loyalty. If you would mulligan and the Joker is in your hand, you may reveal the Joker instead. If you do, put your hand on the bottom of your deck in any order, and draw five cards. You may not mulligan.
Boost 2: When the Joker comes into play, discard your hand and draw five cards.
Joker's power replaces your mulligan with drawing 5 cards and also prevents you from further mulliganing this game instead. So even though you did not mulligan this game, you may not mulligan.
Because it is not on a separate line "you may not mulligan" is not a separate continuous power – it is part of the continuous power that creates the replacement modifier. The "you may not mulligan" modifier only applies if you chose to replace your mulligan with the whole continuous power.
If you have two or more Jokers in your hand, you choose which modifier would replace your mulligan if any. It doesn’t matter which one you choose – the result is the same.
The Joker, The Clown Prince of Crime
Character, Arkham Inmates, Recruit 7
13 ATK/13 DEF
Loyalty. Discard an Arkham Inmates character card from your hand >>> Stun target character if its cost is equal to the card you discarded. Use this power only once per turn and only during your attack step.
The target character is only stunned if its cost is equal to the cost of the card you discarded.
Tim Drake <> Robin, Young Detective
Character, Teen Titans, Recruit 2
2 ATK/3 DEF
If a team attacker you control would become stunned, you may stun another team attacker you control instead.
Boost 2: When Tim Drake comes into play, Teen Titans characters you control cannot be stunned while attacking this turn.
Tim Drake affects even non Teen Titans that are team attacking.
Total Anarchy
Plot Twist, Threshold 1
Ongoing: Whenever a character with a cost of 3 or less becomes stunned, KO that character.
This includes your characters as well as your opponent's.
Tower of Babel
Plot Twist, Threshold 1
Play Tower of Babel only if you control a League of Assassins character.
During each player's attack step this turn, that player's characters that do not have the League of Assassins team affiliation have no team affiliation.
Once proposed team attackers become team attackers, Tower of Babel will not stop the attack.
Ubu, Ra's al Ghul's Bodyguard
Character, League of Assassins, Recruit 3
5 ATK/6 DEF
Loyalty. Characters protected by Ubu cannot be attacked.
Characters with flight cannot attack characters protected by Ubu.
USS Argus
Location, Threshold 3
If you would draw a card during the draw phase, skip that draw instead.
Activate >>> Look at the top four cards of your deck. Put one of them into your hand. Put the rest on the bottom of your deck in any order. Use this power only during the build phase and only if you control a Teen Titans character.
"Draw two cards," means, "draw a card, draw a card." This means that you will still skip your normal two-card draw during your draw phase.
Utility Belt
Equipment, Recruit 0
Equip only to a Gotham Knights character.
Equipped character can attack as though it had flight and range and has "Activate >>> Negate target payment power effect."
A payment power effect is an effect generated from a payment power. A payment power is identified by the arrow (>>>). Activated powers are a subset of payment powers.
Vic Stone <> Cyborg, Human Machine
Character, Teen Titans, Recruit 4
6 ATK/6 DEF
Range
Boost X: When Vic Stone comes into play, search your deck for an equipment card with a cost of X or less and equip it to Vic Stone. Shuffle your deck.
You may pay zero for the boost cost to search for a zero cost equipment.
Wayne Enterprises
Location, Threshold 1
Flip Wayne Enterprises only if you control a Gotham Knights character.
At the start of your formation step, you may transfer target equipment you control to an unequipped character you control.
Activate >>> Target equipped Gotham Knights character gets +1 ATK and +1 DEF this attack.
You may not transfer equipment to or from a stunned character.
Wheel of Plagues
Equipment, Recruit 1
Unique. Equip only to a League of Assassins character.
At the start of the recovery phase, each player who controls one or more characters with a plague counter discards a card from his hand.
Equipped character has " Activate, pay 5 endurance >>> Put a plague counter on target character."
Wheel of Plagues’s triggered power will only trigger once per player who controls a character with a plague counter regardless of how many characters with plague counters that player controls.
World's Finest
Plot Twist, 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.
You may choose any team affiliation among characters you control -- even Marvel team affiliations.
April 15, 2009
Web of Spider-Man FAQ
Web of Spiderman Frequently Asked Questions
General
Evasion is a new keyword in Web of Spiderman. Here is the official comprehensive rules entry on evasion.
707.6 Evasion is a keyword that represents a payment power on a character and has the text "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 simultaneously losing endurance equal to its recruit cost. (See rule 702.1a.)
Cards such as Dr. Octopus, Otto Octavius reference unprotected characters. The following rule explains protected characters. A character that does not have the protected characteristic is said to be unprotected.
701.7 "Protected" is a characteristic that a support row character may have. A character is protected if there is a non-stunned character in the front row that shares the same column with it.
Cards such as Rocket Racer reference moving objects. The following rule explains what it means to move an object.
512.3 Some one-shot modifiers will instruct a player to move an object in the in-play zone. That player picks up the object and then places the object in an empty position. These one-shot modifiers will usually have restrictions on which objects can be moved and to which rows they can be moved.
Cards such as Lizard instruct you to pay a cost. In order to pay a cost, you must have enough of what you are paying to pay that cost. If an effect or power tells you to pay 4 endurance, you must have at least 4 endurance to be able to pay.
Cards such as Sadistic Choice use the word “unless”. The following is a definition of the term “unless”.
Some modifiers use the phrase, “[Perform action] unless you [perform a second action].” This is the same as, “You may [Perform the second action.] If you do not, [perform the first action.]”
Some cards trigger on a player recruiting a card. Recruiting something means to announce it and pay its costs. See rules 505.1a-f for steps of recruiting a character.
Some cards, such as Armored Spider Suit, reduce costs. Costs can only be reduced to zero and can never be negative. Effects that look for the cost of a card look at the printed value of the card's cost.
Some cards, such as Scorpion, MacDonald Gargan, refer to choosing any number. “Any number” includes zero.
Card-Specific Questions
Ace Reporter
Plot Twist, 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 any order.
If there are fewer than four cards in that deck, look at all of them and arrange them as you choose.
Aerial Supremacy
Plot Twist, 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.
Aerial Supremacy refers to a character without either flight or range, not “a character without flight or a character without range.”
X-Men characters with flight will benefit from both of Aerial Supremacy’s powers.
Alistair Smythe, Ultimate Spider Slayer
Character, Sinister Syndicate, Recruit 3
3 ATK/5 DEF
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.
You don't choose the opponent and character name until the triggered power's effect resolves, so opponents can play or flip things in response to that triggered effect without hindrance.
Archangel, Angel of Death
Character, X-Men, Recruit 5
10 ATK/7 DEF
X-Men attackers with flight you control cannot be stunned while attacking a defender without flight or range.
Archangel refers to a character without either flight or range, not "a character without flight or a character without range."
Armored Spider Suit
Equipment, Recruit 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.
Recruiting something means to announce it and pay costs. See rules 505.1a-f for steps in recruiting a character.
You can't pay less than 0 to recruit Armored Spider Suit.
Its recruit cost doesn't change, only how much you have to pay while paying the cost.
Aunt May, May Parker
Character, Spider-Friends, Recruit 1
0 ATK/0 DEF
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.
Characters with 0 DEF are not automatically stunned.
A 0 ATK will stun a 0 DEF during an attack.
Bad Press
Plot Twist, Threshold 1
Ongoing: Locations cost your opponents 1 more to flip. Plot twists cost your opponents 1 more to play.
This does not change a plot twist's threshold cost, just how much you pay.
Bamf!
Plot Twist, Threshold 3
X-Men characters you control cannot be stunned while attacking this turn.
Characters benefiting from Bamf! can't be stunned by any effect while attacking and are not limited to "stunned by results of combat."
Black Cat, Felicia Hardy
Character, Spider-Friends, Recruit 4
7 ATK/6 DEF
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.
Zero is an even integer.
If your opponent's deck is empty, he or she will not have to discard.
Breaking Story
Plot Twist, 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.
If it is equal to or greater than that number, put it back on top of your deck face down.
Chameleon, Dmitri Smerdyakov
Character, Sinister Syndicate, Recruit 1
1 ATK/1 DEF
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.)
Unlike Kraven the Hunter, Chameleon only gets the team affiliation on resolving this effect, so old chosen affiliations don't "carry over" to the next turn. If Chameleon gets stolen, the power still remembers whether it's been used or not this turn.
Clone Saga
Plot Twist, Threshold 2
Play Clone Saga only if you control a Spider-Friends character.
Ongoing: Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO'd pile have the Spider-Friends team affiliation. (This is in addition to other team affiliations.)
Any character or character card with any affiliation at all gets the new affiliation.
This updated card text is different from what's printed on the card.
Com Link
Equipment, Recruit 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."
The character does not gain any additional affiliations; this doesn't cause team-up cards or Clone Saga to affect it if they would not normally do so. It can join in a team attack regardless of what the shared affiliation among the rest of the team attackers is. Multiple characters, each equipped with its own Com Link, can join together in a team attack of their own without specifying any particular team affiliation.
Crowd Control
Plot Twist, 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.
Crowd Control only affects support row characters you control as the plot twist resolves; moving characters there later this turn won't make them gain reinforcement, and moving characters to your front row later this turn won't make them lose reinforcement.
Crushing Blow
Plot Twist, Threshold 2
Target attacker gets +3 ATK and +3 DEF this attack while attacking an exhausted defender.
The defender does not have to be exhausted at the time Crushing Blow is played.
Dagger, Tandy Bowen
Character, Spider-Friends, Recruit 3
4 ATK/4 DEF
Activate >>> Target player loses 1 endurance for each card in his hand. Use this power only during your attack step.
Count cards on resolution of the power.
Daily Bugle
Location, Threshold 2
When you flip Daily Bugle, choose a character name.
Whenever a character an opponent controls with the chosen name becomes stunned, if it was stunned by one or more Spider-Friends characters you control, you may turn a face-up resource you control face down.
Daily Bugle can turn itself face down using its own effect. If the chosen character is stunned by a Spider-Friends team attack, the chosen character only become stunned once and will only trigger Daily Bugle one time.
This updated card text is different from what's printed on the card.
Dangerous Experiment
Plot Twist, 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.
This can easily take you below 0 endurance; you're losing the endurance, not paying it. If no plot twist with that name is in your deck, you reveal your whole deck, then shuffle it, then lose endurance equal to the number of cards in it. You do not have to choose a plot twist name that's in your deck, but you do have to choose one from the Vs. System game.
Daredevil, The Man Without Fear
Character, Spider-Friends, Recruit 5
9 ATK/8 DEF
While attacking a character with a cost of 5 or more, Daredevil cannot be stunned.
Daredevil can't be stunned by any effect while attacking a character with a cost of 5 or more.
Decoy Program
Equipment, Recruit 0
Unique. Equip only to an army Doom character you control. Equipped character loses all names and gains the name Dr. Doom.
This does mean you now control Dr. Doom, and now control a character named Dr. Doom. If you control a non-stunned character equipped with Decoy Program and you recruit a character named Dr. Doom, the equipped character is put into your KO’d pile.
Devil's Due
Plot Twist, Threshold 2
Ongoing: KO a character you control >>> Put a +1 ATK/+1 DEF counter on target Doom character you control.
You can target the character you plan to KO if you want to because the target is determined before the costs are paid, but then the effect is negated on resolution, and no counter gets put anywhere.
Dr. Hauptmann, Diabolic Inventor
Character, Doom, Recruit 1
1 ATK/1 DEF
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.
This does not change his recruit cost, it just lets you pay a different way.
Dr. Octopus, Doc Ock
Character, Sinister Syndicate, Recruit 7
15 ATK/15 DEF
Sinister Syndicate defenders you control have reinforcement. Whenever Dr. Octopus stuns a defender, you may stun target support row character.
Choose the target on announcement of the triggered power; decide whether to stun the character on resolution.
Emma Frost, Headmistress of Xavier's Academy
Character, X-Men, Recruit 6
12 ATK/10 DEF
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.
You draw whether or not his or her hand is empty. Your opponent discards whether or not you are able to draw a card.
ESU Science Lab
Location, 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.
If a player powers up a Brotherhood character while controlling an ESU Science Lab and Lost City, Lost City replaces "power-up" with "+3/+3", which isn't a power-up. This means that ESU Science Lab will not trigger.
This will trigger off multiple power-ups for the same defender, as "becomes powered-up" is the event of adding the modifier.
Fight to the Finish
Plot Twist, 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.
This does not target either character. If each one stuns the other, both will get KO’d, but the defender gets KO’d before the attacker does, because of 506.3's specified order, and because the primary player must be the controller of the attacker.
Fisk Towers
Location, 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
Fisk Towers's triggered power will trigger when you announce the character card and pay costs and will resolve before the character comes into play.
This does not recruit the second character in any way; any boost it has cannot be used.
Flamethrower
Equipment, Recruit 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.
The last power is a payment power of Flamethrower, not of the character. If the equipment gets moved, gets transferred, or changes controller, it remembers whether the power has already been used this turn.
Forced Allegiance
Plot Twist, Threshold 2
Choose a team affiliation from among characters you control.
Ongoing: If you chose a team affiliation, affiliated characters you control lose all team affiliations and gain the chosen team affiliation.
The characters don't lose their other affiliations or gain the chosen one until the plot twist effect resolves, because you don't choose the affiliation until then. If none of your characters has an affiliation, then you can't choose one and affiliated characters don't lose their affiliations at all.
Forced Allegiance does not affect Com Link's “as though” modifier in any way.
Forced Allegiance does not affect cards in your hand, KO’d pile, or deck. If a card in your hand is, for example, a Spider-Friends card and has loyalty, if you did not name Spider-Friends, then you cannot recruit the character.
This updated card text is different from what's printed on the card.
Fun and Games
Plot Twist, 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."
All characters get the activated power while Fun and Games is face up in your resource row. The granted power can be used to negate an opponent's use of the granted power, since it is itself an activated power.
Get Him My Petsss
Plot Twist, 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.
This does not target the non-stunned character, only the opponent. That opponent chooses which non-stunned character he or she will KO.
Goblin Glider
Equipment, Recruit 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.
Recruiting something means to announce it and pay costs. See rules 505.1a-f for steps in recruiting a character or equipment.
You can't pay less than 0 to recruit Goblin Glider. Its recruit cost doesn't change, only how much you have to pay while paying the cost.
Going My Way?
Plot Twist, Threshold 3
Spider-Friends characters you control can attack this turn as though they had flight and range. Ongoing: Characters named Spider-Man you control get +1 ATK.
This does not actually give them flight or range, it just lets them act as though they have them and attack accordingly.
Green Goblin, Norman Osborn
Character, Sinister Syndicate, Recruit 5
9 ATK/9 DEF
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.
A stunned character is a legal target as long as it is in the support row—a stunned character is never protected. If the target is a stunned character, the controller will still lose the endurance.
If a target becomes protected before the effect resolves, the entire effect will be countered.
Hired Goons
Plot Twist, 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.
This will affect characters that weren't in play yet when Hired Goons resolved.
The first power affects anyone's characters that came into play this turn, not just yours, as long as you control them.
Hobgoblin, Roderick Kingsley
Character, Sinister Syndicate, Recruit 6
13 ATK/10 DEF
Loyalty. When Hobgoblin is put into a KO'd pile from play, you may have each player KO a resource he controls.
Either all other players KO one, or nobody does; you don't get to choose individually for each other player.
Human Torch, Friendly Rival
Character, Spider-Friends, Recruit 5
8 ATK/9 DEF
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.
Human Torch's triggered power will trigger once per team attacker if he is team attacked, and the bonuses do accumulate in that case. You can only pay 3 endurance per attacker attacking him, and each use of the triggered power resolves separately, so you pay at separate times, and he gains ATK in separate chunks.
Hydro-Man, Morris Bench
Character, Sinister Syndicate, Recruit 5
7 ATK/7 DEF
Whenever Hydro-Man becomes stunned, at the start of the recovery phase, recover him.
If he manages to become stunned more than once in a turn, he'll get to recover that many times in that turn's recovery phase, plus, if you choose, during the rules-granted “free” recovery during the wrap-up.
This is a triggered power that triggers at the start of the recovery phase. This does not take the place of your “free” recovery for the turn.
Iceman, Cool Customer
Character, Spider-Friends, 6
12/12
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.
The opponents all discard at once; none of them get to see what another will be discarding, unless for some reason someone's playing with his or her hand revealed.
Insignificant Threat
Plot Twist, 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.
Choose the target before you pay the costs. Can target any attacker. Insignificant Threat compares costs on resolution.
J. Jonah Jameson, Sensationalist
Character, Recruit 1
1 ATK/1 DEF
If you win the game, you choose who starts with the initiative the next time you play against the same opponent or opponents.
For the purposes of tournament play, this card’s continuous power does not carry over to different matches. J. Jonah Jameson must be in play when you win for his continuous power to work.
Jackal, Dr. Miles Warren
Character, Sinister Syndicate, Recruit 4
6 ATK/6 DEF
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.
This does not recruit the character in any way, so boost cannot be used as part of this process. You may use this power whether or not you have such a card in your hand, but if you do have one on resolution it has to go into play.
John Proudstar <> Thunderbird, Apache Warrior
Character, X-Men, Recruit 4
9 ATK/8 DEF
Whenever John Proudstar becomes stunned, at the start of the recovery phase, if he is stunned, KO him.
John Proudstar's triggered power sets up a delayed conditional triggered modifier . At the start of the recovery phase, if John Proudstar is no longer stunned, the delayed triggered modifier will not trigger. If he is recovered before the triggered effect resolves, then the effect will be negated at resolution by game rules.
Julia Carpenter <> Spider-Woman, Web Weaver
Character, Spider-Friends, Recruit 4
7 ATK/7 DEF
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.
Can target characters who won't be able to attack this turn anyway, if you want.
Kaine, Imperfect Clone
Character, Sinister Syndicate, Recruit 6
12 ATK/12 DEF
While you control another Spider-Friends character, Kaine has the Spider-Friends team affiliation. Whenever Kaine stuns a Sinister Syndicate defender, KO that character.
Kaine retains all of its current team affiliations if he gains the Spider-Friends team affiliation.
Kingpin, Crime Boss
Character, Sinister Syndicate, Recruit 6
7 ATK/7 DEF
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.
Neither of these is a power-up; the second power does the same thing a power-up would do, but is not one itself.
Kraven the Hunter, Sergei Kravinoff
Character, Sinister Syndicate, Recruit 4
6 ATK/6 DEF
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.
You can choose a character in the Vs. System regardless of whether it’s in play or not.
"That name" is the last-chosen name. Kraven the Hunter keep his last choice if you don't choose a new name, so you can't "unchoose" and leave his choice blank after having chosen once.
Lion's Den
Location, Threshold 2
Pay 1 resource point >>> Target Sinister Syndicate character gets +4 ATK this turn. Use this power only once per turn.
You may only use the power during your recruit step, because that's the only time you have resource points to pay with.
Lyja, The Lazerfist
Character, Skrull, Recruit 3
4 ATK/3 DEF
While you control another Fantastic Four character, Lyja has the Fantastic Four team affiliation. KO Lyja >>> Recover target stunned Fantastic Four character you control.
Lyja will lose her granted affiliation if you lose control of all your other FF characters. Gaining the FF affiliation does not make her lose any other affiliations she may have.
Madame Web, Cassandra Webb
Character, Spider-Friends, Recruit 3
3 ATK/1 DEF
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 order.
You can either put both cards back on top of the deck in any order, or you can put both cards into the KO’d pile. You cannot choose to put one back on top and one in the KO’d pile.
Mark II, Number II, Leader Unit
Character, Sentinel, Recruit 3
4 ATK/4 DEF
Sentinel characters you control cannot be stunned or KO'd by non-ongoing plot twist effects your opponents control.
This does not stop them from being stunned or KO’d by combat or by effects from characters, equipment, locations, ongoing plot twists, or the rules.
Marvel's First Family
Plot Twist, 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.
This plot twist puts one effect on the chain. The four parts of this effect are independent of each other and will check each “if” on resolution only. This plot twist has one target, chosen on announcement, regardless of whether you control Mr. Fantastic or not.
You must have an equipment card in your KO’d pile in order to announce this plot twist.
Mary Jane Watson, MJ
Character, Spider-Friends, Recruit 1
1 ATK/1 DEF
Protected Spider-Friends defenders you control have reinforcement. Whenever one or more Spider-Friends team attackers you control stun a defender, draw a card.
Mary Jane Watson's triggered power triggers on a character being stunned by one or more team attackers at once. It can only trigger once per attack, regardless of the number of team attackers.
Mattie Franklin <> Spider-Woman, Gift of Power
Character, Spider-Friends, Recruit 6
11 ATK/11 DEF
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.
If she is team attacked, this will trigger once per team attacker, and they resolve separately, and the bonuses accumulate, but you won't be able to use the same Spider-Friends character card for more than one of the triggered powers.
Midtown High School
Location, Threshold 1
Whenever you recruit a non-army Spider-Friends character, you may pay 1 resource point. If you do, draw a card.
This triggers on announcing the recruitment, and resolves before the character comes into play. You may pay 1 or nothing; it doesn't say, "you may pay as many resource points as you like".
Mimic, Calvin Rankin
Character, Brotherhood, Recruit 6
12 ATK/12 DEF
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.)
Mimic can gain activated powers given to characters by equipment, such as Com Link, Sonic Gun, Advanced Hardware, Utility Belt, or Wheel of Plagues.
Misappropriation
Plot Twist, Threshold 1
Choose one: KO target equipment an opponent controls; or transfer target equipment to target unequipped Brotherhood character you control.
The second mode has two targets, but if one becomes illegal there will be no effect, because either it can't transfer the illegal equipment, or it can't put equipment on the illegal character.
Mojoverse
Location, Threshold 1
Attackers with no team affiliation get +1 ATK and +1 DEF. Activate >>> Target character you control loses all team affiliations this turn.
The second ability can "overwrite" an earlier-timestamped team-up card. It doesn't stop Com Linked characters from joining team attacks, and Com Link doesn't stop an unaffiliated character it's on from getting the bonus.
Mole Man, Leader of the Moloids
Character, Recruit 2
2 ATK/2 DEF
Mole Man gets +1 ATK and +1 DEF for each ongoing plot twist you control.
This is a continuous power, so his stats go up and down with your ongoing plot twists. Face-down plot twists are "just resources," so they do not contribute even if everyone knows what they are.
Morbius, Dr. Michael Morbius
Character, Sinister Syndicate, Recruit 5
8 ATK/8 DEF
Whenever Morbius stuns a character, gain endurance equal to that character's cost.
The player who gains endurance is the player who controlled Morbius when he stunned the character. If Morbius stuns several characters at once somehow, this will trigger once for each such character, and you'll gain endurance separately for each one.
Murderworld
Location, 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".
All characters get the power, not just your characters. If Mimic gains this power while he already has it, he can't "use it twice at once"—he must use one or the other.
My Hero
Plot Twist, 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.
You don't choose the character until the plot twist effect resolves, so your support row characters won't be protected until then.
Nice Try!
Plot Twist, Threshold 2
Negate target plot twist or payment effect that targets a Spider-Friends character you control.
Nice Try! can target a plot twist effect on the chain whether or not it was played from hand. It won’t do anything to stop untargeted effects or modifiers from the ongoing portion of a plot twist.
No Fear
Plot Twist, 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.
The defender only gets the bonus once, regardless of how many attackers with higher cost are team attacking it.
Nova, Richard Rider
Character, Spider-Friends, Recruit 6
11/12
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.
Nova's power will only trigger once per attack. You may not discard more then one card.
Osborn Industries
Location, 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.
You may discard two Sinister Syndicate cards from your hand to play the second effect of Osborn Industries.
Pier 4
Location, Threshold 1
Each Fantastic Four character you control can be equipped with up to two equipment.
This overrides the normal restriction about putting an equipment on an already-equipped character; affected characters are now illegal targets for recruiting equipment if they have two equipment already, etc.
Pleasant Distraction
Plot Twist, Threshold 2
Play Pleasant Distraction only during your attack step. Target character cannot attack this turn.
This does not remove a character from combat that's already an attacker, or somehow cancels previous attack; it just stops the target from being proposed as an attacker later on this turn.
Post, Kevin Tremain
Character, Brotherhood, Recruit 5
10/10
When Post comes into play, stun a Brotherhood character you control. Post gets +2 DEF while defending.
If you control no other Brotherhood characters, Post usually has to stun himself.
Power Nexus
Plot Twist, 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.
Power Nexus can target any character. "Any number" can be zero.
Prowler, Hobie Brown
Character, Spider-Friends, Recruit 1
1/1
Whenever Prowler causes breakthrough, draw a card, then discard a card from your hand.
If you are unable to draw a card, you still have to discard.
Purple Man, Zebediah Killgrave
Character, Doom, Recruit 3
4/4
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.
Purple Man checks targets on both announcement and resolution. The resource must remain face down, otherwise the whole effect will be negated by the game rules.
Rejuvenation
Plot Twist, 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.
Count cards in that KO’d pile on resolution of the plot twist effect.
This is not an ongoing plot twist in any way; the amount of endurance you gain doesn't "later go up or down."
Rhino, Alex O'Hirn
Character, Sinister Syndicate, Recruit 3
7/4
At the start of your recruit step, pay 4 endurance or KO Rhino.
Treat this as though it read, "KO Rhino unless you pay 4 endurance"; if you don't have 4 endurance, you have to KO Rhino if he's still in play on resolution.
Rise from the Grave
Plot Twist, Threshold 2
As an additional cost to play Rise from the Grave, pay 5 endurance. Recover target stunned character you control and move it to your support row. Lose endurance equal to that character's cost.
The character need not have been in your front row to start with, and can be moved to its current position if it started in your support row.
This updated card text is different from what's printed on the card.
Rocket Racer, Robert Farrell
Character, Spider-Friends, Recruit 1
1/1
Evasion. While a Spider-Friends character is protecting Rocket Racer, that character has reinforcement. Pay 1 endurance >>> Move Rocket Racer.
You can move Rocket Racer to any open spot in your front row or support row, including where he started off.
If a character was protecting Rocket Racer, and Rocket Racer is moved to a different place, then the character who was protecting him is no longer reinforced.
Sadistic Choice
Plot Twist, 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.
A player must discard two cards to avoid KO’ing a character. See definition of "unless" in the comprehensive rules.
Sandman, William Baker
Character, Sinister Syndicate, Recruit 6
8/8
When Sandman comes into play, put six +1 ATK / +1 DEF counters on him. Whenever Sandman becomes stunned, remove all counters from him.
When Sandman becomes stunned, you have to remove all counters from him of all types.
Scarlet Spider, Ben Reilly
Character, Spider-Friends, Recruit 6
10/12
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.
You may use the second power multiple times in a turn, since it doesn't cause Scarlet Spider to leave your hand, but the modifier from this effect doesn't do anything more in multiples than it does applied once.
Scorpion, MacDonald Gargan
Character, Sinister Syndicate, Recruit 5
9/8
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.
Scorpion does not prevent the character from later gaining reinforcement via another modifier.
Shocker, Herman Schultz
Character, Sinister Syndicate, Recruit 4
7/6
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.
This does not target either character, so you can still make your opponent exhaust one if he or she controls none of the other kind. Your opponent chooses which characters to exhaust.
Shriek, Frances Barrison
Character, Sinister Syndicate, Recruit 2
2/1
Other characters get +1 ATK.
Shriek give the +1 ATK bonus to all other characters that you and all your opponents control.
Siege Perilous
Location, 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.
The second power's resolution will trigger the first power.
Silvermane, Silvio Manfredi
Character, Sinister Syndicate, Recruit 2
0/2
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.
The first power is continuous, so Silvermane's ATK goes up and down along with your resources. Count opponent's resources on resolution of the second power.
Sinister Six
Plot Twist, Threshold 2
Play Sinister Six only if you control a Sinister Syndicate character.
Ongoing: Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO’d pile have the Sinister Syndicate team affiliation. (This is in addition to other team affiliations.)
Any character or character card with any affiliation at all gets the new affiliation.
This updated card text is different from what's printed on the card.
Smoke Screen
Equipment, Recruit 1
KO Smoke Screen >>> Target attacker cannot be stunned this attack.
Smoke Screen can be used on any target attacker, including your opponent's, and is not limited to the character equipped with Smoke Screen.
Sonic Gun
Equipment, Recruit 0
Whenever equipped character attacks a defender, exhaust that defender. Equipped character has "Activate >>> Remove all +1 ATK / +1 DEF counters from target character."
Mimic can steal this ability, since the character is given it by the equipment.
If the defender is already exhausted, nothing additional happens to it.
Speed Demon, James Sanders
Character, Sinister Syndicate, Recruit 1
1/1
Evasion. Speed Demon cannot be equipped. Pay 1 endurance >>> Ready Speed Demon. He cannot attack this turn. Use this power only once per turn.
Speed Demon is an illegal target for recruiting equipment and can't have equipment moved onto him, transferred onto him, or put into play onto him from another zone somehow.
If Speed Demon is already attacking, using the second power does not remove him from that attack, it just stops him from being included in any future proposed attacks this turn.
Spider Slayers
Plot Twist, 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.
The name is chosen just before the modifier gets applied. Unlike Kraven the Hunter, previously chosen names don't "carry over" between turns. You can use this plot twist before your resource step, turn it face down during that step, then use it again afterwards to get "double bonuses" or give bonuses for two different names this turn. The second power is triggered, and triggers once as your resource step starts, so you only get to turn it face down once.
Spider-Man, Alien Symbiote
Character, Spider-Friends, Recruit 5
9/9
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.
If you put the counter on him, it replaces becoming powered-up, so ESU Science Lab won't trigger in that case.
Spider-Man, Cosmic Spider-Man
Character, Spider-Friends, Recruit 8
17/17
Spider-Friends attackers you control cannot be stunned. At the start of the combat phase, Spider-Man gets +1 ATK and +1 DEF this turn for each non-stunned character target opponent controls.
Count non-stunned characters on resolution of the triggered power's effect. Spider-Man gets the bonus before anyone can declare an attack.
This updated card text is different from what's printed on the card.
Spider-Tracer
Plot Twist, 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.
You don't choose the character until the plot twist effect resolves off the chain, so the characters won't be untargetable until then.
Sucker Punch
Plot Twist, Threshold 1
Characters you control cannot be stunned while attacking exhausted defenders this turn.
Characters affected by Sucker Punch can't be stunned by any effect while attacking an exhausted defender; it's not limited to “stunned by results of combat.”
Supernova
Plot Twist, 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.
You can discard two Fantastic Four character cards, or a Fantastic Four character card and another card, if you want.
Termination Sequence
Plot Twist, 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.
Termination Sequence can target any character. You don't pick a non-stunned Army Sentinel character to KO until resolution; if you have none when this plot twist resolves, the plot twist has no further effect. The target character is chosen on announcement, not after you KO the Sentinel.
Terrax, Tyros
Character, Doom, Recruit 8
19/19
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.
This counts the total number of locations; it does not compare the number of locations each player KO’d to the costs of that player's characters. Terrax’s power is not optional.
The Rose, Richard Fisk
Character, Sinister Syndicate, Recruit 2
2/3
Locations cost your opponents 3 more to flip.
This is an additional cost, paid after revealing the location but before turning it face up and having its text turn on.
Thinking Outside the Box
Plot Twist, Threshold 1
Ongoing: You draw cards from the bottom of your deck.
This doesn't affect any other card positions; for example, you still reveal the top four cards for Twist of Fate or Ace Reporter, not the bottom four. This only affects where you draw from.
Time Platform
Equipment, Recruit 2
Unique. Transferable. KO Time Platform >>> Negate target non-ongoing plot twist effect.
Time Platform can only negate an effect from a plot twist that does not have the ongoing icon.
Tinkerer, Phineas Mason
Character, Sinister Syndicate, Recruit 1
1/1
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.
Tinkerer's power is a conditional trigger. This will not trigger unless at the start of the recovery phase you control more non-stunned characters than each of your opponents.
If on resolution, you no longer control more non-stunned characters that each of your opponents , the effect does nothing and puts no counter on the target character.
Tombstone, Lonnie Lincoln
Character, Sinister Syndicate, Recruit 1
3/4
At the start of your recruit step, KO Tombstone unless you discard a Sinister Syndicate character card from your hand.
If you have no Sinister Syndicate character card to discard, you must KO Tombstone if he's still in play on resolution.
Tri-Sentinel, Super Sentinel
Character, Sentinel, Recruit 7
13/13
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.
Tri-Sentinel is not an Army Sentinel character or character card.
When an Army Sentinel character you control becomes stunned, you will still take stun endurance loss from the stun yourself, and do so before opponent loses any endurance.
Twist of Fate
Plot Twist, 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.
If there are no character cards among them, put all four on the bottom in any order. If you have three or fewer cards in your deck, reveal all of them and proceed from there.
Unexpected Mutation
Plot Twist, 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.
If your deck is empty, you are unable to put the top card of your deck into your KO’d pile and the attacker gets no changes to its ATK or DEF.
Unmasked
Plot Twist, 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.
ESU Science Lab and cards of that type can't trigger while this modifier is in effect. Players can discard cards to power-up their characters in response to Unmasked if it's played during an attack.
The triggered power triggers only once as your resource step starts, resolves once, and lets you either pay 2 endurance and turn Unmasked face down, or pay nothing. It does not say, "pay 2 endurance as many times as you like."
Venom, Alien Symbiote
Character, Sinister Syndicate, Recruit 4
7/7
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.
You may KO Venom himself, but if you do, the counters don't get put anywhere.
Volcanic Base
Location, 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.
This is a conditional triggered power; it won't trigger unless your hand is empty as yhe recovery phase starts, and it will have no effect unless your hand is empty on resolution. You may discard either of the cards you drew, if the second part applies.
Vulture, Adrian Toomes
Character, Sinister Syndicate, Recruit 1
2/1
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.
If Vulture participates in a team attack, the amount of endurance you gain will be equal to the ATK Vulture contributed to the team attack. See rule 602.8c.
General
Evasion is a new keyword in Web of Spiderman. Here is the official comprehensive rules entry on evasion.
707.6 Evasion is a keyword that represents a payment power on a character and has the text "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 simultaneously losing endurance equal to its recruit cost. (See rule 702.1a.)
Cards such as Dr. Octopus, Otto Octavius reference unprotected characters. The following rule explains protected characters. A character that does not have the protected characteristic is said to be unprotected.
701.7 "Protected" is a characteristic that a support row character may have. A character is protected if there is a non-stunned character in the front row that shares the same column with it.
Cards such as Rocket Racer reference moving objects. The following rule explains what it means to move an object.
512.3 Some one-shot modifiers will instruct a player to move an object in the in-play zone. That player picks up the object and then places the object in an empty position. These one-shot modifiers will usually have restrictions on which objects can be moved and to which rows they can be moved.
Cards such as Lizard instruct you to pay a cost. In order to pay a cost, you must have enough of what you are paying to pay that cost. If an effect or power tells you to pay 4 endurance, you must have at least 4 endurance to be able to pay.
Cards such as Sadistic Choice use the word “unless”. The following is a definition of the term “unless”.
Some modifiers use the phrase, “[Perform action] unless you [perform a second action].” This is the same as, “You may [Perform the second action.] If you do not, [perform the first action.]”
Some cards trigger on a player recruiting a card. Recruiting something means to announce it and pay its costs. See rules 505.1a-f for steps of recruiting a character.
Some cards, such as Armored Spider Suit, reduce costs. Costs can only be reduced to zero and can never be negative. Effects that look for the cost of a card look at the printed value of the card's cost.
Some cards, such as Scorpion, MacDonald Gargan, refer to choosing any number. “Any number” includes zero.
Card-Specific Questions
Ace Reporter
Plot Twist, 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 any order.
If there are fewer than four cards in that deck, look at all of them and arrange them as you choose.
Aerial Supremacy
Plot Twist, 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.
Aerial Supremacy refers to a character without either flight or range, not “a character without flight or a character without range.”
X-Men characters with flight will benefit from both of Aerial Supremacy’s powers.
Alistair Smythe, Ultimate Spider Slayer
Character, Sinister Syndicate, Recruit 3
3 ATK/5 DEF
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.
You don't choose the opponent and character name until the triggered power's effect resolves, so opponents can play or flip things in response to that triggered effect without hindrance.
Archangel, Angel of Death
Character, X-Men, Recruit 5
10 ATK/7 DEF
X-Men attackers with flight you control cannot be stunned while attacking a defender without flight or range.
Archangel refers to a character without either flight or range, not "a character without flight or a character without range."
Armored Spider Suit
Equipment, Recruit 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.
Recruiting something means to announce it and pay costs. See rules 505.1a-f for steps in recruiting a character.
You can't pay less than 0 to recruit Armored Spider Suit.
Its recruit cost doesn't change, only how much you have to pay while paying the cost.
Aunt May, May Parker
Character, Spider-Friends, Recruit 1
0 ATK/0 DEF
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.
Characters with 0 DEF are not automatically stunned.
A 0 ATK will stun a 0 DEF during an attack.
Bad Press
Plot Twist, Threshold 1
Ongoing: Locations cost your opponents 1 more to flip. Plot twists cost your opponents 1 more to play.
This does not change a plot twist's threshold cost, just how much you pay.
Bamf!
Plot Twist, Threshold 3
X-Men characters you control cannot be stunned while attacking this turn.
Characters benefiting from Bamf! can't be stunned by any effect while attacking and are not limited to "stunned by results of combat."
Black Cat, Felicia Hardy
Character, Spider-Friends, Recruit 4
7 ATK/6 DEF
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.
Zero is an even integer.
If your opponent's deck is empty, he or she will not have to discard.
Breaking Story
Plot Twist, 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.
If it is equal to or greater than that number, put it back on top of your deck face down.
Chameleon, Dmitri Smerdyakov
Character, Sinister Syndicate, Recruit 1
1 ATK/1 DEF
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.)
Unlike Kraven the Hunter, Chameleon only gets the team affiliation on resolving this effect, so old chosen affiliations don't "carry over" to the next turn. If Chameleon gets stolen, the power still remembers whether it's been used or not this turn.
Clone Saga
Plot Twist, Threshold 2
Play Clone Saga only if you control a Spider-Friends character.
Ongoing: Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO'd pile have the Spider-Friends team affiliation. (This is in addition to other team affiliations.)
Any character or character card with any affiliation at all gets the new affiliation.
This updated card text is different from what's printed on the card.
Com Link
Equipment, Recruit 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."
The character does not gain any additional affiliations; this doesn't cause team-up cards or Clone Saga to affect it if they would not normally do so. It can join in a team attack regardless of what the shared affiliation among the rest of the team attackers is. Multiple characters, each equipped with its own Com Link, can join together in a team attack of their own without specifying any particular team affiliation.
Crowd Control
Plot Twist, 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.
Crowd Control only affects support row characters you control as the plot twist resolves; moving characters there later this turn won't make them gain reinforcement, and moving characters to your front row later this turn won't make them lose reinforcement.
Crushing Blow
Plot Twist, Threshold 2
Target attacker gets +3 ATK and +3 DEF this attack while attacking an exhausted defender.
The defender does not have to be exhausted at the time Crushing Blow is played.
Dagger, Tandy Bowen
Character, Spider-Friends, Recruit 3
4 ATK/4 DEF
Activate >>> Target player loses 1 endurance for each card in his hand. Use this power only during your attack step.
Count cards on resolution of the power.
Daily Bugle
Location, Threshold 2
When you flip Daily Bugle, choose a character name.
Whenever a character an opponent controls with the chosen name becomes stunned, if it was stunned by one or more Spider-Friends characters you control, you may turn a face-up resource you control face down.
Daily Bugle can turn itself face down using its own effect. If the chosen character is stunned by a Spider-Friends team attack, the chosen character only become stunned once and will only trigger Daily Bugle one time.
This updated card text is different from what's printed on the card.
Dangerous Experiment
Plot Twist, 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.
This can easily take you below 0 endurance; you're losing the endurance, not paying it. If no plot twist with that name is in your deck, you reveal your whole deck, then shuffle it, then lose endurance equal to the number of cards in it. You do not have to choose a plot twist name that's in your deck, but you do have to choose one from the Vs. System game.
Daredevil, The Man Without Fear
Character, Spider-Friends, Recruit 5
9 ATK/8 DEF
While attacking a character with a cost of 5 or more, Daredevil cannot be stunned.
Daredevil can't be stunned by any effect while attacking a character with a cost of 5 or more.
Decoy Program
Equipment, Recruit 0
Unique. Equip only to an army Doom character you control. Equipped character loses all names and gains the name Dr. Doom.
This does mean you now control Dr. Doom, and now control a character named Dr. Doom. If you control a non-stunned character equipped with Decoy Program and you recruit a character named Dr. Doom, the equipped character is put into your KO’d pile.
Devil's Due
Plot Twist, Threshold 2
Ongoing: KO a character you control >>> Put a +1 ATK/+1 DEF counter on target Doom character you control.
You can target the character you plan to KO if you want to because the target is determined before the costs are paid, but then the effect is negated on resolution, and no counter gets put anywhere.
Dr. Hauptmann, Diabolic Inventor
Character, Doom, Recruit 1
1 ATK/1 DEF
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.
This does not change his recruit cost, it just lets you pay a different way.
Dr. Octopus, Doc Ock
Character, Sinister Syndicate, Recruit 7
15 ATK/15 DEF
Sinister Syndicate defenders you control have reinforcement. Whenever Dr. Octopus stuns a defender, you may stun target support row character.
Choose the target on announcement of the triggered power; decide whether to stun the character on resolution.
Emma Frost, Headmistress of Xavier's Academy
Character, X-Men, Recruit 6
12 ATK/10 DEF
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.
You draw whether or not his or her hand is empty. Your opponent discards whether or not you are able to draw a card.
ESU Science Lab
Location, 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.
If a player powers up a Brotherhood character while controlling an ESU Science Lab and Lost City, Lost City replaces "power-up" with "+3/+3", which isn't a power-up. This means that ESU Science Lab will not trigger.
This will trigger off multiple power-ups for the same defender, as "becomes powered-up" is the event of adding the modifier.
Fight to the Finish
Plot Twist, 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.
This does not target either character. If each one stuns the other, both will get KO’d, but the defender gets KO’d before the attacker does, because of 506.3's specified order, and because the primary player must be the controller of the attacker.
Fisk Towers
Location, 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
Fisk Towers's triggered power will trigger when you announce the character card and pay costs and will resolve before the character comes into play.
This does not recruit the second character in any way; any boost it has cannot be used.
Flamethrower
Equipment, Recruit 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.
The last power is a payment power of Flamethrower, not of the character. If the equipment gets moved, gets transferred, or changes controller, it remembers whether the power has already been used this turn.
Forced Allegiance
Plot Twist, Threshold 2
Choose a team affiliation from among characters you control.
Ongoing: If you chose a team affiliation, affiliated characters you control lose all team affiliations and gain the chosen team affiliation.
The characters don't lose their other affiliations or gain the chosen one until the plot twist effect resolves, because you don't choose the affiliation until then. If none of your characters has an affiliation, then you can't choose one and affiliated characters don't lose their affiliations at all.
Forced Allegiance does not affect Com Link's “as though” modifier in any way.
Forced Allegiance does not affect cards in your hand, KO’d pile, or deck. If a card in your hand is, for example, a Spider-Friends card and has loyalty, if you did not name Spider-Friends, then you cannot recruit the character.
This updated card text is different from what's printed on the card.
Fun and Games
Plot Twist, 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."
All characters get the activated power while Fun and Games is face up in your resource row. The granted power can be used to negate an opponent's use of the granted power, since it is itself an activated power.
Get Him My Petsss
Plot Twist, 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.
This does not target the non-stunned character, only the opponent. That opponent chooses which non-stunned character he or she will KO.
Goblin Glider
Equipment, Recruit 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.
Recruiting something means to announce it and pay costs. See rules 505.1a-f for steps in recruiting a character or equipment.
You can't pay less than 0 to recruit Goblin Glider. Its recruit cost doesn't change, only how much you have to pay while paying the cost.
Going My Way?
Plot Twist, Threshold 3
Spider-Friends characters you control can attack this turn as though they had flight and range. Ongoing: Characters named Spider-Man you control get +1 ATK.
This does not actually give them flight or range, it just lets them act as though they have them and attack accordingly.
Green Goblin, Norman Osborn
Character, Sinister Syndicate, Recruit 5
9 ATK/9 DEF
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.
A stunned character is a legal target as long as it is in the support row—a stunned character is never protected. If the target is a stunned character, the controller will still lose the endurance.
If a target becomes protected before the effect resolves, the entire effect will be countered.
Hired Goons
Plot Twist, 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.
This will affect characters that weren't in play yet when Hired Goons resolved.
The first power affects anyone's characters that came into play this turn, not just yours, as long as you control them.
Hobgoblin, Roderick Kingsley
Character, Sinister Syndicate, Recruit 6
13 ATK/10 DEF
Loyalty. When Hobgoblin is put into a KO'd pile from play, you may have each player KO a resource he controls.
Either all other players KO one, or nobody does; you don't get to choose individually for each other player.
Human Torch, Friendly Rival
Character, Spider-Friends, Recruit 5
8 ATK/9 DEF
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.
Human Torch's triggered power will trigger once per team attacker if he is team attacked, and the bonuses do accumulate in that case. You can only pay 3 endurance per attacker attacking him, and each use of the triggered power resolves separately, so you pay at separate times, and he gains ATK in separate chunks.
Hydro-Man, Morris Bench
Character, Sinister Syndicate, Recruit 5
7 ATK/7 DEF
Whenever Hydro-Man becomes stunned, at the start of the recovery phase, recover him.
If he manages to become stunned more than once in a turn, he'll get to recover that many times in that turn's recovery phase, plus, if you choose, during the rules-granted “free” recovery during the wrap-up.
This is a triggered power that triggers at the start of the recovery phase. This does not take the place of your “free” recovery for the turn.
Iceman, Cool Customer
Character, Spider-Friends, 6
12/12
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.
The opponents all discard at once; none of them get to see what another will be discarding, unless for some reason someone's playing with his or her hand revealed.
Insignificant Threat
Plot Twist, 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.
Choose the target before you pay the costs. Can target any attacker. Insignificant Threat compares costs on resolution.
J. Jonah Jameson, Sensationalist
Character, Recruit 1
1 ATK/1 DEF
If you win the game, you choose who starts with the initiative the next time you play against the same opponent or opponents.
For the purposes of tournament play, this card’s continuous power does not carry over to different matches. J. Jonah Jameson must be in play when you win for his continuous power to work.
Jackal, Dr. Miles Warren
Character, Sinister Syndicate, Recruit 4
6 ATK/6 DEF
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.
This does not recruit the character in any way, so boost cannot be used as part of this process. You may use this power whether or not you have such a card in your hand, but if you do have one on resolution it has to go into play.
John Proudstar <> Thunderbird, Apache Warrior
Character, X-Men, Recruit 4
9 ATK/8 DEF
Whenever John Proudstar becomes stunned, at the start of the recovery phase, if he is stunned, KO him.
John Proudstar's triggered power sets up a delayed conditional triggered modifier . At the start of the recovery phase, if John Proudstar is no longer stunned, the delayed triggered modifier will not trigger. If he is recovered before the triggered effect resolves, then the effect will be negated at resolution by game rules.
Julia Carpenter <> Spider-Woman, Web Weaver
Character, Spider-Friends, Recruit 4
7 ATK/7 DEF
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.
Can target characters who won't be able to attack this turn anyway, if you want.
Kaine, Imperfect Clone
Character, Sinister Syndicate, Recruit 6
12 ATK/12 DEF
While you control another Spider-Friends character, Kaine has the Spider-Friends team affiliation. Whenever Kaine stuns a Sinister Syndicate defender, KO that character.
Kaine retains all of its current team affiliations if he gains the Spider-Friends team affiliation.
Kingpin, Crime Boss
Character, Sinister Syndicate, Recruit 6
7 ATK/7 DEF
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.
Neither of these is a power-up; the second power does the same thing a power-up would do, but is not one itself.
Kraven the Hunter, Sergei Kravinoff
Character, Sinister Syndicate, Recruit 4
6 ATK/6 DEF
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.
You can choose a character in the Vs. System regardless of whether it’s in play or not.
"That name" is the last-chosen name. Kraven the Hunter keep his last choice if you don't choose a new name, so you can't "unchoose" and leave his choice blank after having chosen once.
Lion's Den
Location, Threshold 2
Pay 1 resource point >>> Target Sinister Syndicate character gets +4 ATK this turn. Use this power only once per turn.
You may only use the power during your recruit step, because that's the only time you have resource points to pay with.
Lyja, The Lazerfist
Character, Skrull, Recruit 3
4 ATK/3 DEF
While you control another Fantastic Four character, Lyja has the Fantastic Four team affiliation. KO Lyja >>> Recover target stunned Fantastic Four character you control.
Lyja will lose her granted affiliation if you lose control of all your other FF characters. Gaining the FF affiliation does not make her lose any other affiliations she may have.
Madame Web, Cassandra Webb
Character, Spider-Friends, Recruit 3
3 ATK/1 DEF
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 order.
You can either put both cards back on top of the deck in any order, or you can put both cards into the KO’d pile. You cannot choose to put one back on top and one in the KO’d pile.
Mark II, Number II, Leader Unit
Character, Sentinel, Recruit 3
4 ATK/4 DEF
Sentinel characters you control cannot be stunned or KO'd by non-ongoing plot twist effects your opponents control.
This does not stop them from being stunned or KO’d by combat or by effects from characters, equipment, locations, ongoing plot twists, or the rules.
Marvel's First Family
Plot Twist, 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.
This plot twist puts one effect on the chain. The four parts of this effect are independent of each other and will check each “if” on resolution only. This plot twist has one target, chosen on announcement, regardless of whether you control Mr. Fantastic or not.
You must have an equipment card in your KO’d pile in order to announce this plot twist.
Mary Jane Watson, MJ
Character, Spider-Friends, Recruit 1
1 ATK/1 DEF
Protected Spider-Friends defenders you control have reinforcement. Whenever one or more Spider-Friends team attackers you control stun a defender, draw a card.
Mary Jane Watson's triggered power triggers on a character being stunned by one or more team attackers at once. It can only trigger once per attack, regardless of the number of team attackers.
Mattie Franklin <> Spider-Woman, Gift of Power
Character, Spider-Friends, Recruit 6
11 ATK/11 DEF
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.
If she is team attacked, this will trigger once per team attacker, and they resolve separately, and the bonuses accumulate, but you won't be able to use the same Spider-Friends character card for more than one of the triggered powers.
Midtown High School
Location, Threshold 1
Whenever you recruit a non-army Spider-Friends character, you may pay 1 resource point. If you do, draw a card.
This triggers on announcing the recruitment, and resolves before the character comes into play. You may pay 1 or nothing; it doesn't say, "you may pay as many resource points as you like".
Mimic, Calvin Rankin
Character, Brotherhood, Recruit 6
12 ATK/12 DEF
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.)
Mimic can gain activated powers given to characters by equipment, such as Com Link, Sonic Gun, Advanced Hardware, Utility Belt, or Wheel of Plagues.
Misappropriation
Plot Twist, Threshold 1
Choose one: KO target equipment an opponent controls; or transfer target equipment to target unequipped Brotherhood character you control.
The second mode has two targets, but if one becomes illegal there will be no effect, because either it can't transfer the illegal equipment, or it can't put equipment on the illegal character.
Mojoverse
Location, Threshold 1
Attackers with no team affiliation get +1 ATK and +1 DEF. Activate >>> Target character you control loses all team affiliations this turn.
The second ability can "overwrite" an earlier-timestamped team-up card. It doesn't stop Com Linked characters from joining team attacks, and Com Link doesn't stop an unaffiliated character it's on from getting the bonus.
Mole Man, Leader of the Moloids
Character, Recruit 2
2 ATK/2 DEF
Mole Man gets +1 ATK and +1 DEF for each ongoing plot twist you control.
This is a continuous power, so his stats go up and down with your ongoing plot twists. Face-down plot twists are "just resources," so they do not contribute even if everyone knows what they are.
Morbius, Dr. Michael Morbius
Character, Sinister Syndicate, Recruit 5
8 ATK/8 DEF
Whenever Morbius stuns a character, gain endurance equal to that character's cost.
The player who gains endurance is the player who controlled Morbius when he stunned the character. If Morbius stuns several characters at once somehow, this will trigger once for each such character, and you'll gain endurance separately for each one.
Murderworld
Location, 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".
All characters get the power, not just your characters. If Mimic gains this power while he already has it, he can't "use it twice at once"—he must use one or the other.
My Hero
Plot Twist, 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.
You don't choose the character until the plot twist effect resolves, so your support row characters won't be protected until then.
Nice Try!
Plot Twist, Threshold 2
Negate target plot twist or payment effect that targets a Spider-Friends character you control.
Nice Try! can target a plot twist effect on the chain whether or not it was played from hand. It won’t do anything to stop untargeted effects or modifiers from the ongoing portion of a plot twist.
No Fear
Plot Twist, 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.
The defender only gets the bonus once, regardless of how many attackers with higher cost are team attacking it.
Nova, Richard Rider
Character, Spider-Friends, Recruit 6
11/12
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.
Nova's power will only trigger once per attack. You may not discard more then one card.
Osborn Industries
Location, 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.
You may discard two Sinister Syndicate cards from your hand to play the second effect of Osborn Industries.
Pier 4
Location, Threshold 1
Each Fantastic Four character you control can be equipped with up to two equipment.
This overrides the normal restriction about putting an equipment on an already-equipped character; affected characters are now illegal targets for recruiting equipment if they have two equipment already, etc.
Pleasant Distraction
Plot Twist, Threshold 2
Play Pleasant Distraction only during your attack step. Target character cannot attack this turn.
This does not remove a character from combat that's already an attacker, or somehow cancels previous attack; it just stops the target from being proposed as an attacker later on this turn.
Post, Kevin Tremain
Character, Brotherhood, Recruit 5
10/10
When Post comes into play, stun a Brotherhood character you control. Post gets +2 DEF while defending.
If you control no other Brotherhood characters, Post usually has to stun himself.
Power Nexus
Plot Twist, 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.
Power Nexus can target any character. "Any number" can be zero.
Prowler, Hobie Brown
Character, Spider-Friends, Recruit 1
1/1
Whenever Prowler causes breakthrough, draw a card, then discard a card from your hand.
If you are unable to draw a card, you still have to discard.
Purple Man, Zebediah Killgrave
Character, Doom, Recruit 3
4/4
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.
Purple Man checks targets on both announcement and resolution. The resource must remain face down, otherwise the whole effect will be negated by the game rules.
Rejuvenation
Plot Twist, 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.
Count cards in that KO’d pile on resolution of the plot twist effect.
This is not an ongoing plot twist in any way; the amount of endurance you gain doesn't "later go up or down."
Rhino, Alex O'Hirn
Character, Sinister Syndicate, Recruit 3
7/4
At the start of your recruit step, pay 4 endurance or KO Rhino.
Treat this as though it read, "KO Rhino unless you pay 4 endurance"; if you don't have 4 endurance, you have to KO Rhino if he's still in play on resolution.
Rise from the Grave
Plot Twist, Threshold 2
As an additional cost to play Rise from the Grave, pay 5 endurance. Recover target stunned character you control and move it to your support row. Lose endurance equal to that character's cost.
The character need not have been in your front row to start with, and can be moved to its current position if it started in your support row.
This updated card text is different from what's printed on the card.
Rocket Racer, Robert Farrell
Character, Spider-Friends, Recruit 1
1/1
Evasion. While a Spider-Friends character is protecting Rocket Racer, that character has reinforcement. Pay 1 endurance >>> Move Rocket Racer.
You can move Rocket Racer to any open spot in your front row or support row, including where he started off.
If a character was protecting Rocket Racer, and Rocket Racer is moved to a different place, then the character who was protecting him is no longer reinforced.
Sadistic Choice
Plot Twist, 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.
A player must discard two cards to avoid KO’ing a character. See definition of "unless" in the comprehensive rules.
Sandman, William Baker
Character, Sinister Syndicate, Recruit 6
8/8
When Sandman comes into play, put six +1 ATK / +1 DEF counters on him. Whenever Sandman becomes stunned, remove all counters from him.
When Sandman becomes stunned, you have to remove all counters from him of all types.
Scarlet Spider, Ben Reilly
Character, Spider-Friends, Recruit 6
10/12
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.
You may use the second power multiple times in a turn, since it doesn't cause Scarlet Spider to leave your hand, but the modifier from this effect doesn't do anything more in multiples than it does applied once.
Scorpion, MacDonald Gargan
Character, Sinister Syndicate, Recruit 5
9/8
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.
Scorpion does not prevent the character from later gaining reinforcement via another modifier.
Shocker, Herman Schultz
Character, Sinister Syndicate, Recruit 4
7/6
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.
This does not target either character, so you can still make your opponent exhaust one if he or she controls none of the other kind. Your opponent chooses which characters to exhaust.
Shriek, Frances Barrison
Character, Sinister Syndicate, Recruit 2
2/1
Other characters get +1 ATK.
Shriek give the +1 ATK bonus to all other characters that you and all your opponents control.
Siege Perilous
Location, 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.
The second power's resolution will trigger the first power.
Silvermane, Silvio Manfredi
Character, Sinister Syndicate, Recruit 2
0/2
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.
The first power is continuous, so Silvermane's ATK goes up and down along with your resources. Count opponent's resources on resolution of the second power.
Sinister Six
Plot Twist, Threshold 2
Play Sinister Six only if you control a Sinister Syndicate character.
Ongoing: Affiliated characters you control, as well as affiliated cards in your deck, hand, and KO’d pile have the Sinister Syndicate team affiliation. (This is in addition to other team affiliations.)
Any character or character card with any affiliation at all gets the new affiliation.
This updated card text is different from what's printed on the card.
Smoke Screen
Equipment, Recruit 1
KO Smoke Screen >>> Target attacker cannot be stunned this attack.
Smoke Screen can be used on any target attacker, including your opponent's, and is not limited to the character equipped with Smoke Screen.
Sonic Gun
Equipment, Recruit 0
Whenever equipped character attacks a defender, exhaust that defender. Equipped character has "Activate >>> Remove all +1 ATK / +1 DEF counters from target character."
Mimic can steal this ability, since the character is given it by the equipment.
If the defender is already exhausted, nothing additional happens to it.
Speed Demon, James Sanders
Character, Sinister Syndicate, Recruit 1
1/1
Evasion. Speed Demon cannot be equipped. Pay 1 endurance >>> Ready Speed Demon. He cannot attack this turn. Use this power only once per turn.
Speed Demon is an illegal target for recruiting equipment and can't have equipment moved onto him, transferred onto him, or put into play onto him from another zone somehow.
If Speed Demon is already attacking, using the second power does not remove him from that attack, it just stops him from being included in any future proposed attacks this turn.
Spider Slayers
Plot Twist, 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.
The name is chosen just before the modifier gets applied. Unlike Kraven the Hunter, previously chosen names don't "carry over" between turns. You can use this plot twist before your resource step, turn it face down during that step, then use it again afterwards to get "double bonuses" or give bonuses for two different names this turn. The second power is triggered, and triggers once as your resource step starts, so you only get to turn it face down once.
Spider-Man, Alien Symbiote
Character, Spider-Friends, Recruit 5
9/9
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.
If you put the counter on him, it replaces becoming powered-up, so ESU Science Lab won't trigger in that case.
Spider-Man, Cosmic Spider-Man
Character, Spider-Friends, Recruit 8
17/17
Spider-Friends attackers you control cannot be stunned. At the start of the combat phase, Spider-Man gets +1 ATK and +1 DEF this turn for each non-stunned character target opponent controls.
Count non-stunned characters on resolution of the triggered power's effect. Spider-Man gets the bonus before anyone can declare an attack.
This updated card text is different from what's printed on the card.
Spider-Tracer
Plot Twist, 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.
You don't choose the character until the plot twist effect resolves off the chain, so the characters won't be untargetable until then.
Sucker Punch
Plot Twist, Threshold 1
Characters you control cannot be stunned while attacking exhausted defenders this turn.
Characters affected by Sucker Punch can't be stunned by any effect while attacking an exhausted defender; it's not limited to “stunned by results of combat.”
Supernova
Plot Twist, 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.
You can discard two Fantastic Four character cards, or a Fantastic Four character card and another card, if you want.
Termination Sequence
Plot Twist, 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.
Termination Sequence can target any character. You don't pick a non-stunned Army Sentinel character to KO until resolution; if you have none when this plot twist resolves, the plot twist has no further effect. The target character is chosen on announcement, not after you KO the Sentinel.
Terrax, Tyros
Character, Doom, Recruit 8
19/19
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.
This counts the total number of locations; it does not compare the number of locations each player KO’d to the costs of that player's characters. Terrax’s power is not optional.
The Rose, Richard Fisk
Character, Sinister Syndicate, Recruit 2
2/3
Locations cost your opponents 3 more to flip.
This is an additional cost, paid after revealing the location but before turning it face up and having its text turn on.
Thinking Outside the Box
Plot Twist, Threshold 1
Ongoing: You draw cards from the bottom of your deck.
This doesn't affect any other card positions; for example, you still reveal the top four cards for Twist of Fate or Ace Reporter, not the bottom four. This only affects where you draw from.
Time Platform
Equipment, Recruit 2
Unique. Transferable. KO Time Platform >>> Negate target non-ongoing plot twist effect.
Time Platform can only negate an effect from a plot twist that does not have the ongoing icon.
Tinkerer, Phineas Mason
Character, Sinister Syndicate, Recruit 1
1/1
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.
Tinkerer's power is a conditional trigger. This will not trigger unless at the start of the recovery phase you control more non-stunned characters than each of your opponents.
If on resolution, you no longer control more non-stunned characters that each of your opponents , the effect does nothing and puts no counter on the target character.
Tombstone, Lonnie Lincoln
Character, Sinister Syndicate, Recruit 1
3/4
At the start of your recruit step, KO Tombstone unless you discard a Sinister Syndicate character card from your hand.
If you have no Sinister Syndicate character card to discard, you must KO Tombstone if he's still in play on resolution.
Tri-Sentinel, Super Sentinel
Character, Sentinel, Recruit 7
13/13
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.
Tri-Sentinel is not an Army Sentinel character or character card.
When an Army Sentinel character you control becomes stunned, you will still take stun endurance loss from the stun yourself, and do so before opponent loses any endurance.
Twist of Fate
Plot Twist, 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.
If there are no character cards among them, put all four on the bottom in any order. If you have three or fewer cards in your deck, reveal all of them and proceed from there.
Unexpected Mutation
Plot Twist, 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.
If your deck is empty, you are unable to put the top card of your deck into your KO’d pile and the attacker gets no changes to its ATK or DEF.
Unmasked
Plot Twist, 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.
ESU Science Lab and cards of that type can't trigger while this modifier is in effect. Players can discard cards to power-up their characters in response to Unmasked if it's played during an attack.
The triggered power triggers only once as your resource step starts, resolves once, and lets you either pay 2 endurance and turn Unmasked face down, or pay nothing. It does not say, "pay 2 endurance as many times as you like."
Venom, Alien Symbiote
Character, Sinister Syndicate, Recruit 4
7/7
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.
You may KO Venom himself, but if you do, the counters don't get put anywhere.
Volcanic Base
Location, 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.
This is a conditional triggered power; it won't trigger unless your hand is empty as yhe recovery phase starts, and it will have no effect unless your hand is empty on resolution. You may discard either of the cards you drew, if the second part applies.
Vulture, Adrian Toomes
Character, Sinister Syndicate, Recruit 1
2/1
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.
If Vulture participates in a team attack, the amount of endurance you gain will be equal to the ATK Vulture contributed to the team attack. See rule 602.8c.
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