Spoiler von MXM

  • MXM-001 Archangel Angel
    C 1 Character 2 1 X-Men F Mutant — Physical
    When Archangel comes into play, you may discard a card. If you do, search your deck for an X-Corp card, reveal it, put it into your hand, and shuffle your deck.


    MXM-002 Beast, Feline Geneticist
    U 3 Character 5 5 X-Men Mutant — Physical
    Pay 0 endurance >>> Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck. Use this power only once per turn and only during the recovery phase.


    MXM-003 Bishop, XSE Commando
    C 4 Character 7 7 X-Men R Mutant — Energy
    Whenever Bishop becomes stunned, target opponent loses 3 endurance.


    MXM-004 Cannonball, Blast Field
    C 2 Character 3 2 X-Men F Mutant — Physical
    Cannonball cannot be stunned while attacking.


    MXM-005 Changeling, Kevin Sidney
    R 1 Character 1 2 X-Men Mutant — Physical
    Whenever Changeling becomes stunned, you may KO him. If you do, you may put a character card with cost 1 from your hand into your support row exhausted.


    MXM-006 Colossus, Organic Steel
    U 6 Character 13 12 X-Men Mutant — Physical
    Pay 0 endurance >>> Put three +1 ATK / +1 DEF counters on Colossus. Use this power only once per turn and only during the recovery phase.


    MXM-007 Cyclops, Blue Leader
    C 5 Character 9 9 X-Men R Mutant — Energy
    Leader: Whenever a character adjacent to Cyclops attacks, target opponent loses 2 endurance.


    MXM-008 Dazzler, Rock Star
    C 2 Character 3 2 X-Men R Mutant — Energy
    Whenever a character you control team attacks, target opponent loses 1 endurance.


    MXM-009 Emma, Frost Ice Queen
    R 5 Character 9 9 X-Men R Mutant — Mental
    Recruit Emma Frost only if you control a Mental character. Discard a Mental card >>> Turn target face-up resource you control face down. Use this power only once per turn.


    MXM-010 Gambit, Ragin' Cajun
    U 5 Character 10 8 X-Men R Mutant — Energy
    Discard an Energy card >>> Stun target character with cost 3 or less. Use this power only once per turn and only during your attack step.


    MXM-011 Havok, Critical Mass
    C 4 Character 8 7 X-Men R Mutant — Energy
    Stun Havok >>> Stun target character with cost 5 or less. Use this power only during the recovery phase.


    MXM-012 Iceman, Deep Freeze
    C 6 Character 13 13 X-Men R Mutant — Energy
    As an additional cost to recruit Iceman, discard an Energy card. Whenever a character attacks Iceman or defends against him, that character cannot ready this turn.


    MXM-013 Jean Grey, Red
    R 6 Character 12 12 X-Men F R Mutant — Mental
    Discard a Mental card >>> Replace any number of face-up resources you control. Use this power only once per turn.




    MXM-014 Jubilee, Jubilation Lee
    U 1 Character 1 2 X-Men R Mutant — Energy
    Pay 0 endurance >>> Target opponent loses 2 endurance. Use this power only once per turn and only during the recovery phase.


    MXM-015 Juggernaut, Unstoppable
    U 7 Character 17 15 X-Men
    Whenever Juggernaut stuns a front row defender, you may stun target character in the same column as that defender.


    MXM-016 Lockheed, Saurian Sidekick
    C 1 Character 2 1 X-Men F R Discard an Energy card >>> Lockheed gets +2 ATK this attack.


    MXM-017 Longshot, Hero of Mojoworld
    U 2 Character 2 3 X-Men R Reservist
    Pay 0 endurance >>> Look at the top four cards of your deck. Put two of those cards on the bottom of your deck and the rest on the top of your deck. Use this power only once per turn and only during the recovery phase.


    MXM-018 Nightcrawler, Swashbuckler
    C 3 Character 6 3 X-Men Mutant — Energy
    Discard a card >>> The controller of target character moves it to a different position. Use this power only once per turn.

    MXM-019 Professor X, Headmaster
    R 4 Character 7 8 X-Men R Mutant — Mental
    Pay 0 endurance >>> Draw a card. Use this power only once per turn and only during the recovery phase. Leader: Characters adjacent to Professor X have the X-Men affiliation.


    MXM-020 Psylocke, Armored Empath
    C 4 Character 8 7 X-Men R Mutant — Mental
    Discard a Mental card >>> Negate target effect from a non-ongoing plot twist. Use this power only once per turn and only if you control a Mental attacker or defender.


    MXM-021 Rachel Summers <> Phoenix, Phoenix of the Future
    R 8 Character 19 21 X-Men F R Mutant — Mental Reservist
    While you control another Mental character, your opponents cannot play plot twists.


    MXM-022 Rogue, Anna Marie
    C 7 Character 16 14 X-Men F Mutant — Energy
    Whenever Rogue stuns an attacker, gain endurance equal to that character's cost.


    MXM-023 Sage, Xavier's Secret Weapon
    C 3 Character 5 4 X-Men Mutant — Mental
    Plot twists cost your opponents 2 more to play. Locations cost your opponents 2 more to flip.




    MXM-024 Shadowcat, Katya
    C 2 Character 3 3 X-Men Mutant — Energy
    Discard a card >>> Move Shadowcat to your hidden or visible area. Use this power only once per turn.


    MXM-025 Storm, Gold Leader
    C 6 Character 12 12 X-Men F R Mutant — Energy
    Leader: Characters adjacent to Storm have flight.
    Whenever a character adjacent to Storm attacks a character with flight or defends against a character with flight, power-up that adjacent character.


    MXM-026 Wolverine, The Best at What He Does
    C 5 Character 11 7 X-Men Mutant — Physical
    Whenever Wolverine becomes stunned, at the start of the recovery phase this turn, recover him.


    MXM-027 Xorn, Shen Xorn
    C 3 Character 4 5 X-Men R Mutant — Energy
    Pay 0 endurance >>> Recover target character you control. Use this power only once per turn and only during the recovery phase.


    MXM-028 Angel of Mercy
    U 2 Plot Twist
    Play Angel of Mercy only during the recovery phase.
    You may discard a card. If you do, recover any number of X-Men characters you control with total cost 3 or less.


    MXM-029 Blackbird Blue
    U 1 Equipment Unique
    X-Men characters you control get +2 ATK while attacking and have flight.


    MXM-030 Harry's Hideaway
    U 1 Location
    Discard a card, replace Harry's Hideaway >>> Choose one: Recover target stunned character you control with cost 2 or less; or recover target stunned X-Men character you control with cost 4 or less. Use this power only during the recovery phase.


    MXM-031 Phoenix Rising
    R 3 Plot Twist
    As an additional cost to play Phoenix Rising, remove a character card in your KO'd pile from the game.
    Recover target stunned X-Men character you control if its name is the same as the character card you removed.




    MXM-032 Rebirth
    C 2 Plot Twist
    As an additional cost to play Rebirth, exhaust an X-Men character you control.
    Recover each stunned character adjacent to the character you exhausted with cost less than or equal to that character's cost.


    MXM-033 SNIKT!
    R 3 Plot Twist
    As an additional cost to play SNIKT!, discard an X-Men character card.
    Target attacker or defender you control gets +4 ATK this attack.


    MXM-034 Time Breach
    R 2 Plot Twist
    As an additional cost to play Time Breach, exhaust an X-Men character you control. Search your deck for up to two X-Men character cards with total cost 3 or less, reveal them, put them into your hand, and shuffle your deck. Discard a card.


    MXM-035 Turnabout
    C 2 Plot Twist
    Target X-Men character you control gets +3 ATK / +3 DEF this turn while attacking a character with greater cost or defending against a character with greater cost.


    MXM-035 Turnabout
    C 2 Plot Twist
    Target X-Men character you control gets +3 ATK / +3 DEF this turn while attacking a character with greater cost or defending against a character with greater cost.


    MXM-036 Worthington Industries X-Corp
    R 2 Location
    Activate >>> Reveal the top three cards of your deck. You may put one revealed X-Men character card into your hand. Put the rest on the bottom of your deck. If you put a card into your hand, discard a card.


    MXM-037 X-Corp, Amsterdam X-Corp
    C 3 Location Activate >>> Target X-Men character you control gets +1 DEF this attack. Activate >>> KO X-Corp, Amsterdam. If you do, search your deck for a Team-Up card, reveal it, put it face down into your resource row, and shuffle your deck.


    MXM-038 X-Corp, Hong Kong X-Corp
    C 2 Location
    Activate >>> Target X-Men character you control and all other characters you control with the same cost get +1 ATK this turn.


    MXM-039 X-Corp, Paris X-Corp
    C 1 Location
    Activate >>> Look at the top X cards of your deck, where X is the number of X-Corp locations you control. You may put any number of those cards on the bottom of your deck and the rest on the top of your deck.




    MXM-040 X-Men United Team-Up
    C 2 Plot Twist O
    Play X-Men United only if you control an X-Men character.
    Choose a team affiliation among characters you control.
    Ongoing: Crossover X-Men and the chosen affiliation.
    Replace X-Men United >>> Reinforce target character you control. MXM_PT_013



    MXM-041 X-Treme Maneuver
    U 2 Plot Twist
    Play X-Treme Maneuver only during your attack step.
    As an additional cost to play X-Treme Maneuver, exhaust two X-Men characters you control.
    Exhaust target character. That character cannot ready this turn, and its controller loses endurance equal to its cost.


    MXM-042 Angel Dust, Adrenaline Junkie
    U 1 Character 3 1 Morlocks Mutant - Physical
    Angel Dust cannot have reinforcement
    Pay 1 resource point >>> Move Angel Dust to your hidden area.


    MXM-043 Annalee, Mother Hen
    C 3 Character 5 4 Morlocks Mutant - Mental Concealed
    Move Annalee from your hidden area to your visible area >>> Target attacker gets -3 DEF this attack while attacking a character with lesser cost.


    MXM-044 Ape, Metamorph
    R 7 Character 16 14 Morlocks Mutant - Physical Evasion
    Discard an Energy card >>> Target opponent with 0 or less endurance loses the game.


    MXM-045 Artie, Arthur Madpipeweeds
    C 1 Character 1 2 Morlocks Mutant - Mental Evasion
    Whenever Artie becomes stunned, target character gets -1 ATK this turn.


    MXM-046 Blow Hard, Windbag
    U 6 Character 12 12 Morlocks R Mutant - Energy
    Whenever Blow Hard attacks a character, that character's controller moves all characters he controls to his support row.


    MXM-047 Caliban, Mutant Bloodhound
    C 3 Character 4 5 Morlocks Mutant - Physical Evasion
    Discard a Physical card >>> Characters you control can attack hidden characters this turn


    MXM-048 Callisto, Morlock Queen
    C 6 Character 14 11 Morlocks Mutant - Physical Evasion
    Leader: Return a character adjacent to Callisto to its owner's hand >>> Put a +1 ATK / +1 DEF counter on target character you control.


    MXM-049 Cybelle, Meltdown
    R 5 Character 9 9 Morlocks Mutant - Energy Concealed
    Activate, move Cybelle from your hidden area to your visible area >>> Exhaust all characters with cost less than that of target attacker.


    MXM-050 Electric Eve, Live Wire
    C 1 Character 2 1 Morlocks R Mutant - Energy Evasion
    Whenever Electric Eve recovers, target opponent loses 1 endurance.

  • MXM-051 Emily Play <> Beautiful Dreamer, Dreamweaver
    C 3 Character 4 5 Morlocks Mutant - Mental Evasion
    Whenever Emily Play becomes stunned, target character causes 3 less breakthrough while attacking a character this turn.


    MXM-052 Erg, Electric Eye
    C 4 Character 7 6 Morlocks R Mutant - Energy Concealed
    Activate, move Erg from your hidden area to your visible area >>> Target opponent exhausts a ready character he controls.


    MXM-053 Feral, Maria Callasantos
    C 4 Character 11 4 Morlocks Mutant - Physical
    Feral cannot have reinforcement.
    Pay 1 resource point >>> Move Feral to your hidden area. Feral cannot be stunned while attacking this turn.


    MXM-054 Healer, Life Giver
    C 3 Character 3 6 Morlocks Mutant - Energy Evasion
    Whenever another character you control recovers, gain 1 endurance.
    Pay 1 resource point >>> At the start of the recovery phase this turn, recover target character you control.


    MXM-055 Hemingway, Gene Nation
    C 7 Character 20 12 Morlocks Mutant - Physical
    Hemingway cannot have reinforcement.


    MXM-056 Hump, Servant of Masque
    U 4 Character 10 7 Morlocks Mutant - Physical Evasion
    As an additional cost to recruit Hump, discard a Physical card.
    Hump gets +2 ATK / +2 DEF while you control no other characters or while all other characters you control are stunned.


    MXM-057 Leech, Inhibitor
    U 2 Character 2 3 Morlocks Mutant - Energy Evasion
    Whenever Leech becomes stunned, you may discard a card. If you do, negate target character payment effect.


    MXM-058 Marrow, Gene Nation
    C 5 Character 9 8 Morlocks R Mutant - Physical Evasion
    Marrow gets +1 ATK / +1 DEF for each stunned character you control.


    MXM-059 Masque, Flesh Shaper
    U 5 Character 9 9 Morlocks Mutant - Physical
    Leader: Whenever a character adjacent to Masque becomes stunned during the combat phase, you may KO it. If you do, put a +1 ATK / +1 DEF counter on each other character adjacent to Masque.


    MXM-060 Mikhail Rasputin, Morlock Messiah
    R 8 Character 20 20 Morlocks R Mutant - Energy
    Leader: Whenever a character adjacent to Mikhail Rasputin becomes stunned during the combat phase, target player exhausts a ready character he controls.


    MXM-061 Piper, Rat Charmer
    C 6 Character 12 12 Morlocks Mutant Mental Concealed
    Move Piper from your hidden area to your visible area >>> Move target stunned character with cost 5 or less to your support row. Use this power only once per turn. When you're a bottom feeder, you need all the friends you can get. Sometimes, that means rats. MXM_CH_091


    MXM-062 Plague, Deathwalker
    C 2 Character 5 1 Morlocks Mutant - Physical
    Plague cannot have reinforcement.
    Pay 1 resource point >>> Move Plague to your hidden area.


    MXM-063 Postman, Memory Thief
    U 2 Character 3 2 Morlocks Mutant - Mental Evasion
    Whenever Postman becomes stunned, you may replace target Non-Team-Up ongoing plot twist. If you do, KO Postman.


    MXM-064 Scaleface, Dragon Lady
    C 6 Character 16 9 Morlocks Mutant - Physical
    Scaleface cannot be reinforced.
    Whenever Scaleface attacks, if you control two or more stunned characters, defenders lose reinforcement and cannot have reinforcement this attack.




    MXM-065 Storm, Leader of the Morlocks
    C 4 Character 7 7 Morlocks Reservist, Evasion
    Leader: Characters adjacent to Storm have the Morlocks affiliation.
    During the combat phase, characters adjacent to Storm have invulnerability unless they are attacking or defending.


    MXM-066 Sunder, Callisto's Enforcer
    C 5 Character 14 7 Morlocks Mutant - Physical
    Sunder cannot have reinforcement.
    Pay 1 resource point >>> Sunder gets +5 DEF this turn. Use this power only once per turn.


    MXM-067 Tar Baby,
    Adhesive Ally C 2 Character 3 3 Morlocks Mutant - Physical Evasion
    Whenever Tar Baby becomes stunned, you may remove target card in a KO'd pile from the game.


    MXM-068 Thornn, Lucia Callasantos
    R 3 Character 7 2 Morlocks Mutant - Physical
    Thornn cannot have reinforcement.
    Discard a Physical card >>> Whenever Thornn stuns a defender with cost 5 or greater this turn, KO that character.


    MXM-069 Tommy, Runaway
    C 1 Character 2 1 Morlocks Mutant - Physical Evasion
    Tommy costs 1 less to recruit while you control a stunned character.


    MXM-070 Backs Against the Wall
    R 2 Plot Twist
    Play Backs Against the Wall only if you control a Morlocks defender.
    If two or more characters you control have become stunned this attack, remove all attackers from this attack. MXM_PT_059


    MXM-071 Bloodhound
    U 2 Plot Twist
    As an additional cost to play Bloodhound, discard a Morlocks character card.
    Search your deck for a character card with evasion, reveal it, put it into your hand, and shuffle your deck.


    MXM-072 Bum's Rush
    C 1 Plot Twist
    Target attacker you control gets +1 ATK / +1 DEF this attack and an additional +1 ATK / +1 DEF this attack for each stunned Morlocks character you control.




    MXM-073 Good Samaritan
    R 3 Plot Twist
    As an additional cost to play Good Samaritan, KO a Morlocks character you control. Recover target stunned character you control. While that character is defending this turn, characters cause 3 less breakthrough.


    MXM-074 Morlock Justice
    U 2 Plot Twist
    Play Morlock Justice only if you control a Morlocks character.
    Target character loses and cannot have reinforcement this turn. That character's controller loses 1 endurance for each stunned character you control.


    MXM-075 Neutralized
    C 2 Plot Twist O
    As an additional cost to play Neutralized, exhaust a Morlocks character you control. Choose a stunned character.
    Ongoing: The chosen character cannot be recovered.
    The chosen character cannot be KO'd during the recovery phase.


    MXM-076 Retribution
    C 1 Plot Twist
    Target Morlocks character you control gets +2 ATK this attack and an additional +1 ATK this attack for each stunned character you control.


    MXM-077 Sewer System
    U 4 Location
    Activate >>> Target character you control can attack hidden characters and protected support row characters this turn.
    Activate >>> Move target Morlocks character with concealed you control to your hidden area.


    MXM-078 Shrapnel Blast
    U 2 Plot Twist
    Target Morlocks attacker or defender you control gets +4 ATK / +4 DEF this attack if you control three or more stunned characters.


    MXM-079 Subterranean Sanctuary
    R 3 Location
    Whenever a character with cost 3 or greater attacks you directly, gain endurance equal to the number of stunned Morlocks characters you control.


    MXM-080 The Alley
    U 2 Location
    Whenever a Morlocks character you control recovers, target opponent loses 1 endurance. Activate >>> Stunned characters you control cannot be KO'd by effects your opponents control during the combat phase this turn.


    MXM-081 The Forsaken Team-Up
    C 2 Plot Twist O
    Play The Forsaken only if you control a Morlocks character.
    Choose a team affiliation among characters you control.
    Ongoing: Crossover Morlocks and the chosen affiliation.
    Replace The Forsaken >>> Target attacker or defender you control gets +1 DEF this attack.


    MXM-082 The Hill
    C 4 Location
    While you control exactly one non-stunned character, it gets +1 ATK / +1 DEF.
    Activate >>> If you control three or more non-stunned Morlocks characters, draw a card. Use this power only during the recovery phase.

    MXM-083 Amelia Voght, Acolyte
    R 2 Character 2 3 Brotherhood Mutant - Physical Reservist
    You may reveal two reservist resources not named Amelia Voght you control rather than pay Amelia Voght's recruit cost.


    MXM-084 Anne-Marie Cortez, Acolyte
    C 4 Character 8 7 Brotherhood Mutant - Mental Reservist
    At the start of the combat phase, you may reveal a resource. If you revealed a character card, your opponents cannot play plot twists with cost equal to that card's cost this phase. Her powers are subtle, her devotion, absolute.


    MXM-085 Avalanche, Freedom Force
    R 3 Character 4 5 Brotherhood R Mutant - Energy
    Discard a Physical card >>> Replace target face-up Non Team-Up resource. Use this power only once per turn..


    MXM-086 Blob, Freedom Force
    C 6 Character 12 13 Brotherhood Mutant - Physical
    Whenever an attacker you control causes 3 or more breakthrough while attacking a character, characters you control cannot be stunned while attacking this turn.


    MXM-087 Chrome, Acolyte
    C 2 Character 3 2 Brotherhood Mutant - Energy Reservist
    At the start of your attack step, you may exhaust target unprotected visible character with cost less than or equal to the number of face-down resources you control.


    MXM-088 Colossus, Acolyte
    U 7 Character 15 15 Brotherhood Mutant - Physical Reservist
    Colossus gets +3 ATK / +3 DEF while you control six or more face-down resources.



    MXM-089 Crimson Commando, Freedom Force
    C 2 Character 4 1 Brotherhood Mutant - Physical
    Whenever Crimson Commando causes 3 or more breakthrough while attacking a character, you may put a +1 ATK / +1 DEF counter on each character you control.


    MXM-090 Destiny, Freedom Force
    C 2 Character 3 1 Brotherhood Mutant - Mental
    Discard a Mental card >>> Target attacker or defender gets -3 DEF this attack. Use this power only once per turn.
    Boost 1: When Destiny comes into play, draw two cards.


    MXM-091 Exodus, Acolyte
    C 7 Character 16 16 Brotherhood F R Mutant - Mental Reservist
    Leader: Whenever a character adjacent to Exodus attacks or defends, you may replace a resource with the same name as that adjacent character. If you do, that character has invulnerability this attack.


    MXM-092 Fabian Cortez, Acolyte
    U 7 Character 16 15 Brotherhood Mutant - Energy Reservist
    Leader: Whenever an attacker adjacent to Fabian Cortez causes breakthrough while attacking a defender, that defender's controller loses endurance equal to that defender's cost.


    MXM-093 Harry Delgado, Acolyte
    C 6 Character 13 12 Brotherhood Mutant - Physical Reservist
    Replace a reservist resource you control >>> Target non-defending character loses reinforcement and cannot have reinforcement this turn.


    MXM-094 Joanna Cargill, Acolyte
    C 3 Character 6 6 Brotherhood Mutant - Physical Reservist
    Joanna Cargill gets -1 ATK / -1 DEF for each face-up resource you control.


    MXM-095 Julia Carpenter, Freedom Force
    C 4 Character 8 7 Brotherhood Evasion
    Whenever Julia Carpenter causes 3 or more breakthrough while attacking a character, target character cannot ready this turn.


    MXM-096 Kleinstock Brothers, Acolyte
    U 1 Character 2 1 Brotherhood Mutant - Physical Reservist
    Reveal a resource named Kleinstock Brothers >>> Kleinstock Brothers gets +2 ATK this attack. Use this power only once per turn.


    MXM-097 Magneto, Ruler of Avalon
    R 8 Character 20 20 Brotherhood F R Mutant - Energy Reservist
    Leader: Whenever a character adjacent to Magneto stuns a character, target opponent loses 1 endurance for each face-down resource you control.


    MXM-098 Mystique, Freedom Force
    U 6 Character 11 13 Brotherhood Mutant - Physical
    Leader: Characters adjacent to Mystique get +3 ATK.


    MXM-099 Polaris, Acolyte
    C 5 Character 9 9 Brotherhood F R Mutant - Energy Reservist
    Replace a reservist resource you control >>> Characters you control have flight this turn, and characters your opponents control lose flight this turn. Use this power only once per turn.


    MXM-100 Pyro, Freedom Force
    C 1 Character 2 1 Brotherhood R Mutant - Energy
    Whenever Pyro causes 3 or more breakthrough while attacking a character, that character's controller loses 3 endurance.

  • MXM-101 Rem-Ram, Acolyte
    C 1 Character 1 2 Brotherhood Mutant - Mental Reservist
    When you recruit Rem-Ram, reveal the top four cards of your deck. Choose one reservist card and put it into your hand. Put the rest on the bottom of your deck.


    MXM-102 Sabretooth ,Savage Killer
    R 5 Character 11 8 Brotherhood Mutant - Physical Reservist
    If any character has caused breakthrough this turn, Sabretooth cannot be stunned while attacking this turn.
    Pay 2 endurance >>> Target character you control can attack hidden characters this turn.


    MXM-103 Scanner, Acolyte
    C 5 Character 10 9 Brotherhood Mutant - Mental Reservist, Concealed Optional
    Replace a reservist resource you control >>> Look at the top four cards of your deck and put them on the top of your deck.


    MXM-104 Senyaka, Acolyte
    C 3 Character 5 4 Brotherhood R Mutant - Energy Reservist
    Whenever you recruit a non-Army character from your resource row, target opponent loses 2 endurance.
    Boost 1: Senyaka gets +1 ATK for each face-down resource you control.


    MXM-105 Silver Sabre, Freedom Force
    C 3 Character 5 3 Brotherhood Mutant - Physical
    Whenever Silver Sabre causes 3 or more breakthrough while attacking a character, you may recover and ready him. If you do, Silver Sabre cannot cause breakthrough this turn.





    MXM-106 Spiral, Freedom Force
    R 6 Character 12 13 Brotherhood
    Whenever Spiral causes 3 or more breakthrough while attacking a defender, you may stun target character with cost 5 or less adjacent to that defender.


    MXM-107 Spoor, Acolyte
    C 4 Character 7 7 Brotherhood Mutant - Physical Reservist
    Replace a reservist resource you control >>> Target attacker you control gets +3 ATK / -3 DEF this attack. Use this power only once per turn.


    MXM-108 Stonewall, Freedom Force
    U 5 Character 9 10 Brotherhood Mutant - Physical
    Whenever Stonewall causes 3 or more breakthrough while attacking a character, characters you control get +3 ATK this turn.


    MXM-109 Toad, Hopalong
    C 1 Character 1 2 Brotherhood Mutant - Physical Evasion
    Discard a Physical card >>> Toad gets +2 ATK and has flight this turn. If Toad would become stunned this turn, you may return him to your hand instead.


    MXM-110 Unuscione, Acolyte
    U 4 Character 6 8 Brotherhood Mutant - Mental Reservist
    Activate, discard an Energy card >>> Exhaust target character with cost 3 or less. Draw a card.


    MXM-111 Acolyte Body Armor
    U 0 Equipment
    Equipped character gets +1 DEF and an additional +1 DEF while exhausted.
    Discard Acolyte Body Armor >> Target Acolyte attacker you control gets +5 DEF this attack. Use this power only if Acolyte Body Armor is in your hand.


    MXM-112 Boot to the Head
    R 3 Plot Twist
    As an additional cost to play Boot to the Head, replace a reservist Brotherhood resource you control.
    Target character gets -3 DEF this attack.


    MXM-113 Freedom Force
    C 1 Plot Twist O
    Power-up target Brotherhood attacker or defender you control.
    Ongoing: Freedom Force characters you control get +1 ATK.






    MXM-114 Go Down Fighting
    C 1 Plot Twist
    Target character you control gets +1 ATK this attack.
    Reveal Go Down Fighting from your hand or resource row >>> Whenever a Brotherhood character you control becomes stunned this turn, you may KO a resource you control. If you do, put that character face down into your resource row.


    MXM-115 Hellhound
    U 3 Plot Twist
    Brotherhood characters you control get +4 ATK while attacking characters with lesser cost this turn.


    MXM-116 Kill the Flatscans
    U 3 Plot Twist
    Whenever target Brotherhood attacker you control causes 3 or more breakthrough while attacking a defender this attack, KO that defender.


    MXM-117 Lying in Wait
    C 2 Plot Twist
    Brotherhood characters you control get +3 ATK while defending this turn.


    MXM-118 Planet X Team-Up
    C 2 Plot Twist O
    Play Planet X only if you control a Brotherhood character.
    Choose a team affiliation among characters you control.
    Ongoing: Crossover Brotherhood and the chosen affiliation.
    Replace Planet X >>> Target attacker you control gets +2 ATK this attack.


    MXM-119 Ruins of Avalon
    R 3 Location
    Activate, replace a reservist resource you control >>> Target Brotherhood attacker you control gets +3 ATK this attack.


    MXM-120 Shake, Rattle, and Roll
    R 2 Plot Twist
    Play Shake, Rattle, and Roll only if you control a Brotherhood character.
    As an additional cost to play Shake, Rattle, and Roll, replace a face-up resource you control.
    Replace target location. MXM_PT_015


    MXM-121 Sovereign Superior
    U 2 Plot Twist
    As an additional cost to play Sovereign Superior, discard a Brotherhood character card. Search your deck for a reservist card, reveal it, put it into your hand, and shuffle your deck.


    MXM-122 The Acolytes
    R 3 Plot Twist
    Play The Acolytes only if an opponent controls an attacker or defender.
    Target Brotherhood attacker or defender you control gets +1 ATK this attack for each face-down resource you control.



    MXM-123 Wundagore Citadel
    C 2 Location
    Activate >>> If target Brotherhood character you control would cause breakthrough this turn, instead, it causes 3 additional breakthrough.


    MXM-124 Beef, Hellion
    C 4 Character 7 7 Hellfire Club Mutant - Physical Reservist
    At the start of the combat phase, reveal the top card of your deck. If it is a Physical card, put a +1 ATK / +1 DEF counter on Beef.
    Boost 2: Beef comes into play with five +1 ATK / +1 DEF counters on him.


    MXM-125 Bevatron, Hellion
    C 3 Character 4 4 Hellfire Club R Mutant - Energy Reservist
    When Bevatron comes into play, discard any number of Energy cards. Put a +1 ATK / +1 DEF counter on Bevatron for each card you discarded. Remove a +1 ATK / +1 DEF counter from Bevatron >>> Target opponent loses 2 endurance.


    MXM-126 Catseye, Hellion
    U 1 Character 2 1 Hellfire Club Mutant - Physical Reservist
    Whenever Catseye becomes stunned, you may have target Hellfire Club character you control get +2 ATK this turn. If you do, KO Catseye.


    MXM-127 Courtney Ross, Once and Future Queen
    U 1 Character 1 2 Hellfire ClubConcealed
    Characters get -1 ATK while attacking you directly.


    MXM-128 Dark Phoenix, Alien Life Force
    R 8 Character 21 21 Hellfire Club F R Loyalty
    When Dark Phoenix comes into play, return all other characters you control to their owner's hands.
    Whenever Dark Phoenix stuns a character, that character's controller loses endurance equal to its cost, and you gain that much endurance.


    MXM-129 Donald Pierce, White Bishop
    C 6 Character 12 12 Hellfire Club Concealed Optional
    While Donald Pierce is the only visible character you control, he gets +2 ATK / +2 DEF.


    MXM-130 Emma Frost, White Queen
    C 7 Character 16 15 Hellfire Club R Mutant - Mental Reservist, Concealed Optional
    Leader: Pay 1 endurance >>> Move a character adjacent to Emma Frost to your hidden or visible area. Use this power only during the combat phase.


    MXM-131 Empath, Hellion
    C 4 Character 8 7 Hellfire Club Mutant - Mental Reservist
    Whenever Empath becomes stunned, you may turn a face-up resource you control face down. If you do, KO Empath.


    MXM-132 Firestar, Hellion
    C 5 Character 10 8 Hellfire Club F R Mutant - Energy Reservist
    Whenever Firestar becomes stunned, you may have target opponent lose 5 endurance. If you do, KO Firestar.


    MXM-133 Friedrich Von Roehm, Black Rook
    C 2 Character 2 3 Hellfire Club Mutant - Physical Concealed Optional
    Friedrich Von Roehm gets +3 ATK while he is visible and you have the initiative.




    MXM-134 Harry Leland, Black Bishop
    R 3 Character 4 5 Hellfire Club Mutant - Physical Concealed Optional
    Discard a Mental card >>> Target defender you control gets -2 ATK / +2 DEF and has reinforcement this attack.


    MXM-135 Hellfire Club Initiate, Army
    C 1 Character 1 1 Hellfire Club Concealed
    You may discard a non-Army Hellfire Club character card rather than pay Hellfire Club Initiate's recruit cost. If you do, Hellfire Club Initiate comes into play exhausted.


    MXM-136 Hellfire Club Mercenary, Army
    C 1 Character 2 1 Hellfire Club R
    You may discard a non-Army Hellfire Club character card rather than pay Hellfire Club Mercenary's recruit cost. If you do, Hellfire Club Mercenary comes into play exhausted.


    MXM-137 James Proudstar <> Thunderbird, Hellion
    R 6 Character 14 13 Hellfire Club Mutant - Physical Reservist
    Whenever James Proudstar becomes stunned, return each stunned character to its owner's hand.


    MXM-138 Jetstream, Hellion
    C 5 Character 9 9 Hellfire Club F R Mutant - Energy Reservist
    Characters you control have flight.
    Whenever Jetstream becomes stunned, you may exhaust target character with cost 6 or less. If you do, KO Jetstream.


    MXM-139 Madelyne Pryor, Black Rook
    C 4 Character 7 6 Hellfire Club R Mutant - Mental Concealed Optional
    KO a Hellfire Club character you control >>> Characters you control have flight and range this turn. Characters your opponents control get -2 DEF while defending this turn.


    MXM-140 Magneto, Black Lord
    R 6 Character 12 12 Hellfire Club F R Mutant - Energy Concealed Optional
    Stun a character you control >>> Stun target character if its cost is less than that of the character you stunned. Use this power only once per turn and only if Magneto is the only visible character you control.


    MXM-141 Mastermind, Dark Dreamer
    C 3 Character 5 4 Hellfire Club Mutant - Mental Concealed Optional
    Whenever Mastermind becomes stunned, you may move him to your hidden area. If you do, you may move a different hidden character you control to your visible area.






    MXM-142 Roberto Da Costa, Heir to the Throne
    C 4 Character 8 6 Hellfire Club R Mutant - Energy Concealed Optional
    Leader: Characters adjacent to Roberto Da Costa have the Hellfire Club affiliation. Whenever a Mutant adjacent to Roberto Da Costa attacks or defends, power-up that Mutant.


    MXM-143 Roulette, Hellion
    R 2 Character 3 3 Hellfire Club Mutant - Energy Reservist
    At the start of the combat phase, reveal the top card of your deck. If it is an Energy card, target opponent loses 2 endurance.


    MXM-144 Sage, Tessa
    C 2 Character 3 2 Hellfire Club Mutant - Mental Concealed Optional
    Discard a Mental card >>> Draw two cards, then discard a card. Use this power only once per turn.


    MXM-145 Sebastian Shaw, Black King
    R 7 Character 16 16 Hellfire Club Mutant - Physical Concealed Optional
    Leader: KO two hidden Hellfire Club characters adjacent to Sebastian Shaw >>> Ready Sebastian Shaw. Use this power only once per turn and only during the combat phase.


    MXM-146 Selene, Black Queen
    C 6 Character 12 9 Hellfire Club Mutant - Energy Concealed
    Whenever Selene stuns a defender, gain endurance equal to that character's cost.


    MXM-147 Shinobi Shaw, White King
    C 5 Character 10 9 Hellfire Club Mutant - Physical Concealed Optional
    Whenever Shinobi Shaw attacks or defends, if he is the only visible character you control, put a +1 ATK / +1 DEF counter on him.


    MXM-148 Tarot, Hellion
    C 3 Character 5 4 Hellfire Club Mutant - Mental Reservist
    At the start of the combat phase, reveal the top card of your deck. If it is a Mental card, put it into your hand.


    MXM-149 Trevor Fitzroy, White Rook
    R 5 Character 9 9 Hellfire Club Mutant - Energy Concealed Optional
    At the start of your attack step, you may discard a Mental card. If you do, the controller of target unprotected character moves that character to his hidden area. He was once Bishop's ally, but the two are now mortal enemies. MXM_CH_070


    MXM-150 Viper White, Warrior Princess
    C 2 Character 2 2 Hellfire Club Concealed Optional
    Visible characters you control get +1 ATK.

  • MXM-151 Absolute Power
    U 4 Plot Twist
    Play Absolute Power only if you control exactly one visible character.
    Exhaust any number of hidden characters you control. Recover target stunned Hellfire Club character you control if its cost is less than or equal to the total cost of the characters you exhausted.


    MXM-152 Army of One
    C 4 Plot Twist
    If you control exactly one visible character, target Hellfire Club attacker or defender you control gets +2 ATK / +2 DEF this attack.


    MXM-153 Cardinal Law
    C 1 Plot Twist
    Target Hellfire Club attacker or defender you control gets +1 ATK this attack for each hidden character you control.


    MXM-154 Deadly Game
    R 3 Plot Twist
    Move target hidden Hellfire Club character you control to your visible area. If you do, move a visible Hellfire Club character you control to your hidden area.


    MXM-155 Eminent Domain
    R 3 Plot Twist
    As an additional cost to play Eminent Domain, discard a concealed Hellfire Club character card.
    Choose a face-up Non Team-up resource you control and one an opponent controls. Exchange the positions of those resources, then turn them face down.


    MXM-156 Evil Alliance Team-Up
    C 2 Plot Twist O
    Play Evil Alliance only if you control a Hellfire Club character.
    Choose a team affiliation among characters you control.
    Ongoing: Crossover Hellfire Club and the chosen affiliation.
    Replace Evil Alliance >>> Move target character with concealed you control to your hidden or visible area.


    MXM-157 Inner Circle
    R 3 Location
    Hidden Hellfire Club characters you control get +1 ATK / +1 DEF while you control three or more hidden characters.






    MXM-158 Join the Club!
    U 2 Plot Twist
    As an additional cost to play Join the Club!, discard a Hellfire Club character card. Search your deck for a concealed character card, reveal it, put it into your hand, and shuffle your deck.


    MXM-159 Massachusetts Academy
    U 4 Location
    Activate, KO a Hellfire Club character you control >>> Draw a card. You may put a +1 ATK / +1 DEF counter on target character you control.


    MXM-160 Power and Wealth
    R 3 Plot Twist
    As an additional cost to play Power and Wealth, exhaust two Hellfire Club characters you control.
    Search your deck for a location or plot twist card, reveal that card, put it into your hand, and shuffle your deck. "


    MXM-161 Power Play
    R 7 Plot Twist
    Play Power Play only if you control three or more hidden Hellfire Club characters.
    At the start of the next phase, gain the initiative.
    You cannot play plot twists this game.


    MXM-162 Raising Hell
    C 2 Plot Twist
    You may KO a Hellfire Club character you control. If you do, KO target stunned character with cost 4 or less.


    MXM-163 Shaw Industries
    U 4 Location
    While you control exactly one visible character, that character gets +1 ATK / +1 DEF and an additional +1 ATK / +1 DEF while you control two or more hidden Hellfire Club characters.


    MXM-164 The Hellfire Club
    C 3 Location
    Hidden attackers you control get +1 ATK.
    Activate >>> Move target concealed Hellfire Club character you control to your hidden or visible area.







    MXM-165 Above and Below Team-Up
    U 2 Plot Twist O
    Play Above and Below only if you control an X-Men character and a Morlocks character. Draw a card.
    Ongoing: Crossover X-Men and Morlocks.


    MXM-166 Blow the Man Down
    R 3 Plot Twist
    Play Blow the Man Down only during your attack step and only if you control an Energy character.
    Exhaust all unprotected visible characters target opponent controls.


    MXM-167 Chill!
    R 2 Plot Twist O
    Play Chill! only if you control an Energy character.
    Whenever target visible character attacks this turn, it cannot ready this turn.
    Ongoing: Your opponents cannot use a character’s payment power if it has already been used this turn.


    MXM-168 Drain Essence
    C 2 Plot Twist
    As an additional cost to play Drain Essence, exhaust an Energy character you control.
    KO target stunned character. Gain endurance equal to the cost of the character you exhausted.


    MXM-169 Feel the Burn
    C 2 Plot Twist
    Target attacker you control gets +2 ATK this attack.
    If that character is an Energy character, each of your opponents loses 3 endurance.


    MXM-170 Magnetic Force
    U 3 Plot Twist
    You may exhaust an Energy character you control. If you do, exhaust target character if its cost is less than that of the character you exhausted.


    MXM-171 The Evil Eye
    C 2 Plot Twist
    As an additional cost to play The Evil Eye, exhaust an Energy character you control. Target opponent loses 5 endurance.


    MXM-172 Phase Shift
    C 1 Plot Twist
    Target character has flight and range and gets +1 ATK this turn.
    Phase Shift counts as an Energy card in your hand, deck, and KO'd pile.



    MXM-173 Memory Probe
    C 2 Plot Twist
    As an additional cost to play Memory Probe, exhaust a Mental character you control. Look at the top X cards of your deck, where X is the cost of the character you exhausted. Put one of those cards into your hand and the rest on the bottom of your deck.


    MXM-174 Mental Domination
    U 2 Plot Twist
    Play Mental Domination only if you control a Mental defender.
    Choose one: Target attacker gets -3 DEF this attack; or negate target effect from a non-ongoing plot twist.


    MXM-175 Mind Control
    C 3 Plot Twist P
    lay Mind Control only if you control a Mental character.
    Target character cannot cause breakthrough while attacking a character this turn.


    MXM-176 Psi-Link
    R 2 Plot Twist O
    Play Psi-Link only if you control a Mental character.
    Choose a Mutant trait.
    Ongoing: Characters you control, as well as cards in your hand, deck, and KO'd pile that have either the Mental or the chosen trait are Mutants and have both traits. MXM_PT_008


    MXM-177 Psionic Storm
    C 2 Plot Twist
    Target attacker you control gets +2 ATK this attack.
    If that character is a Mental character, it has invulnerability this attack. Pure will is the final measure of a mental contest.


    MXM-178 Psychic Armor
    C 1 Plot Twist
    Target character has flight and range this turn and gets +2 DEF while attacking this turn. Psychic Armor counts as a Mental card in your hand, deck, and KO'd pile.


    MXM-179 Psychic Struggle
    R 3 Plot Twist
    Play Psychic Struggle only if you control a Mental character.
    Negate target plot twist or location effect targeting a character you control.


    MXM-180 Immovable
    C 2 Plot Twist
    Discard any number of Physical cards. Target defender you control gets +1 DEF this attack and an additional +1 DEF this attack for each card you discarded.


    MXM-181 Kidney Punch
    C 2 Plot Twist
    Target attacker you control gets +2 ATK this attack.
    If that character is a Physical character, it gets +2 DEF this attack.


    MXM-182 Kill or be Killed
    C 2 Plot Twist
    Target Physical attacker or defender you control gets +3 ATK this turn.


    MXM-183 Mob Mentality
    R 3 Plot Twist O
    Target character you control gets +3 ATK while attacking this turn.
    Ongoing: Each Physical character you control cannot be stunned by effects your opponents control unless it is attacking or defending.


    MXM-184 Momentary Distraction
    R 3 Plot Twist
    As an additional cost to play Momentary Distraction, exhaust a Physical defender you control.
    That character cannot be stunned this attack if its cost is greater than the total cost of all attackers.


    MXM-185 Pack Tactics
    C 1 Plot Twist
    Target character has flight and range this turn and gets +2 ATK while defending this turn. Pack Tactics counts as a Physical card in your hand, deck, and KO'd pile.


    MXM-186 Special Delivery
    U 2 Plot Twist
    Target Physical attacker you control cannot be stunned this attack.


    MXM-187 Krakoa, Island Monster
    C 7 Character 17 16 Mutant - Mental
    When Krakoa comes into play, you may KO a resource you control. If you do, search your deck for a location card, reveal it, put it face down into your resource row, and shuffle your deck.


    MXM-188 Multiple Man <> Jamie Madrox, Army
    U 1 Character 1 1 Mutant - Physical
    Multiple Man has the team affiliations of each character you control.
    Whenever Multiple Man becomes stunned, you may remove him from the game. If you do, you may put up to two character cards named Multiple Man from your hand into your front row.



    MXM-189 Wolverine, Patch
    R 4 Character 8 8 Mutant - Physical
    Discard an unaffiliated character card >>> Wolverine gets +3 ATK this turn. Use this power only once per turn.


    MXM-190 X-23, Laura Kinney
    R 3 Character 8 4 Mutant - Physical
    As an additional cost to recruit X-23, discard two cards.
    X-23 has the X-Men affiliation while you control an X-Men character.


    MXM-191 Alter Density
    C 1 Plot Twist
    If you control four or more face-down resources, target attacker or defender you control gets +2 DEF this attack.


    MXM-192 Brave New World Team-Up
    C 3 Plot Twist O
    As an additional cost to play Brave New World, choose two different team affiliations and a Mutant trait among characters you control.
    Ongoing: Crossover the chosen team affiliations.
    Characters you control, as well as cards in your hand, deck, and KO'd pile with either of the chosen affiliations are Mutants and have the chosen trait.


    MXM-193 District X
    U 1 Location
    At the start of the combat phase, choose a Mutant trait. Characters you control, as well as cards in your hand, deck, and KO'd pile are Mutants and have the chosen trait this turn.


    MXM-194 Enemy of My Enemy
    R 3 Plot Twist As an additional cost to play Enemy of My Enemy, discard a character card.
    Search your deck for an affiliated character card that does not share a printed affiliation with the card you discarded. Reveal that card, put it into your hand, and shuffle your deck.


    MXM-195 Homo Superior
    C 1 Plot Twist
    Target Mutant attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if there are no Mutant defenders. "


    MXM-196 Image Inducer
    C 0 Equipment Transferable
    Equipped character has the team affiliations of each character you control.
    Equipped character gets +1 ATK and an additional +1 ATK if it has two or more team affiliations.


    MXM-197 Leadership Challenge
    C 1 Plot Twist
    Target leader attacker you control gets +2 ATK / +2 DEF this attack. If a leader is defending, that attacker gets an additional +1 ATK / +1 DEF this attack.


    MXM-198 Mindtap Mechanism
    U 1 Equipment Concealed Optional
    Equipped character gets +3 ATK.
    At the start of the recovery phase, put a +1 ATK / +1 DEF counter on equipped character.


    MXM-199 Mutant Massacre
    U 2 Plot Twist O
    As an additional cost to play Mutant Massacre, exhaust a Mutant character you control. Remove target stunned character from the game.
    Ongoing: Your opponents cannot recruit non-Army character cards with both the same name and version as the character removed from the game by Mutant Massacre.


    MXM-200 Mutopia Team-Up
    C 2 Plot Twist O
    As an additional cost to play Mutopia, choose two or more different team affiliations among characters you control that share a Mutant trait.
    Draw a card.
    Ongoing: Crossover all chosen affiliations.

  • MXM-201 Super Hero Showdown
    C 2 Plot Twist
    Target attacker or defender you control with two or more team affiliations gets +2 DEF this attack.


    MXM-202 Teamwork
    U 1 Plot Twist O
    You may discard a card. If you do, search your deck for a Team-Up card, reveal it, put it into your hand, and shuffle your deck.
    Ongoing: Team-Up resources you control cannot be targeted by plot twist effects your opponents control.


    MXM-203 Franklin Richards, Trapped in Time
    R 4 Character 7 7 Fantastic Four R Mutant - Energy
    Cosmic: Franklin Richards gets +1 ATK / +1 DEF for each equipped character you control.






    MXM-204 Kristoff Von Doom, Pretender to the Throne
    R 5 Character 10 9 Doom R
    You are considered to control Dr. Doom.
    Your opponents cannot play Non Team-up plot twists with the same name as a face-up resource.


    MXM-205 Sentinel Mark VI, Army
    U 4 Character 7 6 Sentinel F R
    Sentinel Mark VI gets +2 ATK / +2 DEF while attacking a Mutant or defending against a Mutant.


    MXM-206 Toxin, Patrick Mulligan
    U 3 Character 4 5 Spider-Friends Evasion
    Whenever Toxin becomes stunned during the combat phase, target opponent loses 2 endurance for each stunned character he controls.


    MXM-207 Man-Bull, William Taurens
    R 3 Character 5 4 Synister Sindicate
    Exhaust a character you control >>> Man-Bull gets +1 ATK this turn.
    Exhausted characters you control cannot be stunned by or targeted by effects from non-ongoing plot twists your opponents control.


    MXM-208 Black Panther, King of Wakanda
    U 3 Character 4 4 Marvel Knights Concealed Optional
    When Black Panther comes into play, search your deck for an equipment card with cost 1 or less, equip it to Black Panther, and shuffle your deck. His heart is always with his people. MXM_CH_108


    MXM-209 Henrietta Hunter, X-Celebrity
    U 5 Character 9 10 X-Statix
    Leader: KO a non-Army character adjacent to Henrietta Hunter >>> Draw a card. Use this power only during the combat phase.


    MXM-210 Doctor Sun, Creator of Project: Mind
    R 2 Character 3 3 Crime Lords R
    KO Doctor Sun, pay 2 endurance >>> Remove all attackers from this attack. Use this power only if you control a defender with reinforcement.


    MXM-211 Witch Woman Linda Littletrees
    U 4 Character 7 8 Underworld R
    Remove two character cards in your KO'd pile from the game >>> Target opponent cannot play more than one plot twist during the combat phase this turn.





    MXM-212 Dr. Druid Anthony Druid
    U 4 Character 7 8 Avengers R Reservist
    Leader: Characters adjacent to Dr. Druid get +2 DEF while you control four or more face-down resources.


    MXM-213 Sub-Mariner, Namor
    U 5 Character 9 9 Avengers F Reservist
    Leader: Characters adjacent to Sub-Mariner get +1 ATK.
    Whenever a character adjacent to Sub-Mariner stuns a character, you may replace a resource you control.


    MXM-214 Lady Lark, Skylark
    R 3 Character 4 5 Squadron Supreme F R Reservist
    Whenever Lady Lark becomes stunned, if you have no cards in hand, you may recover her and move her to your hidden area.


    MXM-215 Mysterium, Joseph Lightner
    R 9 Character 24 24 Squadron Supreme F R Reservist
    If Mysterium would cause breakthrough while attacking a character, instead, that character's controller loses the game.


    MXM-216 Genis-Vell <> Photon, Transformed
    U 6 Character 14 12 Thunderbolts F R Reservist
    Discard Genis-Vell >>> Target character you control with cost 3 or less gets +2 DEF this attack. Use this power only if Genis-Vell is in your hand.


    MXM-217 Mech Bay
    R 3 Location
    Whenever a ready Thunderbolts defender you control stuns an attacker, that attacker cannot ready this turn.
    Activate >>> Target character you control gets +2 ATK this attack. Target opponent may draw a card.


    MXM-218 Absorbing Man, Carl Creel
    R 4 Character 7 7 Masters of Evil
    Whenever Absorbing Man stuns a character, put a +1 ATK / +1 DEF counter on Absorbing Man.
    Remove a +1 ATK / +1 DEF counter from Absorbing Man >>> Gain 1 resource point. This resource point can only be used to pay the cost of payment powers. Use this power only once per turn.


    MXM-219 Gargantua, Edward Cobert
    R 1 Character 2 1 Masters of Evil
    Pay 1 resource point >>> Put a +1 ATK / +1 DEF counter on Gargantua. Use this power only once per turn.


    MXM-220 Kang, Scarlet Centurion
    U 4 Character 7 7 Kang R Concealed
    Kang is not unique.
    Activate, move Kang from your hidden area to your visible area >>> Negate target effect from a non-ongoing plot twist.

  • Zitat

    Original von real gamer
    Der Spoiler is schon ok, allerdings sind einige Namen ander wie z.B.: Chill! der nun ja Chill Out! heißt. Das kommt davon dass es den Spoiler schon lange vor der Veröfentlichung gab.


    MfG real gamer :P


    Was uns wohl zu dem halbwegs logischen Schluss bringt, dass German Dream den früher erhältlichen Spoiler hatte und nicht vernichtet hat..


    was und wiederum zu dem logischen Schluss bringt, dass er gegen die UDE Richtlinien verstößt und bald suspendiert werden wird. ;)


    Manchmal ist denken >>>>>>>>>> direkt posten...
    denkt mal drüber nach. Gilt für beide, weil man bei real gamer jetzt auch problemlos vermuten kann, dass er den anderen Spoiler schon kannte...


    soul :cool:

  • Und jetzt zu meiner Frage. Könnte es nicht sein, dass German Dream den Spoiler erst NACH dem Pre-Release auf einer anderen Seite gefunden hatte, und so nett war ihn wegen der Chancengleichheit mit uns zu teilen.
    Deinen Schluss bei real gamer kann ich genausowenig nachvollziehen, da er mit keinem Wort erwähnt hat, dass er den Spoiler wirklich GESEHEN hat. Er könnte z.B. jemand sein,d er gerne mitredet, und zufällig die Karte Chill Out! selbst gezogen haben. Oder vielleicht hat er sämtliche Karten in einem Sammelpool mit seinen Freunden (Teamkollegen), müssten viele sein, ich weiß - aber mal rein hypotetisch -, und hat sich freundlicherweise die Mühe gemacht alle Karten zu vergleichen.


    Annehmen kann man vieles. By the way, beovr noch jemand etwas bei mir annimmt, und meine Posts vergleicht, JA, ich habe davon gehört, dass der vollständige Spoiler auf vsrealms gepostet wurde. NEIN, ich habe ihn weder gelesen noch kopiert, da mir mein Schlaf aufgrund der Zeitverschiebung wichtiger war, und ich sowieso erst am Morgen davon gelesen habe.


    Ich denke generell, dass diese Policy etwas übertrieben ist, denn seit wann wird man aufgrund einere Nachricht in einem Messageboard, die man liest, rechtlich verfolgt. Der Spoiler könnte genausogut unter die freie Meinungsäußerung fallen. Ich würde weniger die bestrafen, die ihn gelesen haben, als die, die ihn ursprünglich veröffentlich haben, sprich die untreuen UDE Mitarbeiter.


    Nur mal ne kurze Anmerkung von meiner Seite, dann bin ich auch wieder still, vielleicht sollte UDE sich weniger über neugierige Spieler ärgern, sondern sich vielmehr freuen, denn das die Nachfrage nach dem Spoiler in Europa so groß ist, obwohl der Preissupport zur Hälfte gestrichen wurde, und noch immer keine größeren Turniere preisgegeben wurden, mal ganz abgesehen von der PC-Pleite dieses und wahrscheinlich auch die kommenden Jahre, zeigt doch, dass den Spielern wirklich etwas an dem Spiel liegt.


    Ich hoffe mal, dass meine Meinung hier respektiert wird, und dieser Post nicht zu meiner Disqualifikation von offiziellen Turnieren führt. Sollte dem so sein, bin ich jederzeit bereit, meine UDE Nummer an die Verantwortlichen zu schicken.

  • Ich stimme mani aka horsim vollkommen zu. Um es ganz brutal zu sagen UDE haút manchmal so über die Stränge das man fast denkt Mama hat UDE in der Vergangenheit nicht lieb gehabt. Wenn es tatsächlich darum geht wer einen Spoiler hat oder nicht müsste man gleich hunderte Spieler suspendieren. Wem es interresiert kann sowas lesen oder nicht.
    Und ich glaube UDE ist selber schuld woher kommt den der Spoiler?Wohlmöglich von einen UDE Mitarbeiter. Hmm?.......
    Aber ist doch schön das man sich hier frei äussern kann.


    Ciao

  • Zitat

    Original von mani aka horsim
    Ich denke generell, dass diese Policy etwas übertrieben ist, denn seit wann wird man aufgrund einere Nachricht in einem Messageboard, die man liest, rechtlich verfolgt. Der Spoiler könnte genausogut unter die freie Meinungsäußerung fallen.


    Ich möchte an dieser Stelle mal auf die subtile Ironie in meinem Beitrag verweisen, die scheinbar nicht durchgedrungen ist.
    Ich hatte schon 'damals', als die Policy in Kraft getreten ist einen zynischen Kommentar zu der neuen Policy abgegeben, da ich sie auch nicht wirklich als übersinnvoll erachte.


    Zitat


    Ich würde weniger die bestrafen, die ihn gelesen haben, als die, die ihn ursprünglich veröffentlich haben, sprich die untreuen UDE Mitarbeiter.


    Ich denke, dass diese Leute sich gerade sehr darüber ärgern, dass sie ihn weiter gegeben haben.


    Zitat


    Ich hoffe mal, dass meine Meinung hier respektiert wird, und dieser Post nicht zu meiner Disqualifikation von offiziellen Turnieren führt. Sollte dem so sein, bin ich jederzeit bereit, meine UDE Nummer an die Verantwortlichen zu schicken.


    Na schau mal an, da sehe ich doch auch subtile Ironie, die nicht kenntlich gemacht wurde... ^^


    Ich denke, wir sind hier größtenteils einer Meinung.


    soul :cool: