* SUPERBOY (H) <DC3> E: 6 F: 3 S: 7 I: 2 (18)
* COOL SHADES (AE) <BS> {R}
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a single attack.
* DUBBILEX (EY) <BS> {VR} [OPD]
Opponent's team may not use cards with an Intellect icon for remainder of battle.
* KID OF STEEL (AH) <BS> {U}
No cards with a Fighting icon may be played against Superboy for remainder of battle.
* THE RAVERS (FE) <JL> {R}
Acts as a level 3 Fighting attack, each Front Line teammate may make one additional attack.
* TACTILE TELEKINESIS (AI) <BS> {R}
Target character must discard 1 placed card of Superboy's choice.
* UP, UP, AND AWAY (AD) <DC3>
Avoid any attack made with a Special card.
* SUPERGIRL (H) <DC3> E: 7 F: 3 S: 7 I: 2 (19)
* CLOAKING SHIELD (FA) <BS> {R}
Supergirl may not attack or be attacked for remainder of battle.
* GIRL OF STEEL (HR) <JL> {R} [OPD]
Acts as a level 9 Fighting or Strength attack.
* LEVITATION (CN) <BS> {U}
No Universe cards may be played against Supergirl for remainder of battle.
* PSYCHOKINETIC BOLT (AR) <BS> {U}
Acts as a level 4 Energy attack.
* SHAPESHIFT (EZ) <BS> {VR} [OPD]
Play in the current battle. Supergirl's Energy and Fighting skills are increased to 7 in the next battle.
* TELEKINETIC SHIELD (AG)=>(AD) <BS> {R}
Supergirl or teammate may avoid 1 attack of 4 or less.
* MAIDEN OF MIGHT (AB) <DC3>
Acts as a level 4 Fighting or Intellect attack. May make 1 additional Energy and/or Strength attack against a different Opponent. Each attack must be against a different Opponent.
* KARA ZOR-EL (DP) <DC3> [OPD]
Target Character may not used cards with icon of Supergirl's choice for remainder of battle.
* SUPERMAN (H) <DC3> E: 7 F: 3 S: 8 I: 3 (21)
* DEFYING EARTH'S GRAVITY (AD) <BS> {U}
Avoid 1 Energy or Fighting attack.
* EARTH'S GREATEST HERO (AD) <DC3>
Teammate may avoid 1 attack.
* HEAT VISION (AR) <BS> {U}
Acts as a level 4 Energy attack.
* LAST SON OF KRYPTON (BM) <BS> {VR} [OPD]
Acts as a level 7 Strength attack. If successful, target character may not attack for remainder of battle.
* THE MAN BEYOND TOMORROW (HN) <JL> {R} [OPD]
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
* MAN OF STEEL (HR) <DC3> [OPD]
Acts as a level 9 Fighting or Intellect attack.
* THORN (V) <DC3> E: 4 F: 7 S: 4 I: 3 (18)
~ When KO'd, Thorn may continue to fight and is not discarded until end of battle. ~
* BARBED LASH (IA) <DC3>
Play during battle as an attack. Target Character moves into Reserve for remainder of battle.
* BATTLE INSTINCT (BX) <BS> {R}
Acts as a level 4 Intellect attack. May combine with a Universe card. Universe bonus added to Venture total for this battle.
* COMBAT DAGGERS (AB) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack.
* EXPLOSIVE CHARGE (AU) <BS> {VR} [OPD]
Target character must discard all placed cards.
* STREET FIGHTER (AD) <DC3>
The Thorn or teammate may avoid 1 Fighting or Strength attack.
* TELL ME WHAT YOU KNOW (CW) (H) <DC3> [OPD]
Opponent must reveal hand and play open handed for remainder of battle.
* THE TRICKSTER <JL> {R} E: 6 F: 5 S: 1 I: 7 (19)
* BAIT AND SWITCH (AT) <DC3>
Acts as a level 5 Fighting attack. If successful, The Trickster may draw 1 card from top of Draw Pile. Discard duplicates.
* CLEAN GETAWAY (AG) <JL> {U}
Avoid 1 attack.
* DON'T MIND ME... (AA) <JL> {C}
Acts as a level 4 Intellect attack. May make 1 additional attack.
* THE SHELL GAME (FB) <JL> {VR} [OPD]
Target character must choose 1 card from The Trickster's hand. If card is an attack, Target is Hit. If not, chosen card is discarded to the Power Pack.
* SMOOTH TALKER (JM) <JL> {VR} [OPD]
The Trickster may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile.
* TWO-FACE (V) <DC3> E: 3 F: 6 S: 3 I: 6 (18)
~ May Play "Law and Disorder" from Reserve. ~
* TWO-FACE CRIMEBOSS (V) <BH> {X} E: 6 F: 3 S: 3 I: 6 (18)
~ May play "Flip of the Coin" from Reserve. ~
* CRIMINAL MASTERMIND (BT) <DC3>
Only Intellect attacks may be played against Two-Face for remainder of battle.
* DOUBLE TROUBLE (GM) <DC3> [OPD]
Acts as a level 5 Intellect attack. If successful, Two-Face may sort throuigh Opponent's Battlesite and discard any 2 special cards. May be played from Reserve.
* .45 AUTOMATIC (AP) <BS> {R}
Acts as a level 6 Energy attack. Cannot be defended by a card with an Intellect icon.
* FLIP OF THE COIN (FB) <BS> {U}
Draw top card from Draw Pile. If drawn card is an attack, Two-Face may use it. If drawn card is not an attack, discard it to the Dead Pile.
* LAW AND DISORDER (BQ) <JL> {VR} [OPD]
On his turn, Two-Face may exchange this card for any 1 card in Dead Pile and play it immediately.
* TOMMY GUN (BR) <DC3> [OPD]
Acts as a level 5 Strength attack. If successful, Two-Face may have 1 additional card Placed on him until Two-Face is KO'd. May be played from Reserve.
* WONDER WOMAN (H) <JL> {R} E: 1 F: 8 S: 6 I: 5 (20)
* AMAZON MIGHT (JN) <JL> {VR} [OPD]
Acts as a level 1 Strength attack, +1 for each card in Wonder Woman's hand. If successful, acts as a level 5 Energy or Intellect Power card.
* BLESSED BY THE GODS (BG)=>(BQ) <JL> {VR} [OPD]
On her turn, Wonder Woman may exchange this card for any 1 card in Dead Pile and play it immediately.
* BULLETS & BRACELETS (AD) <JL> {C}
Wonder Woman may avoid any numerical attack.
* GIFT OF FLIGHT (AG)=>(AD) <JL> {U}
Teammate may avoid 1 attack of 9 or less.
* LASSO OF TRUTH (BZ) <DC3> [OPD]
Acts as a level 6 Energy attack. If successful, Opponent must reveal hand and play open handed for remainder of battle.