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 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.
Response: After Squirrel Girl enters play, deal 1 damage to each enemy.
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.
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.
Response: After Mockingbird enters play, stun an enemy.
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.
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.
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.
Hero Interrupt (defense): When your hero defends against an attack, it gets +3 DEF for that attack.
Uses (3 mental counters).
Hero Resource: Exhaust Enhanced Awareness and remove 1 mental counter from it → generate a resource.