Falcon
Sam Wilson
Aerial. Avenger.
Response: After Falcon enters play, look at the top 3 cards of the encounter deck. For each treachery looked at this way, remove 1 threat from a scheme.
Hawkeye
Clint Barton
Avenger.
Hawkeye enters play with 4 arrow counters on him.
Response: After a minion enters play, remove 1 arrow counter from Hawkeye → deal 2 damage to that minion.
Squirrel Girl
Doreen Green
Avenger.
Response: After Squirrel Girl enters play, deal 1 damage to each enemy.
Wonder Man
Simon Williams
Avenger.
As an additional cost for Wonder Man to attack, you must discard 1 card from your hand.
Max 1 per round.
Hero Action: Ready each Avenger character you control. Until the end of the phase, each Avenger character in play gets +1 THW and +1 ATK.
Action: Pay the printed cost of an ally in any player's discard pile → put that ally into play under your control.
Action: Exhaust any number of allies you control → draw 1 card for each ally exhausted this way.
Max 2 per deck.
Double the number of resources this card generates while paying for a Leadership (blue) card.
Avenger. Vehicle.
Response: After your turn begins, place 1 time counter on Quinjet.
Action: Put an Avenger ally from your hand into play with printed cost equal to or less than the number of time counters on Quinjet. Then, discard Quinjet.
Mockingbird
Bobbi Morse
S.H.I.E.L.D. Spy.
Response: After Mockingbird enters play, stun an enemy.
Max 1 per deck.
Max 1 per deck.
Max 1 per deck.
Avenger. Location.
If each of your allies has the Avenger trait, increase your ally limit by 1.
Action: Exhaust Avengers Tower → reduce the cost of the next Avenger ally played this phase by 1.
Title.
Play only if your identity has the Avenger trait.
Attach to a friendly character.
Attached character gets +1 hit point and gains the Avenger trait.
Condition.
Attach to an ally. Max 1 per ally.
Attached ally gets +2 ATK and takes +1 consequential damage after it attacks.
Attach to a side scheme. Max 1 per scheme.
Response: When attached scheme is defeated, deal 4 damage to an enemy.
Defense.
Hero Interrupt (defense): When your hero defends against an attack, it gets +3 DEF for that attack.
Condition.
Uses (3 mental counters).
Hero Resource: Exhaust Enhanced Awareness and remove 1 mental counter from it → generate a resource.