Thwart.
Max 1 per deck.
Hero Action (thwart): Remove 5 threat from the main scheme, ignoring the crisis icon (). Remove 1 threat from each scheme for each , , , and in play.

Max 1 per phase.
Hero Action: Draw 1 card for each minion engaged with you.

Tactic.
Hero Action: Discard cards from the encounter deck until you discard a minion. Put that minion into play engaged with you → heal 3 damage from your identity and give your identity a tough status card.

Max 1 per deck.
Play only if your identity has the Champion trait.
Hero Action: Remove "Go for Champions!" from the game → Each champion character in play cannot take damage until the end of the round.

Hero Action: If the following icons are on 1 or more cards in play:
— Deal 3 damage to an enemy.
— Remove 2 threat from a scheme.
— Ready an ally you control.
— Draw 1 card.

Attack.
Hero Response (attack): After you defend against an enemy attack and take no damage, deal damage to that enemy equal to your DEF for that attack.

Play only if your identity has the guardian trait.
Hero Action: Take 1 damage. Confuse the villain.

Tactic.
Play only if your identity has the X-MEN trait.
Hero Action: Search the top 5 cards of your deck for an X-MEN ally and put it into play. If that ally is still in play at the end of the phase, add it to your hand.

Play only if your identity has the guardian trait. Max 1 per round.
Hero Action: Reduce the resource cost of the next ally played this phase by 2.

Tactic.
Hero Response: After you exhaust your hero to make a basic thwart or attack, discard an ally you control → add that ally's matching power to your hero's power for this use. Ready your hero.

Thwart.
Hero Response (thwart): After the villain attacks you, remove 1 threat from a scheme for each damage you took from the attack (to a maximum of 5).

Max 1 per deck.
Hero Action: Exhaust a Web-Warrior card you control → search your discard pile for a Web-Warrior ally and put it into play, then choose a player. That player may spend 3 resources of any type to repeat this ability.

Max 1 per deck.
Hero Action: Exhaust a Web-Warrior card you control → search your discard pile for a Web-Warrior ally and put it into play, then choose a player. That player may spend 3 resources of any type to repeat this ability.
Aerial.
Interrupt: When a character would take any amount of damage from an attack, exhaust an AERIAL character you control → prevent up to 3 of that damage.

Aerial. Thwart.
Play only if your identity has the aerial trait.
Hero Action (thwart): Remove a total of up to 5 threat from among schemes (as you choose).

Aerial. Tactic.
Hero Action: Choose up to X enemies, where X is equal to the number of aerial characters you control → deal 3 damage to each chosen enemy.

Attack.
Hero Action (attack): Deal 3 damage to an enemy and exhaust any number of Avenger characters you control. Deal 1 additional damage to that enemy for each character exhausted this way.

Defense.
Play only if there is a side scheme in the victory display.
Hero Interrupt (defense): When an enemy initiates an attack, give your hero a tough status card.

Unit Cost 5.
Hero Action: Ready a friendly character. Draw 1 card.

Attack.
Alliance.
Hero Action (attack): Exhaust an avenger character and a guardian character → deal X damage to an enemy, where X is the combined ATK of those characters. This ATK gains overkill.
