* AQUAMAN (H) <DC3> E: 1 F: 5 S: 7 I: 6 (19)
* ALLIES FROM THE DEEP (MH) <DC3>
Acts as a level 9 Strength Power card. May only be used to defend. May defend Aquaman or teammate.
* DOLPHIN (JC) <JL> {U}
Acts as a level 5 Energy attack. Aquaman may play 1 additional Special card.
* HOOK (AR) <JL> {R}
Acts as a level 7 Fighting attack.
* KING OF THE SEAS (AG) <JL> {U}
Avoid 1 attack.
* LINE (CH) <JL> {VR} [OPD]
Target character must discard all Placed cards and may not attack for remainder of battle.
* AZRAEL (H) <BS> {VR} E: 5 F: 8 S: 3 I: 3 (19)
* AVENGING ANGEL (EE) <DC3>
Avoid 1 attack made with a Power card or remove 1 Power card Hit from Azrael or teammate
* BATTLE ARMOR (AD) <DC3>
Avoid 1 attack that contains an Energy icon.
* DIVINE INSPIRATION (NI) <DC3>
Acts as a level 5 Intellect atack. If Successful, Opponent must discard all Activator cards from Hand.
* FLAMING SWORD (AE) <BS> {R}
Acts as a level 4 Energy attack. May combine with 1 Strength card for a single attack.
* KNOW MY WRATH (AS) <JL> {R} [OPD]
Acts as a level 10 Fighting attack.
* THE SYSTEM (DU) <BS> {VR} [OPD]
Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack at +3. Bonus not applied to damage, or Venture Total.
* BANE (V) <DC3> E: 1 F: 6 S: 6 I: 6 (19)
~ Fighting Power Grid Rating is 8 for attack. ~
* ENHANCED PHYSIQUE (LO) <DC3>
Avoid 1 attack with a Fighting icon. Bane may draw 1 card from the top of the Draw Pile. Discard duplicates.
* FERAL RAGE (DG) <BS> {U}
Acts as a level 2 Strength attack. May make 2 additional attacks.
* INTELLECTUAL SUPERIORITY (HR) <JL> {R} [OPD]
Acts as a level 9 Energy or Intellect attack.
* INTIMIDATION (LH) <DC3> [OPD]
Acts as a level 6 Intellect attack. If successful, Bane may Venture up to 4 Mission cards with no penalty next battle. May not Venture more than 4 Mission cards.
* VENGEANCE OF BANE (DD) <DC3>
Acts as a level 5 Energy attack. If successful, all attacks on Target Character are +1 for remainder of battle.
* VENOM INJECTION (DV) <BS> {VR} [OPD]
Bane may make 1 attack at +4. May not be combined with Universe cards.
* BATMAN (H) <DC3> E: 2 F: 8 S: 4 I: 7 (21)
* BATMAN AVENGER (H) <BH> {X} E: 4 F: 8 S: 4 I: 4 (20)
~ MultiPower Power cards +1 vs. any Character with a Villain code. ~
* BATMAN DETECTIVE (H) <BH> {X} E: 4 F: 4 S: 4 I: 8 (20)
~ May Play Comm Gordon & GCPD "Sting Operation" Special. ~
* BATARANG (AB) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent.
* THE DARK KNIGHT (HL) <DC3> [OPD]
Opponent's team may not use Power cards level 6 through 8 to attack for remainder of battle.
* MAGNESIUM FLARE (DB) <DC3>
Avoid all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
* MARTIAL ARTS EXPERT (BA) <BS> {VR} [OPD]
Acts as a level 3 Intellect attack. Can only be defended by a defensive Special card.
* MASTER DETECTIVE (LX) <DC3> [OPD]
Acts as a level 6 Intellect attack. If successful, during each Draw Phase, Batman and Opponent draw either 6 cards, 8 cards or 10 cards. Batman's choice before Draw Phase. May change each battle.
* OLYMPIC LEVEL ATHLETE (AD) <BS> {R}
Avoid any attack made with a Power card.
* BLACK CANARY (H) <DC3> E: 6 F: 7 S: 2 I: 3 (18)
* BIRD OF PREY (AA) <JL> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* OPENING FLOWER DISCIPLINE (JH) <JL> {U}
Acts as a level 5 Strength attack. If successful, Target character -2 to defense for remainder of battle.
* THE ORACLE CONNECTION (JC) <JL> {U}
Acts as a level 5 Intellect attack. Black Canary may play 1 additional Special card.
* STREET SMARTS (FE) <DC3> [OPD]
Acts as a level 6 Fighting attack. Each Front Line teammate may make 1 additional Fighting attack.
* WORKING CLOTHES (AD) <JL> {C}
Avoid 1 attack made with a Universe card.
* BLUE BEETLE (H) <JL> {C} E: 4 F: 6 S: 4 I: 5 (19)
~ Team is +2 to Venture Total per battle. ~
* AIRGUN (BA) <JL> {U}
Acts as a level 3 Energy attack. Can only be defended by a card with a Strength icon.
* THE BUG (BQ) <DC3> [OPD]
Play during battle. Blue Beetle may exchange this card for any 1 Special card in Dead Pile and play it immediately.
* BWAH-HA-HA-HA! (HO) <JL> {R}
Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.
* FRICTIONLESS FOAM (JB)=>(IB) <JL> {U}
Opponent must discard all placed Universe cards, and is -3 to Venture total.
* QUICK WITS (AD) <JL> {U}
Avoid any attack made with a Power card.
* BOOSTER GOLD (H) <JL> {C} E: 6 F: 4 S: 5 I: 3 (18)
~ Intellect Power cards are +3 when used for defense. ~
* ENERGY ABSORPTION FIELD (AH) <JL> {VR} [OPD]
Avoid 1 attack with an Energy icon. No Energy Power cards may be played against Booster Gold's team for remainder of battle.
* GAUNTLET ENERGY BLAST (AA) <JL> {C}
Acts as a level 4 Energy attack. May make 1 additional attack.
* MIDAS MODE (LO) <DC3>
Booster Gold or teammate may avoid 1 attack of 4 or less. Booster Gold may draw 1 card from the top of the Draw Pile. Discard duplicates
* QUARTERBACK SNEAK (AN) <JL> {U}
Acts as a level 6 Strength attack, may be used against character in Reserve, who may defend.
* SKEETS (HT) <JL> {U} [OPD]
Choose 1 Power card usable by Booster Gold from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack.
* BRAINIAC (V) <DC3> E: 7 F: 1 S: 4 I: 8 (20)
* BRAIN DRAIN (CU) <JL> {R} [OPD]
Acts as a level 8 Intellect attack. If successful Target must immediately discard 1 Placed card, of Brainiac's choice.
* FORCE FIELD (AG) <BS> {R}
Avoid 1 attack.
* FORCE OF MIND (AI) <BS> {C}
Target hero must discard 1 placed Universe card of Brainiac's choice.
* LORD OF WARWORLD (CC) <BS> {R}
Acts as a level 5 Strength Power card. May be used to attack or defend. May not be combined with Universe cards.
* MENTAL CONTROL (AV) <BS> {VR} [OPD]
Target character may not attack for remainder of battle.
* MENTAL ILLUSIONS (NJ) <DC3>
Acts as a level 3 Fighting attack. May may 1 additional Power card attack. Neither attack is affected by Special ccards already in play.
* CAPTAIN ATOM (H) <DC3> E: 8 F: 3 S: 6 I: 3 (20)
* ANTI-GRAVITY FIELD (JD) <DC3> [OPD]
Captain Atom may not attack or be attacked with Universe cards for remainder of game.
* ATOMIC BOLT (HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Fighting attack.
* ATOMIC PUNCH (AA) <JL> {C}
Acts as a level 4 Strength attack. May make 1 additional attack.
* QUANTUM JUMP (JB) <JL> {VR} [OPD]
Remove all Hits from Captain Atom's Permanent Record and Current Battle, and switch places with the Reserve.
* SKIN ALLOY (OQ) <DC3>
Avoid 1 attack. Opponent must discard 1 card from Hand. Opponent's choice.
* CAPTAIN MARVEL (H) <DC3> E: 6 F: 2 S: 8 I: 2 (18)
* THE MARVEL FAMILY (JC) <JL> {R}
Acts as a level 3 Energy, Fighting, Strength, or Intellect attack. Captain Marvel may play 1 additional Special card.
* POWER OF ZEUS (DO) <JL> {U}
Negates the effect of any 1 Special card played by opponent against Captain Marvel only.
* SPEED OF MERCURY (AY) <DC3> [OPD]
Acts as a level 7 Fighting attack. If successful, Captain Marvel's Fighting Rating increases to 7 for remainder of game.
* STAMINA OF ATLAS (EE) <DC3>
Avoid 1 attack made with a Special card or remove 1 Special card Hit from Captain Marvel or teammate.
* STRENGTH OF HERCULES (AP) <JL> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with an Energy icon.
* CATWOMAN (V) <DC3> E: 3 F: 6 S: 2 I: 6 (17)
~ When Catwoman has Initiative, Opponents team is -4 to Venture Total per battle. ~
* CATWOMAN WHIPLASH (V) <DC3> E: 3 F: 7 S: 3 I: 4 (17)
~ Fighting Power cards +1 vs. any Character with a Hero code. ~
* CAT-LIKE REFLEXES (CN) <BS> {U}
No Universe cards may be played against Catwoman for remainder of battle.
* CUNNING THIEF (BW) <DC3> [OPD]
Acts as a level 6 Intellect attack. If successful, Opponent must discard top 5 cards from Draw Pile into Dead Pile.
* NINE LIVES (AD) <DC3>
Avoid 1 attack that contains a Fighting icon.
* PROWLING BY NIGHT (DB) <JL> {R}
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
* RAZOR SHARP CLAWS (AP) <BS> {R}
Acts as a level 5 Fighting attack. Cannot be defended by a card with a Fighting icon.
* WHIP STRIKE (AF) <DC3> [OPD]
Acts as a level 3 Strength attack. If successful, Opponent's team is -2 to Venture Total per battle for remainder of game. This Special may not be negated.
* COMM. GORDON AND THE G.C.P.D. (H) <DC3> E: 5 F: 5 S: 5 I: 6 (21)
~ Counts as 17-points for Tournament Deckbuilding. ~
* COMM. JAMES GORDON (H) <DC3> E: 5 F: 6 S: 4 I: 5 (20)
~ +2 Venture Total each battle. ~
* THE BAT SIGNAL (AO) <DC3>
Negates the effect of any 1 Special card played by Opponent.
* REINFORCEMENTS (HF) <DC3>
Acts as a level 6 Energy or Fighting attack.
* RIOT GEAR (AH) <BS> {R}
No cards with an Energy icon may be played against Commissioner Gordon & G.C.P.D. for remainder of battle.
* STING OPERATION (BY) <BS> {VR} [OPD]
Opponent must immediately discard all cards with an Intellect icon currently held in hand.
* SWAT TEAM (AQ) <BS> {VR} [OPD]
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
* TEAR GAS GUNS (MM) <DC3> [OPD]
Play during battle. All Hits in Comm Gordon & GCPD's Hits from Current Battle do not count for Venture Total and are subtracted from Opponent's Venture Total.
* CYBORG (V) <DC3> E: 5 F: 2 S: 7 I: 6 (20)
* COLD-BLOODED KILLER (AE) <BS> {R}
Acts as a level 4 Fighting attack. May combine with 1 Intellect card for a single attack.
* DOOM FROM ABOVE (FT) <DC3>
Acts as a level 9 Strength attack. If successful, Cyborg or Cyborg's teammates may not defend Cyborg with Special cards for remainder of game.
* INTERSTELLAR MENACE (CH) <JL> {R} [OPD]
Target character must discard all Placed cards and may not attack for remainder of battle.
* LASER VISION (AR) <BS> {U}
Acts as a level 4 Energy attack.
* MECHANICAL METAMORPH (DF) <DC3> [OPD]
Acts as a level 6 Energy attack. If successful, Cyborg may Reshuffle Power Pack into Draw Pile.
* REGENERATION (LO) <DC3>
Avoid 1 attack made with a Power card. Cyborg may draw 1 card from top of the Draw Pile. Discard duplicates.
* DARKSEID (V) <JL> {R} E: 6 F: 3 S: 8 I: 6 (23)
* DESAAD (JC) <JL> {U}
Acts as a level 5 Intellect attack. Darkseid may play 1 additional Special card.
* GRANNY GOODNESS (EN) <DC3> [OPD]
Play during battle. All Mission cards Ventured this battle return to piles Ventured from. Continue this battle with no Venture, and no conceding.
* KALIBAK (AR) <DC3>
Acts as a level 7 Strength attack.
* LORD OF APOKOLIPS (DU) <JL> {VR} [OPD]
Darkseid may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3. Bonus not applied to damage, or Venture Total.
* OMEGA EFFECT (BM) <JL> {VR} [OPD]
Acts as a level 7 Intellect attack. If successful, Target character may not attack for remainder of battle
* DOCTOR POLARIS (V) <DC3> E: 7 F: 4 S: 4 I: 5 (20)
~ Power cards are +1 when used for defense. ~
* BLACK HOLE FORCE BEAM (DQ) <DC3> [OPD]
Acts as a level 5 Strength attack. If successful, Target character's Hits to KO number is decreased by 5 points for remainder of game.
* FORCE OF NATURE (AD) <DC3>
Doctor Polaris or teammate may avoid any numerical attack.
* MAGNETIC ENERGY BOLT (HF) <JL> {C}
Acts as a level 4 Fighting or Strength attack.
* MAGNETIC SPHERE (AG) <JL> {U}
Avoid 1 attack.
* MAKE THE BLOOD BOIL (GD) <JL> {VR} [OPD]
Acts as a level 7 Any-Power attack. If successful, acts as a level 0 Energy, Fighting, Strength or Intellect power card.
* DOOMSDAY (V) <BS> {VR} E: 4 F: 6 S: 8 I: 1 (19)
* BONY PROTRUSIONS (AP) <BS> {R}
Acts as a level 6 Fighting attack. Cannot be defended by a card with a Strength icon.
* ENGINE OF DESTRUCTION (GL) <DC3> [OPD]
Acts as a level 6 Energy attack. If successful, sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle Draw Pile.
* IRRESISTIBLE FORCE (DO) <BS> {R}
Negates the effect of any 1 Special card played by opponent against Doomsday only.
* OUT FOR BLOOD (FD) <DC3> [OPD]
Only Doomsday and Target Character may attack, be attacked, or defend this battle. Neither player may concede this battle.
* TOUGH HIDE (AD) <DC3>
Avoid 1 attack that contains an Energy icon.
* UNEARTHLY STRENGTH (AS) <DC3> [OPD]
Acts as a level 9 Strength attack.
* ERADICATOR (H) <BS> {U} E: 7 F: 2 S: 7 I: 3 (19)
* AIRBORNE ASSAULT (AA) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* ENERGY BLAST (EM) <BS> {R}
Acts as a level 4 Energy attack. If successful, opponent must discard 1 card of opponent's choice from hand.
* A LASTING IMPRESSION (MF) <DC3> [OPD]
Eradicator may play any Special cards playable by Target teammate for remainder of game.
* POWER PUNCH (AQ) <BS> {VR} [OPD]
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
* SELF HEALING (AL) <DC3>
Remove 1 Hit from Eradicator's Permanent Record or Hits from Current Battle.
* VENGEFUL PROTECTOR (MP) <DC3>
For remainder of battle, any Special played by Eradicator or Eradicator's teammates may not be Negated until "Vengeful Protector" is Negated.
* THE FLASH (H) <DC3> E: 6 F: 6 S: 4 I: 3 (19)
~ Energy Power Grid Rating is 8 for defense. ~
* 1-2 (THOUSAND) PUNCH (DG) <JL> {C}
Acts as a level 2 Strength attack. May make 2 additional attacks.
* THE FASTEST MAN ALIVE (AG) <JL> {U}
Avoid 1 attack.
* REAP THE WHIRLWIND (AI) <JL> {U}
Opponent must discard 1 Placed card of The Flash's choice.
* SPEED-LENDING (AR) <JL> {U}
Acts as a level 7 Strength attack.
* TAPPING THE SPEED FORCE (JA) <JL> {VR} [OPD]
Discard one Energy Power card usable by The Flash to draw 4 cards from top of the Draw Pile. May keep duplicates.
* SCARLET SPEEDSTER (FK) <DC3> [OPD]
Acts as a level 6 Energy attack. If successful, The Flash may sort through Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put 4 chosen cards on top of Draw Pile.
* GREEN ARROW (H) <JL> {U} E: 4 F: 7 S: 3 I: 5 (19)
~ May attack the Reserve with Energy Power cards. ~
* AIKIDO STRIKE (HF) <JL> {C}
Acts as a level 4 Intellect or Strength attack.
* Black Canary (DG) <DC3> [OPD]
Acts as a level 3 Intellect atack. May make 2 additional attacks at +2. Bonus not applied to damage, or Venture Total.
* EDDIE FYERS (JC) <JL> {U}
Acts as a level 5 Fighting attack. Green Arrow may play 1 additional Special card.
* THE EMERALD ARCHER (IE) <JL> {VR} [OPD]
Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to piles Ventured from.
* KYUDO DISCIPLINE (AV) <JL> {VR} [OPD]
Target opponent may not attack for remainder of battle.
* THE LONGBOW HUNTER (EI) <JL> {U}
Acts as a level 2 Strength attack. May be made after opponent has conceded the battle, opponent may defend.
* GREEN LANTERN (H) <DC3> E: 8 F: 4 S: 4 I: 3 (18)
* GOIN' BALLISTIC (AD) <JL> {C}
Avoid 1 attack that contains a Strength icon.
* GOTCHA! (AX) <JL> {U}
Green Lantern and Target character may not attack for remainder of battle.
* LET'S GET MEDIEVAL! (BV) <DC3> [OPD]
Acts as a level 6 Energy attack. If successful, Green Lantern may make as many Power card attacks as possible. Opponent may defend.
* POWER OF IMAGINGATION (HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Intellect attack.
* ...THIS IS A GUN (HN) <JL> {U}
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
* HAWKMAN (H) <DC3> E: 4 F: 6 S: 6 I: 4 (20)
~ May play "Thanagarian Blaster" from Reserve. ~
* CESTUS GLOVE (AD) <DC3> [OPD]
Teammate may avoid 1 attack of 9 or less. May be played while Hawkman is in Reserve.
* KATAR BLADE (FW) <DC3> [OPD]
Hawkman's Team's attacks with an Energy icon made against Opponent's Battlesite count towards Venture Total for remainder of game. May be played from Reserve.
* MACE (AP) <JL> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with a Fighting icon.
* THANAGARIAN BLASTER (HF) <JL> {C}
Acts as a level 4 Fighting or Energy attack.
* THE WINGED WARRIOR (FD) <JL> {VR} [OPD]
Only Hawkman and Target character may attack, be attacked or defend this battle.
* HAZARD (V) <DC3> E: 7 F: 2 S: 5 I: 5 (19)
~ MultiPower Power cards are +2 when used for defense. ~
* CUTTING LASER (EN) <BS> {R}
Acts as a level 4 Energy attack. If attack succeeds, add +2 to damage.
* CYBER-JACKED (HQ) <JL> {U} =>[OPD]
Draw 3 cards. Discard duplicates.
* CYBERNETIC STRENGTH (AR) <DC3>
Acts as a level 7 Strength attack.
* FLIGHT PACK (AD) <BS> {C}
Avoid 1 attack made with a Universe card.
* SPLIT (DB) <DC3>
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
* TELEKINETIC FIST (EO) <BS> {VR} [OPD]
Acts as a level 7 Energy attack. If successful, Hazard and target character may not attack for remainder of battle.