Encounter
Treachery

When Revealed: Discard 1 card at random from each player's hand. Place 1 threat on the main scheme for each different resource type discarded this way.

Boost:
"Spider-Man will pay for interfering with my plans!" —The Vulture
Core Set #169. Spider-Man Nemesis #5.
The Vulture's Plans
Encounter
Obligation

Give to the Tony Stark player.

You may flip to alter-ego form. Choose:

• Exhaust Tony Stark → remove Business Problems from the game.

• Exhaust each upgrade you control. Discard this obligation.

Boost:
Core Set #170. Iron Man #.
Business Problems
Encounter
Side Scheme
Starting Threat: 3.
Whiplash has seized control of a power plant, threatening to overload the transformers if his demands are not met.

When Revealed: Place an additional 1 threat here.

Boost:
Core Set #171. Iron Man Nemesis #1.
Imminent Overload
Encounter
Minion
Attack: 3. Scheme: 2. Health: 4.

Retaliate 1 (After this character is attacked, deal 1 damage to the attacking character.)

Boost:
"You started this, Tony. I will finish it."
Core Set #172. Iron Man Nemesis #2.
Whiplash
Encounter
Treachery

When Revealed: Choose to either deal 1 damage to your hero for each upgrade you control or choose and discard an upgrade you control.


Boost: If the villain is making an undefended attack, choose and discard an upgrade you control.

Boost:
Core Set #173. Iron Man Nemesis #3-4.
Electric Whip Attack
Encounter
Treachery

When Revealed: Each player discards the top 5 cards of their deck. For each printed resource a player discards this way, that player takes 1 damage.

Boost:
Five, four, three, two...
Core Set #174. Iron Man Nemesis #5.
Electromagnetic Backlash
Encounter
Obligation

Give to the Carol Danvers player.

You may flip to alter-ego form. Choose:

• Exhaust Carol Danvers → remove Family Emergency from the game.

• You are stunned. This card gains surge. Discard this obligation.

Boost:
Core Set #175. Captain Marvel #.
Family Emergency
Encounter
Side Scheme
Starting Threat: 3.
The Psyche-Magnitron is a Kree device with the power to turn thoughts into reality. In the hands of Yon-Rogg, it would be a devastating weapon.

When Revealed: Place an additional 1 threat here.

Boost:
Core Set #176. Captain Marvel Nemesis #1.
The Psyche-Magnitron
Encounter
Minion

Elite. Kree.

Attack: 3. Scheme: 2. Health: 5.

Forced Response: After Yon-Rogg attacks, place 1 threat on The Psyche-Magnitron.

Boost:
"It isn't real power unless they fear you."
Core Set #177. Captain Marvel Nemesis #2.
Yon-Rogg
Encounter
Treachery

Surge. (After this card resolves, reveal 1 additional encounter card.)

When Revealed: Place 1 threat on the main scheme.


Boost: If the villain is making an undefended attack, place 1 threat on the main scheme.

Boost:
Core Set #178. Captain Marvel Nemesis #3-4.
Kree Manipulator
Encounter
Treachery

When Revealed: Discard each resource from your hand. If you discarded no cards this way, this card gains surge.

Boost:
"This world now belongs to the Kree empire!" —Yon-Rogg
Core Set #179. Captain Marvel Nemesis #5.
Yon-Rogg's Treason
Encounter
Side Scheme
Starting Threat: 3.

When Revealed: If Madame Hydra is not in play, search the encounter deck and discard pile for Madame Hydra and put her into play engaged with you, then shuffle the encounter deck. Place 2 additional threat here for each Hydra enemy in play.

Boost:
Core Set #180. Legions of Hydra #1-2.
Legions of Hydra
Encounter
Minion

Elite. Hydra.

Attack: 2. Scheme: 2. Health: 6.

Madame Hydra cannot take damage while the Legions of Hydra side scheme is in play.

Forced Response: After Madame Hydra schemes or attacks, place 2 threat on the Legions of Hydra side scheme.

Boost:
Core Set #181. Legions of Hydra #3.
Madame Hydra
Encounter
Minion

Hydra.

Attack: 2. Scheme: 1. Health: 4.

Guard. (While this minion is engaged with you, you cannot attack the villain.)

When Defeated: Deal the engaged player an encounter card.

Boost:
Core Set #182. Legions of Hydra #4-6.
Hydra Soldier
Encounter
Side Scheme
Starting Threat: 8.

When Revealed: If M.O.D.O.K. is not in play, search the encounter deck and discard pile for M.O.D.O.K. and put him into play engaged with you, then shuffle the encounter deck.

Boost:
Core Set #183. The Doomsday Chair #1-2.
Errata: Added periods to “M.O.D.O.K.” (RRG 1.6)
The Doomsday Chair
Encounter
Minion

Cyborg. Elite.

Attack: 2. Scheme: 2. Health: 8.

Retaliate 2. (After this character is attacked, deal 2 damage to the attacking character.)

Boost:
"You should have stayed hidden under the rock you crawled out from!"
Core Set #184. The Doomsday Chair #3.
Errata: Added periods to card title. (RRG 1.5)
M.O.D.O.K.
Encounter
Attachment

Tech.

Surge.

Attach to the minion with the highest printed hit points and without another Biomechanical Upgrades attached.

Forced Interrupt: When attached minion would be defeated, heal all damage from it instead, then discard this card.

Boost:
Core Set #185. The Doomsday Chair #4-6.
Biomechanical Upgrades
Encounter
Treachery

When Revealed: The villain schemes.

"The world will be mine!" —Red Skull
Core Set #186. Standard #1-2.
Advance
Encounter
Treachery

When Revealed (Alter-Ego): This card gains surge.

When Revealed (Hero): The villain attacks you.

"Die!" —Venom
Core Set #187. Standard #3-4.
Assault
Encounter
Treachery

When Revealed: Discard an upgrade or support you control. If no cards were discarded this way, this card gains surge.

Boost:
Core Set #188. Standard #5.
Caught Off Guard