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{------=====     I   Q       O   V   E   R   P   O   W   E   R     =====------}
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I Q   O V E R P O W E R   H E R O E S      (Energy-Fighting-Strength-Intellect)

 Hero/Character      Grid (Total)  Inherent Ability

 APOCALYPSE          5-5-7-6 (23)
 BANSHEE             7-5-3-5 (20)  Teammates' Training card bonuses are +1
 BEAST               2-5-6-7 (20)
 BISHOP              6-7-4-3 (20)
 BLACK CAT           3-6-3-4 (16)  Power cards are +1 when used for defense
 BLACK WIDOW         4-7-3-6 (20)
 BLOB                4-5-6-1 (16)  Not Spectrum KO'd with Strength Power cards
 BROOD               3-6-6-4 (19)  May have duplicate "Brood Spawn" Specials
 CABLE               7-7-4-5 (23)
 CAPTAIN AMERICA     2-8-4-6 (20)
 CARNAGE             5-7-4-2 (18)  Team +5 to Venture Total when KO'd
 COLOSSUS            1-5-7-4 (17)  Not Cumulative KO'd w/ Strength Power cards
 CYCLOPS             7-4-4-5 (20)  May play "Fearless Leader" from Reserve
 DAREDEVIL           2-7-4-6 (19)
 DEADPOOL            3-7-5-3 (18)  Not Spectrum KO'd w/ MultiPower Power cards
 DOC SAMSON          2-2-7-6 (17)
 DOCTOR DOOM         5-3-4-8 (20)
 DOCTOR OCTOPUS      2-5-6-7 (20)
 DR. STRANGE         8-3-2-6 (19)
 DOMINO              4-7-3-5 (19)  Energy Power cards +2 when used for defense
 ELEKTRA             2-7-4-4 (17)  Not Spectrum KO'd with Fighting Power cards
 FORGE               5-5-3-7 (20)  Team Basic Universe bonuses are +1
 GAMBIT              6-6-4-4 (20)  May have duplicate "Charge Object" Specials
 GHOST RIDER         6-6-6-2 (20)  Only Spectrum KO'd by four Power types
 GREEN GOBLIN        4-4-6-6 (20)  Intellect Power cards +1 when used to attack
 HAWKEYE             4-7-4-2 (17)  May play "Dynamite Delivery" from Reserve
 HENRY PYM           3-4-3-7 (17)  MultiPower Power cards +2 used for defense
 HOBGOBLIN           4-6-6-3 (19)  Strength Power cards +1 when used to attack
 HULK                1-3-8-6 (18)
 HUMAN TORCH         7-4-4-4 (19)  Not Cumulative KO'd with Energy Power cards
 ICEMAN              7-4-4-3 (18)  May have duplicate "Snow Blind" Specials
 INVISIBLE WOMAN     6-4-3-6 (19)  Team is +2 to Venture Total per battle
 IRON MAN            5-3-7-7 (22)
 JEAN GREY           7-3-2-4 (16)  May play "Telepathic Unity" from Reserve
 JUBILEE             6-4-2-4 (16)  May have duplicate "Blinding Flare" Specials
 JUGGERNAUT          4-5-8-2 (19)
 KINGPIN             2-4-5-6 (17)  May play Teamwork cards from Reserve
 LONGSHOT            3-7-4-3 (17)  Opponent is -2 to Venture Total per battle
 MAGNETO             8-5-3-6 (22)
 MANDARIN            7-4-3-5 (19)  Fighting Power cards +2 used for defense
 MR. FANTASTIC       2-5-2-8 (17)
 MR. SINISTER        4-5-4-8 (21)
 MOJO                6-3-1-6 (16)  MultiPower Power cards +1 used to attack
 MORBIUS             5-3-6-5 (19)  Only Cumulative KO'd by 30 or more points
 MORPH               4-5-3-6 (18)  Not Spectrum KO'd with Intellect Power cards
 MYSTERIO            6-3-4-6 (19)  Not Spectrum KO'd with Energy Power cards
 MYSTIQUE            5-6-3-6 (20)  Fighting Power cards +1 when used to attack
 NAMOR               2-7-7-4 (20)
 NICK FURY           3-7-4-6 (20)
 NIGHTCRAWLER        6-7-3-3 (19)
 OMEGA RED           6-7-5-2 (20)
 PROFESSOR X         8-2-1-7 (18)
 PSYLOCKE            7-6-3-4 (20)
 PUNISHER            3-7-4-4 (18)  Not Cumulative KO with Fighting Power cards
 QUICKSILVER         7-6-3-2 (18)
 RED SKULL           3-5-4-7 (19)  Not Cumulative KO'd w/ Intellect Power cards
 RHINO               2-6-7-1 (16)
 ROGUE               4-4-7-2 (17)  Not Spectrum KO'd with Special cards
 SABRETOOTH          2-8-6-3 (19)
 SCARLET SPIDER      3-7-6-5 (21)
 SCARLET WITCH       7-3-2-5 (17)  Opponent -5 to Venture Total when KO'd
 SENTINELS           7-5-7-1 (20)
 SHADOWCAT           6-3-3-6 (18)  May have duplicate "Ghostly Phase" Specials
 SHE HULK            1-4-7-5 (17)  May have duplicate "Public Defender" Spcials
 SILVER SABLE        4-6-2-6 (18)  May play Fighting Teamworks from Reserve
 SILVER SURFER       7-3-6-5 (21)
 SPIDER-MAN          3-7-6-5 (21)
 SPIDER-WOMAN        6-3-6-4 (19)  Energy Power cards +1 when used to attack
 STORM               7-5-3-4 (19)  Intellect Power cards +2 used for defense
 STRONG GUY          3-4-7-3 (17)  May play "Pile It On" from Reserve
 SUPER SKRULL        6-4-7-4 (21)
 THING               1-5-8-3 (17)
 THOR                7-5-7-4 (23)
 VENOM               5-6-7-2 (20)
 VISION              5-4-6-6 (21)  May play "Android Endurance" from Reserve
 WAR MACHINE         5-4-7-3 (19)
 WHITE QUEEN         7-2-2-6 (17)
 WOLVERINE           2-8-5-4 (19)
_______________________________________________________________________________

B R E A K D O W N   O F   I Q   O V E R P O W E R   C A R D S

  70  Reprinted Characters  ( All OP / PS / MC Heroes with Intellect ratings )
   8  New Characters
 172  Special Cards  ( 2 Any Hero + 5 for each New Character + 1 or 2 for each
                       Reprinted Character )
  12  Power Cards    ( 4 MultiPower with added Intellect icon + 8 Intellect )
+ 17  Universe Cards ( 11 Teamwork + 6 Ally )
----
 279  IQ OverPower Cards

      {Oddities not included: Mail-away wrapper redemption Assault On Onslaught
       Mission Card Set; Accidental promo insert Beyonder Hero card; "Pink"
       Spotted Special cards include Beast Brilliant Deduction, Henry Pym
       Yellowjacket, Kingpin Crime Magnate, Magneto Magnetic Devastation,
       Spider-Man Science Whiz}
_______________________________________________________________________________

H E R O / C H A R A C T E R   C A R D S   A N D   S P E C I A L   C A R D S

    ANY HERO
     * ALIEN SYMBIOTE (AL) <IQ> {R}  She-Venom
        Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero.
     * POWER LEECH (BY) <IQ> {VR} [OPD]
        Opponent must immediately discard 4 cards of opponent's choice with
            icon of Leech's choice currently placed or in hand.
      ____________________________________________________________________

  * APOCALYPSE  <IQ> {VR}                      E: 5   F: 5   S: 7   I: 6   (23)
     * AGELESS EVIL (AE) <IQ> {U}
        Acts as a level 4 Energy attack. May combine with 1 Intellect card for
            a single attack.
     * TECHNO-VIRUS (HA) <IQ> {VR} [OPD]
        Target hero may not defend against level 1 or 2 Power cards for
            remainder of game. Level 1 or 2 Power card Hits do not count for
            Spectrum KO.
      ____________________________________________________________________

  * BANSHEE  <IQ> {R}                          E: 7   F: 5   S: 3   I: 5   (20)
       ~ Teammates' Training card bonues (BONUSES) are an additionl
             (ADDITIONAL) +1. ~
     * CASSIDY KEEP (BR) <IQ> {U}
        Banshee may have 1 additional card Placed on him until Banshee is KO'd.
            May be played from Reserve. 
      ____________________________________________________________________

  * BEAST  <IQ> {R}                            E: 2   F: 5   S: 6   I: 7   (20)
     * AMBIDEXTERITY (HC) <IQ> {U}
        Beast may combine multiple Basic Universe cards with each Power card
            attack for remainder of battle.
     * BRILLIANT DEDUCTION (HB) <IQ> {U}
        Sort through opponent's Power Pack and remove any 3 cards of Beast's
            choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack.
      ____________________________________________________________________

  * BISHOP  <IQ> {R}                           E: 6   F: 7   S: 4   I: 3   (20)
     * PARAMILITARY SKILL (AR) <IQ> {C}
        Acts as a level 4 Intellect attack.
     * TEMPORAL ANOMALY (HD) <IQ> {VR} [OPD]
        Sort through Defeated Heroes Pile and remove 1 Event card. Put Event
            card into Draw Pile. Reshuffle Draw Pile.
      ____________________________________________________________________

  * BLACK CAT  <IQ> {R}                        E: 3   F: 6   S: 3   I: 4   (16)
       ~ Power cards are +1 when used for defense. ~
     * FELINE FORTUNE (CM) <IQ> {C}
        Opponent's team is -2 to all attacks against Black Cat for remainder of
            battle.
     * FELINE FURY (CD) <IQ> {U}
        Only Fighting attacks may be played against Black Cat for remainder of
            battle.
      ____________________________________________________________________

  * BLACK WIDOW  <IQ> {R}                      E: 4   F: 7   S: 3   I: 6   (20)
     * CHAMPION (CQ) <IQ> {U}
        All Black Widow Special cards are doubled when determining Venture
            total this battle.
     * KGB INTELLIGENCE (AN) <IQ> {U}
        Acts as a level 6 Intellect attack. May be used against opponent in
            Reserve, who may defend.
      ____________________________________________________________________

  * BLOB  <IQ> {R}                             E: 4   F: 5   S: 6   I: 1   (16)
       ~ May not be Spectrum KO'd with Strength Power cards. ~
     * FLABBY FIGHTER (HE) <IQ> {VR} [OPD]
        Heroes on Opponent's Team with Fighting 7 or 8 may not use cards with a
            Fighting icon to attack for remainder of battle.
      ____________________________________________________________________

  * BROOD  <IQ> {R}                            E: 3   F: 6   S: 6   I: 4   (19)
       ~ May have duplicate "Brood Spawn" Specials. ~
     * PLAN OF CONQUEST (AA) <IQ> {C}
        Acts as a level 4 Intellect attack. May make 1 additional attack.
     * POWER HUNGRY MONSTERS (BY) <IQ> {VR} [OPD]
        Opponent must immediately discard all cards with an Energy icon
            currently held in hand.
      ____________________________________________________________________

  * CABLE  <IQ> {VR}                           E: 7   F: 7   S: 4   I: 5   (23)
     * ASKANI'SON (AW) <IQ> {VR} [OPD]
        Add 6 to Venture total for this battle.
      ____________________________________________________________________

  * CAPTAIN AMERICA  <IQ> {R}                  E: 2   F: 8   S: 4   I: 6   (20)
     * SENTINEL OF LIBERTY (GB) <IQ> {VR} [OPD]
        Acts as a level 7 Intellect attack. If successful, Captain America may
            move 1 Mission Card from the Defeated Missions Pile to the Reserve
            Missions Pile.
      ____________________________________________________________________

  * CARNAGE  <IQ> {R}                          E: 5   F: 7   S: 4   I: 2   (18)
       ~ Team +5 to Venture Total when KO'd. ~
     * ANARCHY (HE) <IQ> {VR} [OPD]
        Heroes on opponent's team with Intellect 7 or 8 may not use cards with
            an Intellect icon to attack for remainder of battle.
     * DESTRUCTIVE MIND (CU) <IQ> {U}
        Acts as a level 3 Intellect attack. If successful, Target Hero must
            discard 1 Placed card of opponent's choice.
      ____________________________________________________________________

  * COLOSSUS  <IQ> {R}                         E: 1   F: 5   S: 7   I: 4   (17)
       ~ May not be Cumulative KO'd with Strength Power cards. ~
     * MIGHTY METAL (AA) <IQ> {C}
        Acts as a level 4 Strength attack. May make 1 additional attack.
     * ORGANIC STEEL (ET) <IQ> {U}
        Remove up to 2 Hits that each have more than one icon each from
            Colossus' Permanent Record.
      ____________________________________________________________________

  * CYCLOPS  <IQ> {R}                          E: 7   F: 4   S: 4   I: 5   (20)
       ~ May play "Fearless Leader" from Reserve. ~
     * BATTLE SAVVY (AG) <IQ> {U}
        Avoid 1 attack.
     * X-MEN STRATEGY (EN) <IQ> {U}
        Acts as a level 4 Intellect attack. If attack succeeds, add +2 to
            damage.
      ____________________________________________________________________
   
  * DAREDEVIL  <IQ> {R}                        E: 2   F: 7   S: 4   I: 6   (19)
     * BLIND JUSTICE (ET) <IQ> {U}
        Remove up to 2 hits with an Intellect icon from one teammate's
            Permanent Record.
     * RADAR COMBAT (HF) <IQ> {C}
        Acts as a level 4 Energy or Fighting attack.
      ____________________________________________________________________

  * DEADPOOL  <IQ> {R}                         E: 3   F: 7   S: 5   I: 3   (18)
       ~ May not be Spectrum KO'd with MultiPower Power cards. ~
     * DISTRACTING CHATTER (AG) <IQ> {U}
        Avoid 1 attack.
     * DON'T LOSE YOUR HEAD! (AS) <IQ> {VR} [OPD]
        Acts as a level 10 Fighting attack.
      ____________________________________________________________________

  * DOC SAMSON  <IQ> {R}                       E: 2   F: 2   S: 7   I: 6   (17)
     * CAUTIOUS ADVISOR (AM) <IQ> {U}
        Doc Samson or teammate gains +2 to defense for remainder of battle.
     * HEAD SHRINKER (AR) <IQ> {U}
        Acts as a level 7 Intellect attack.
      ____________________________________________________________________
   
  * DOCTOR DOOM  <IQ> {VR}                     E: 5   F: 3   S: 4   I: 8   (20)
     * DIPLOMATIC IMMUNITY (HG) <IQ> {VR} [OPD]
        Doctor Doom may use Intellect Power cards level 6 through 8 to avoid
            any attack made against Doctor Doom or teammate for remainder of
            battle.
     * DOOMBOTS (DU) <IQ> {VR} [OPD]
        Doctor Doom may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2
            each, or 1 attack at +3. Bonus not applied to damage, or Venture
            total.
      ____________________________________________________________________
   
  * DOCTOR OCTOPUS  <IQ> {R}                   E: 2   F: 5   S: 6   I: 7   (20)
     * BIG PLANS (EJ) <IQ> {U}
        Acts as a level 2 Energy attack. If successful, acts as a level 8
            Intellect Power card.
      ____________________________________________________________________

  * DR. STRANGE  <IQ> {R}                      E: 8   F: 3   S: 2   I: 6   (19)
     * CATASTROPHE MAGIC (CY) <IQ> {U}
        Acts as a level 4 Energy attack. Dr. Strange may make 1 additional
            Fighting and/or 1 additional Intellect Power card attack.
     * DEFENDER (HG) <IQ> {VR} [OPD]
        Dr. Strange may use Energy Power cards level 6 through 8 to avoid any
            attack made against Dr. Strange or teammate for remainder of
            battle.
      ____________________________________________________________________
   
  * DOMINO  <IQ> {R}                           E: 4   F: 7   S: 3   I: 5   (19)
       ~ Energy Power cards are +2 when used for defense. ~
     * BATTLE MEDIC (ET) <IQ> {U}
        Remove up to 2 hits with a Fighting icon from one teammate's Permanent
            Record.
     * DUMB LUCK (AP) <IQ> {U}
        Acts as a level 6 Energy attack. Cannot be defended by a card with an
            Intellect icon.
      ____________________________________________________________________

  * ELEKTRA  <IQ> {R}                          E: 2   F: 7   S: 4   I: 4   (17)
       ~ May not be Spectrum KO'd with Fighting Power cards. ~
     * INFILTRATION (DB) <IQ> {U}
        Avoids all attacks from 1 Teamwork card, or target hero must discard 1
            Placed Teamwork card.
     * NINJA TRAP (BS) <IQ> {VR} [OPD]
        For remainder of battle, if Elektra can block a Power card attack with
            an equal value Power card, Elektra's Power card hits attacker.
      ____________________________________________________________________

  * FORGE  <IQ> {R}                            E: 5   F: 5   S: 3   I: 7   (20)
       ~ Team Basic Universe card bonuses are an additional +1. ~
     * CHEROKEE MAGIC (HE) <IQ> {VR} [OPD]
        Heroes on Opponent's Team with Strength 7 or 8 may not use cards with a
            Strength icon to attack for remainder of battle.
     * CYBERNETIC LIMBS (BR) <IQ> {C}
        Forge may have 1 additional card Placed on him until Forge is KO'd. May
            be played from Reserve.
     * FOOTSOLDIER TRAINING (HF) <IQ> {C}
        Acts as a level 4 Fighting or Intellect attack.
     * THE MAKER (IF) <IQ> {C}
        Play when opponent concedes battle. Forge's team may discard any number
            of cards to top of Draw Pile.
     * THE NEUTRALIZER (GA) <IQ> {C}
        Target character may not play Specials for remainder of battle.
      ____________________________________________________________________
   
  * GAMBIT  <IQ> {R}                           E: 6   F: 6   S: 4   I: 4   (20)
       ~ May have duplicate "Charge Object" Specials. ~
     * KINETIC DETONATION (EJ) <IQ> {U}
        Acts as a level 2 Energy attack. If successful, acts as a level 8
            Fighting Power card.
     * SINISTER CONNECTION (CF) <IQ> {U}
        Gambit may increase either his team's or opponent's ventured Mission
            cards by 1.
      ____________________________________________________________________
   
  * GHOST RIDER  <IQ> {R}                      E: 6   F: 6   S: 6   I: 2   (20)
       ~ May only be Spectrum KO'd by four Power Types. ~
     * SKELETAL SUMMONING (DS) <IQ> {U}
        Choose one Ghost Rider Special from Draw Pile and place in hand.
            Cannot be a duplicate. Reshuffle Draw Pile.
     * SPIRITUAL DUALITY (FC) <IQ> {C}
        Play with any Energy, Fighting, or Strength Power card attack. Power
            card must be blocked twice.
      ____________________________________________________________________

  * GREEN GOBLIN  <IQ> {U}                     E: 4   F: 4   S: 6   I: 6   (20)
       ~ Intellect Power cards are +1 when used to attack. ~
     * EXPLOSIVE PUMPKINS (AR) <IQ> {U}
        Acts as a level 7 Strength attack.
     * FLYING PLATFORM (AG) <IQ> {C}
        Avoid 1 attack.
     * GAUNTLET BLASTERS (ID) <IQ> {C}
        Acts as a level 1 Energy attack. May make 2 additional attacks at +1,
            or 1 additional attack at +2. Bonus not applied to damage, or
            Venture Total.
     * GOBLIN LEGACY (IC) <IQ> {VR} [OPD]
        Green Goblin's "Explosive Pumpkins" and "Gauntlet Blasters" become Any
            Hero Specials for remainder of game
     * MURDEROUS PLOY (IB) <IQ> {U}
        Opponent must discard all placed Ally cards, and is -3 to Venture
            total.
      ____________________________________________________________________

  * HAWKEYE  <IQ> {R}                          E: 4   F: 7   S: 4   I: 2   (17)
       ~ May play "Dynamite Delivery" from Reserve. ~
     * FIELD DRESSING (AL) <IQ> {U}
        Remove 1 Hit from Hawkeye's Hits From the Current Battle. Affects
            Venture Total.
     * QUIVER OF ARROWS (HH) <IQ> {U}
        Hawkeye may have an unlimited number of Special cards Placed on him
            until Hawkeye is KO'd. Specials may not be duplicates
      ____________________________________________________________________

  * HENRY PYM  <IQ> {R}                        E: 3   F: 4   S: 3   I: 7   (17)
       ~ MultiPower Power cards are +2 when used for defense. ~
     * ANT-MAN (AD) <IQ> {C}
        Henry Pym may avoid any numerical attack
     * GIANT-MAN (AY) <IQ> {C} [OPD]
        Henry Pym's Strength Rating increases to 7 for remainder of game.
     * GOLIATH (EQ) <IQ> {C}
        For remainder of battle, Henry Pym's Strength and Fighting actions are
            +3, Intellect actions are -2.
     * MEDICAL KNOWLEDGE (ET) <IQ> {U}
        Remove up to 2 hits with a Strength icon from one teammate's Permanent
            Record.
     * YELLOWJACKET (AA) <IQ> {C}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
      ____________________________________________________________________
   
  * HOBGOBLIN  <IQ> {U}                        E: 4   F: 6   S: 6   I: 3   (19)
       ~ Strength Power cards are +1 when used to attack. ~
     * CYBERNETIC UPGRADE (ET) <IQ> {U}
        Remove up to 2 hits with a Fighting icon from Hobgoblin's Permanent
            Record.
     * GOBLIN CACHE (HI) <IQ> {U}
        Hobgoblin may Place and play any Green Goblin Special cards for
            remainder of game.
      ____________________________________________________________________

    HOLOCAUST
     * HORRIFYING IMAGE (AR) <IQ> {C}
        Acts as a level 4 Intellect attack.
      ____________________________________________________________________
   
  * HULK  <IQ> {R}                             E: 1   F: 3   S: 8   I: 6   (18)
     * GAMMA TRANSFUSION (HJ) <IQ> {VR} [OPD]
        Hulk may switch any two cards with an Intellect icon on the Permanent
            Record of any two Front Line heroes on his team.
      ____________________________________________________________________
   
  * HUMAN TORCH  <IQ> {R}                      E: 7   F: 4   S: 4   I: 4   (19)
       ~ May not be Cumulative KO'd with Energy Power cards. ~
     * FIRE CAGE (AX) <IQ> {U}
        Human Torch and target Hero may not attack for remainder of battle.
     * HOT HEAD (EI) <IQ> {U}
        Acts as a level 2 Energy attack. May be made after opponent has
            conceded the battle. Opponent may defend.
      ____________________________________________________________________

  * ICEMAN  <IQ> {R}                           E: 7   F: 4   S: 4   I: 3   (18)
       ~ May have duplicate "Snow Blind" Specials. ~
     * ICE TACTICS (AI) <IQ> {C}
        Target hero must discard 1 Placed card of Iceman's choice.
      ____________________________________________________________________

  * INVISIBLE WOMAN  <IQ> {R}                  E: 6   F: 4   S: 3   I: 6   (19)
       ~ Team is +2 to Venture Total per battle. ~
     * PROTECTIVE WALL (AD) <IQ> {U}
        Invisible Woman or teammate may avoid 1 attack of 9 or less.
     * TEAM COORDINATION (FE) <IQ> {U}
        Acts as a level 3 Intellect attack. Each Front Line teammate may make
            1 additional attack.
      ____________________________________________________________________
   
  * IRON MAN  <IQ> {VR}                        E: 5   F: 3   S: 7   I: 7   (22)
     * STEALTH ARMOR (AI) <IQ> {C}
        Target Hero must discard 1 Placed card of Iron Man's choice.
     * WEAPONS INVENTOR (AE) <IQ> {U}
        Acts as a level 4 Intellect attack. May combine with 1 Energy card for
            a single attack.
      ____________________________________________________________________
   
  * JEAN GREY  <IQ> {R}                        E: 7   F: 3   S: 2   I: 4   (16)
       ~ May play "Telepathic Unity" from Reserve. ~
     * PHOENIX EFFECT (AE) <IQ> {U}
        Acts as a level 4 Any-Power attack. May combine with 1 Energy,
            Fighting, Strength or Intellect Power card for a single attack.
     * PSYCHIC SOOTHING (ET) <IQ> {U}
        Remove up to 2 Hits with an Energy icon from one teammate's Permanent
            Record.
      ____________________________________________________________________

  * JUBILEE  <IQ> {R}                          E: 6   F: 4   S: 2   I: 4   (16)
       ~ May have duplicate "Blinding Flare" Specials. ~
     * TROUBLEMAKER (DB) <IQ> {U}
        Avoids all attacks from 1 Teamwork card, or target hero must discard 1
            Placed Teamwork card.
     * WISECRACK (HK) <IQ> {U}
        Target hero must make as many attacks as possible. Jubilee's team may
            defend.
      ____________________________________________________________________
   
  * JUGGERNAUT  <IQ> {R}                       E: 4   F: 5   S: 8   I: 2   (19)
     * MAGIC HELM (CM) <IQ> {C}
        Opponent's team is -3 to all Intellect attacks against Juggernaut for
            remainder of battle.
      ____________________________________________________________________

  * KINGPIN  <IQ> {R}                          E: 2   F: 4   S: 5   I: 6   (17)
       ~ May play Teamwork cards from Reserve. ~
     * BUSINESS SAVVY (HQ) <IQ> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * CRIME MAGNATE (HX) <IQ> {VR} [OPD]
        Kingpin's team is +1 to all numeric Special cards for remainder of
            battle. Bonus not applied to damage of (=>OR) Venture total. May be
            played from Reserve
     * SUMO KNOWLEDGE (AS)=>(HR) <IQ> {VR} [OPD]
        Acts as a level 9 Strength or Intellect attack
     * UNDERWORLD HENCHMEN (HL) <IQ> {C}
        Opponent's team may not use Fighting Power cards level 6 through 8 to
            attack for remainder of battle.
     * WALKING STICK (HF) <IQ> {C}
        Acts as a level 4 Energy or Strength attack.
      ____________________________________________________________________

  * LONGSHOT  <IQ> {R}                         E: 3   F: 7   S: 4   I: 3   (17)
       ~ Opponent's team is -2 to Venture Total per battle. ~
     * FORTUNATE ACCIDENT (HL) <IQ> {U}
        Opponent's team may not use Energy Power cards level 6 through 8 to
            attack for remainder of battle.
     * PURITY OF THOUGHT (HM) <IQ> {VR} [OPD]
        Draw one card for each card discarded this battle, including duplicate
            and unusable cards. Do not discard if duplicate.
      ____________________________________________________________________
   
  * MAGNETO  <IQ> {R}                          E: 8   F: 5   S: 3   I: 6   (22)
     * MAGNETIC DEVASTATION (GJ) <IQ> {C}
        Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
     * MASTER OF MAGNETISM (HN) <IQ> {VR} [OPD]
        Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
      ____________________________________________________________________
   
  * MANDARIN  <IQ> {R}                         E: 7   F: 4   S: 3   I: 5   (19)
       ~ Fighting Power cards are +2 when used for defense. ~
     * ENERGY VOID (HE) <IQ> {VR} [OPD]
        Heroes on Opponent's Team with Energy 7 or 8 may not use cards with an
            Energy icon to attack for remainder of battle.
     * MASTER TACTICIAN (AE) <IQ> {U}
        Acts as a level 4 Fighting attack. May be combined with 1 Intellect
            card for a single attack.
      ____________________________________________________________________

  * MR. FANTASTIC  <IQ> {VR}                   E: 2   F: 5   S: 2   I: 8   (17)
     * FANTASTIC MIND (AR) <IQ> {U}
        Acts as a level 7 Intellect attack.
     * INVENTIVE GENIUS (HQ) <IQ> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
      ____________________________________________________________________

  * MR. SINISTER  <IQ> {VR}                    E: 4   F: 5   S: 4   I: 8   (21)
     * CLONING PROCESS (HS) <IQ> {VR} [OPD]
        Play in current battle. Do not discard duplicates in next battle.
     * MARAUDER (HR) <IQ> {VR} [OPD]
        Acts as a level 9 Energy or Intellect attack.
      ____________________________________________________________________
   
  * MOJO  <IQ> {U}                             E: 6   F: 3   S: 1   I: 6   (16)
       ~ MultiPower Power cards are +1 when used to attack. ~
     * CAUGHT ON FILM (HO) <IQ> {U}
        Acts as a level 6 Intellect attack. If successful, opponent -4 to
            Venture total.
     * DIRECTOR'S CUT (AO) <IQ> {U}
        Negates the effect of any 1 Special card played by opponent.
      ____________________________________________________________________

  * MORBIUS  <IQ> {R}                          E: 5   F: 3   S: 6   I: 5   (19)
       ~ May only be Cumulative KO'd by 30 or more points. ~
     * INDUCE PANIC (HL) <IQ> {U}
        Opponent's team may not use Intellect Power cards level 6 through 8 to
            attack for remainder of battle.
     * SHADOWY ESCAPE (AD) <IQ> {C}
        Morbius may avoid any numerical attack.
      ____________________________________________________________________

  * MORPH  <IQ> {R}                            E: 4   F: 5   S: 3   I: 6   (18)
       ~ May not be Spectrum KO'd with Intellect Power cards. ~
     * RIDICULOUS BEHAVIOR (AD) <IQ> {C}
        Avoid 1 attack that contains an Intellect icon.
     * SUBSTITUTE DEATH (HP) <IQ> {VR} [OPD]
        Play in current battle, after one teammate is KO'd. Immediately
            exchange KO'd teammate and Morph. Discard all Placed cards. All
            Hits remain.
      ____________________________________________________________________
   
  * MYSTERIO  <IQ> {U}                         E: 6   F: 3   S: 4   I: 6   (19)
       ~ May not be Spectrum KO'd with Energy Power cards. ~
     * HOLOGRAPHIC DECOY (AD) <IQ> {C}
        Mysterio may avoid any numerical attack.
     * MYSTERYVISION (AP) <IQ> {U}
        Acts as a level 6 Intellect attack. Cannot be defended by a card with
            an Intellect icon.
      ____________________________________________________________________
   
  * MYSTIQUE  <IQ> {U}                         E: 5   F: 6   S: 3   I: 6   (20)
       ~ Fighting Power cards are +1 when used to attack. ~
     * FATAL MARKSMAN (EI) <IQ> {U}
        Acts as a level 2 Fighting Attack. May be made after opponent has
            conceded the battle, opponent may defend.
     * GOVERNMENT AGENT (GD) <IQ> {U}
        Acts as a level 5 Intellect attack. If successful, acts as a level 1
            Energy or Strength Power card.
      ____________________________________________________________________
   
  * NAMOR  <IQ> {R}                            E: 2   F: 7   S: 7   I: 4   (20)
     * NEPTUNE'S ARMOR (CD) <IQ> {U}
        Only Energy attacks may be played against Namor for remainder of
            battle.
     * SUB-MARINER (HG) <IQ> {VR} [OPD]
        Namor may use Strength Power cards level 6 through 8 to avoid any
            attack made against Namor or teammate for remainder of battle.
      ____________________________________________________________________

  * NICK FURY  <IQ> {R}                        E: 3   F: 7   S: 4   I: 6   (20)
     * AGENT OF S.H.I.E.L.D. (CM) <IQ> {C}
        Opponent's Team is -2 to all attacks against Nick Fury for remainder of
            battle.
     * BATTLE STRATEGY (IE) <IQ> {VR} [OPD]
        Play during battle. At end of battle, opponent may only move 1 Mission
            card. Other Mission cards return to pile Ventured from.
     * HOWLING COMMANDO (HN) <IQ> {U}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
     * INFINITY FORMULA (ET) <IQ> {U}
        Remove up to 2 Hits with an Energy icon from Nick Fury's Permanent
            Record.
     * WAR HERO (AA) <IQ> {C}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
      ____________________________________________________________________

  * NIGHTCRAWLER  <IQ> {R}                     E: 6   F: 7   S: 3   I: 3   (19)
     * ACROBATIC PRECISION (HF) <IQ> {C}
        Acts as a level 4 Intellect or Strength attack.
     * POWER 'PORT (HT) <IQ> {VR} [OPD]
        Choose 1 Power card not usable by Nightcrawler from Draw Pile and place
            in hand. May be duplicate. Reshuffle Draw Pile.
      ____________________________________________________________________

  * OMEGA RED  <IQ> {R}                        E: 6   F: 7   S: 5   I: 2   (20)
     * CARBONADIUM SYNTHESIZER (EZ) <IQ> {VR} [OPD]
        Play in the current battle. Omega Red's Energy and Strength ratings are
            increased to 7 in the next battle.
     * TWIN TENTACLES (FC) <IQ> {C}
        Play with any Strength or Energy Power card attack. Power card must
            be blocked twice.
      ____________________________________________________________________

    ONSLAUGHT
     * CANNON FODDER (CT) <IQ> {VR} [OPD]
        All attacks made on Onslaught are made on target teammate until
            teammate is KO'd. Teammate may defend.
      ____________________________________________________________________

    POST
     * COVERT MANIPULATIONS (AF) <IQ> {U}
        Opponent -2 to Venture total for this battle. May be played from
      ____________________________________________________________________
   
  * PROFESSOR X  <IQ> {R}                      E: 8   F: 2   S: 1   I: 7   (18)
     * MINDWIPE (AQ) <IQ> {VR} [OPD]
        Acts as a level 8 Energy, Strength, Fighting or Intellect attack.
     * PSYCHIC SHIELD (AH) <IQ> {U}
        No Special cards may be played against Professor X for remainder of
            battle.
      ____________________________________________________________________
   
  * PSYLOCKE  <IQ> {R}                         E: 7   F: 6   S: 3   I: 4   (20)
     * CRIMSON DAWN (EV) <IQ> {VR} [OPD]
        Psylocke may remove all hits with icon of Psylocke's choice from her
            Permanent Record.
     * LADY MANDARIN (HF) <IQ> {C}
        Acts as a level 4 Intellect or Strength attack.
      ____________________________________________________________________

  * PUNISHER  <IQ> {R}                         E: 3   F: 7   S: 4   I: 4   (18)
       ~ May not be Cumulative KO'd with Fighting Power cards. ~
     * DODGE (AD) <IQ> {U}
        Avoid any attack made with a Power card
     * OUTWIT (ET) <IQ> {U}
        Remove up to 2 Hits with an Intellect icon from Punisher's Permanent
            Record.
      ____________________________________________________________________

  * QUICKSILVER  <IQ> {R}                      E: 7   F: 6   S: 3   I: 2   (18)
     * HIGH SPEED IMPACT (AS) <IQ> {VR} [OPD]
        Acts as a level 11 Strength attack. Quicksilver may not attack for
            remainder of battle.
     * RAPID-FIRE PUNCHES (DG)=>(ID) <IQ> {C}
        Acts as a level 1 Fighting attack. May make 2 additional attacks at +1,
            or 1 additional attack at +2. Bonus not applied to damage, or
            Venture total.
      ____________________________________________________________________

  * RED SKULL  <IQ> {R}                        E: 3   F: 5   S: 4   I: 7   (19)
       ~ May not be Cumulative KO'd with Intellect Power cards. ~
     * COSMIC CUBE (FD) <IQ> {VR} [OPD]
        Only Red Skull and target hero may attack, be attacked or defend this
            battle.
     * DEPRAVED EVIL (HZ) <IQ> {U}
        Sort through opponent's Dead Pile. Choose any 2 cards and put them into
            opponent's Draw Pile. Reshuffle Draw Pile.
     * DUST OF DEATH (HY) <IQ> {U}
        Acts as a level 6 Energy attack. If successful, target hero must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            hand.
     * EVIL SUPER SOLDIER (BA) <IQ> {VR} [OPD]
        Acts as a level 3 Strength attack. Can only be defended by a defensive
            Special card.
     * MASTER RACIST (AG) <IQ> {U}
        Avoid 1 attack.
      ____________________________________________________________________
   
  * RHINO  <IQ> {R}                            E: 2   F: 6   S: 7   I: 1   (16)
     * ANIMAL STAMINA (DQ) <IQ> {C}
        Rhino's hits to KO number is increased by 2 points for remainder of
            game.
      ____________________________________________________________________

  * ROGUE  <IQ> {R}                            E: 4   F: 4   S: 7   I: 2   (17)
       ~ May not be Spectrum KO'd with Special cards. ~
     * COMBINATION PUNCH (AE) <IQ> {C}
        Acts as a level 4 Any-Power attack. May combine with 1 Energy,
            Fighting, Strength or Intellect Power card for a single attack.
     * SOUTHERN BELLE (AZ) <IQ> {C}
        Target opponent may not attack Rogue for remainder of battle unless she
            attacks him first.
      ____________________________________________________________________
   
  * SABRETOOTH  <IQ> {R}                       E: 2   F: 8   S: 6   I: 3   (19)
     * DANGEROUS MIND (EJ) <IQ> {C}
        Acts as a level 2 Fighting attack. If successful, acts as a level 8
            Intellect Power card.
     * GOVERNMENT OPERATIVE (AD) <IQ> {U}
        Teammate may avoid 1 Fighting attack. May be played while Sabretooth
            is in Reserve.
      ____________________________________________________________________
   
  * SCARLET SPIDER  <IQ> {R}                   E: 3   F: 7   S: 6   I: 5   (21)
     * CLONAL CONFUSION (HU) <IQ> {C}
        Scarlet Spider may Place and play Spider-Man "Wall Crawl" and
            "Spider-Sense" Special cards for remainder of game.
      ____________________________________________________________________
   
  * SCARLET WITCH  <IQ> {R}                    E: 7   F: 3   S: 2   I: 5   (17)
       ~ Opponent's team -5 to Venture Total when KO'd. ~
     * IMPROBABILITY HEX (HL) <IQ> {U}
        Opponent's team may not use Strength Power cards level 6 through 8 to
            attack for remainder of battle.
     * WITCHCRAFT (AD) <IQ> {C}
        Scarlet Witch may avoid any numerical attack.
      ____________________________________________________________________

  * SENTINELS  <IQ> {R}                        E: 7   F: 5   S: 7   I: 1   (20)
     * MUTANT COUNTERMEASURES (GA) <IQ> {C}
        Target character may not play Specials for remainder of battle.
     * ROBOT MENTALITY (AR) <IQ> {C}
        Acts as a level 7 Intellect attack.
      ____________________________________________________________________

  * SHADOWCAT  <IQ> {U}                        E: 6   F: 3   S: 3   I: 6   (18)
       ~ May have duplicate "Ghostly Phase" Specials. ~
     * COMPUTER GENIUS (HQ) <IQ> {C} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * ELECTRONIC SCRAMBLE (AD) <IQ> {U}
        Teammate may avoid 1 Intellect attack. May be played while Shadowcat
            is in Reserve.
     * GHOSTLY PHASE (AG) <IQ> {U}
        Avoid 1 attack.
     * PRYDE AND WISDOM (AE) <IQ> {C}
        Acts as a level 4 Energy attack. May combine with 1 Intellect card for
            a single attack.
     * SOULSWORD (EJ) <IQ> {C}
        Acts as a level 2 Energy attack. If successful acts as a level 10
            Any-Power card.
      ____________________________________________________________________
   
  * SHE HULK  <IQ> {R}                         E: 1   F: 4   S: 7   I: 5   (17)
       ~ May have duplicate "Public Defender" Specials. ~
     * BRAINS & BRAWN (CC) <IQ> {C}
        Acts as a level 5 Intellect Power card. May be used to attack or
            defend. May not be combined with Universe cards.
     * PUBLIC DEFENDER (AD) <IQ> {C}
        Teammate may avoid 1 Intellect attack. May be played while She Hulk is
            in Reserve.
      ____________________________________________________________________

  * SILVER SABLE  <IQ> {U}                     E: 4   F: 6   S: 2   I: 6   (18)
       ~ May play Fighting Teamwork cards from Reserve. ~
     * BATTLE PLANS (HV) <IQ> {C}
        Silver Sable may have an unlimited number of Teamwork cards placed on
            her until Silver Sable is KO'd. Teamwork cards may not be
            duplicates.
     * SANDMAN (EB) <IQ> {C}
        Play this card in front of Silver Sable. Silver Sable may not be
            attacked until this Special is attacked. Silver Sable may not
            defend this card.
      ____________________________________________________________________
   
  * SILVER SURFER  <IQ> {R}                    E: 7   F: 3   S: 6   I: 5   (21)
     * COSMIC AWARENESS (HF) <IQ> {C}
        Acts as a level 4 Energy or Intellect attack.
      ____________________________________________________________________
   
  * SPIDER-MAN  <IQ> {VR}                      E: 3   F: 7   S: 6   I: 5   (21)
     * CLONAL CONFUSION (HU) <IQ> {C}
        Spider-Man may Place and play Scarlet Spider "Sticky Fingers" and
            "Scarlet Savior" Special cards for remainder of game.
     * SCIENCE WHIZ (DM) <IQ> {C}
        Spider-Man's Intellect Power cards are +2 for remainder of battle.
      ____________________________________________________________________
   
  * SPIDER-WOMAN  <IQ> {U}                     E: 6   F: 3   S: 6   I: 4   (19)
       ~ Energy Power cards are +1 when used to attack. ~
     * FORCE WORKS (AF) <IQ> {C}
        Add 3 to Venture total for this battle.
     * RESCUE OPERATION (AD) <IQ> {C}
        Teammate may avoid 1 attack of 9 or less. May be played while
            Spider-Woman is in Reserve.
      ____________________________________________________________________

  * STORM  <IQ> {R}                            E: 7   F: 5   S: 3   I: 4   (19)
       ~ Intellect Power cards are +2 when used for defense. ~
     * MORLOCK COMBAT (CD) <IQ> {C}
        Only Strength attacks may be played against Storm for remainder of
            battle.
     * X-MEN LEADER (HF) <IQ> {C}
        Acts as a level 4 Intellect or Strength attack.
      ____________________________________________________________________
   
  * STRONG GUY  <IQ> {R}                       E: 3   F: 4   S: 7   I: 3   (17)
       ~ May play "Pile It On" from Reserve. ~
     * BODYGUARD (AD) <IQ> {C}
        Teammate may avoid 1 Strength attack. May be played while Strong Guy is
            in Reserve.
     * SIMPLE STRATEGY (AE) <IQ> {C}
        Acts as a level 4 Strength attack. May combine with 1 Intellect card
            for a single attack.
      ____________________________________________________________________

  * SUPER SKRULL  <IQ> {R}                     E: 6   F: 4   S: 7   I: 4   (21)
     * ALIEN METHODS (HW) <IQ> {C}
        Sort through opponent's Dead Pile. Choose any two cards and put them
            into opponent's Draw Pile. Reshuffle Draw Pile.
     * FANTASTIC ENEMY (HN) <IQ> {C}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
      ____________________________________________________________________

  * THING  <IQ> {R}                            E: 1   F: 5   S: 8   I: 3   (17)
     * BUCKET O' SHAME (DL) <IQ> {U}
        Thing is -2 to attacks/+2 to defense for remainder of battle.
      ____________________________________________________________________
   
  * THOR  <IQ> {VR}                            E: 7   F: 5   S: 7   I: 4   (23)
     * GIFT OF THE GODS (DS) <IQ> {C}
        Choose one Thor Special from Draw Pile and place in hand. Cannot be a
            duplicate. Reshuffle Draw Pile.
     * VIKING PYRE (IG) <IQ> {VR} [OPD]
        Remove any cards from Thor's Draw Pile and discard into Dead Pile.
            Reshuffle Draw Pile.
      ____________________________________________________________________

  * VENOM  <IQ> {R}                            E: 5   F: 6   S: 7   I: 2   (20)
     * EDDIE BROCK: REPORTER (EM) <IQ> {C}
        Acts as a level 4 Intellect attack. If successful, opponent must
            discard 1 card of opponent's choice from hand.
     * HEALING BOND (ET) <IQ> {U}
        Remove up to 2 Hits with a Strength icon from Venom's Permanent Record.
      ____________________________________________________________________

  * VISION  <IQ> {R}                           E: 5   F: 4   S: 6   I: 6   (21)
       ~ May play "Android Endurance" from Reserve. ~
     * ANDROID AVENGER (AE) <IQ> {C}
        Acts as a level 4 Any-Power attack. May combine with 1 Energy,
            Fighting, Strength or Intellect Power card for a single attack.
     * CALCULATED ATTACK (AA) <IQ> {C}
        Acts as a level 4 Intellect attack. May make 1 additional attack.
      ____________________________________________________________________
   
  * WAR MACHINE  <IQ> {R}                      E: 5   F: 4   S: 7   I: 3   (19)
     * WAR DRONE (BR) <IQ> {U}
        War Machine may have 1 additional card Placed on him until War Machine
            is KO'd. May be played from Reserve.
      ____________________________________________________________________

  * WHITE QUEEN  <IQ> {R}                      E: 7   F: 2   S: 2   I: 6   (17)
     * COLD-HEARTED ENEMY (GG) <IQ> {C} [OPD]
        All cards currently in opponent's Dead Pile are removed from game.
     * HELLFIRE LEADER (AN) <IQ> {C}
        Acts as a level 6 Intellect attack. May be used against opponent in
            Reserve, who may defend.
     * MENTAL OVERRIDE (AA) <IQ> {C}
        Acts as a level 4 Energy attack. May make 1 additional attack.
     * MUTANT HEADMISTRESS (FA) <IQ> {C}
        White Queen may not attack or be attacked for remainder of battle.
     * TELEPATHIC MANIPULATOR (IA) <IQ> {VR} [OPD]
         Target Hero must discard all Placed cards and move into Reserve for
             remainder of battle.
      ____________________________________________________________________
   
  * WOLVERINE  <IQ> {R}                        E: 2   F: 8   S: 5   I: 4   (19)
     * CANUCKLEHEAD (HG) <IQ> {VR} [OPD]
        Wolverine may use Fighting Power cards level 6 through 8 to avoid any
            attack made against Wolverine or teammate for remainder of battle.
     * SAVAGE REGRESSION (EQ) <IQ> {U}
        For remainder of battle, Wolverine's Strength and Energy actions are
            +2. Intellect actions are -2.
_______________________________________________________________________________

P O W E R   C A R D S

 MULTIPOWER
  * 1M {C}  Chamber
  * 2M {C}  Havok
  * 3M {U}  X-Man
  * 4M {R}  Black Bolt

 INTELLECT
  * 1I {C}  Lizard
  * 2I {C}  Lady Deathstrike
  * 3I {C}  Kraven
  * 4I {C}  Modok
  * 5I {C}  Sebastian Shaw
  * 6I {C}  Ultron
  * 7I {U}  Leader
  * 8I {R}  Doom 2099
_______________________________________________________________________________

U N I V E R S E   C A R D S

TEAMWORK

 ENERGY
  * 7E FI +2+2  <IQ> {C}  Cyclops, Jean Grey & Cable
  * 8E FI +2+3  <IQ> {C}  Professor X, White Queen & Banshee
  * 8E SI +2+3  <IQ> {C}  Magneto, Quicksilver & Scarlet Witch

 FIGHTING
  * 6F SI +1+2  <IQ> {C}  Mystique, Forge & Strong Guy
  * 8F EI +2+3  <IQ> {C}  Captain America, Iron Man & Thor
  * 8F SI +2+3  <IQ> {C}  Maverick, Wolverine & Sabretooth

 STRENGTH
  * 7S FI +2+2  <IQ> {C}  War Machine, Hawkeye & Spider-Woman
  * 8S EI +2+3  <IQ> {C}  Galactus, Silver Surfer & Adam Warlock

 INTELLECT
  * 6I ES +1+2  <IQ> {C}  Shadowcat, Nightcrawler & Colossus
  * 7I FS +2+2  <IQ> {C}  Henry Pym, Vision & Black Widow
  * 8I FS +2+3  <IQ> {C}  Mr. Sinister, Apocalypse & Dark Beast

ALLY

 ENERGY
  * 8E 3E  <IQ> {C}  Moira MacTaggart (Professor X)

 FIGHTING
  * 6F 1F  <IQ> {U}  Edwin Jarvis (Black Widow)
  * 8F 3F  <IQ> {C}  Bucky Barnes (Captain America)

 STRENGTH
  * 6S 1S  <IQ> {U}  Mary Jane Watson-Parker (Spider-Man)
  * 8S 3S  <IQ> {C}  Rick Jones (Hulk)

 INTELLECT
  * 8I 3I  <IQ> {C}  Kristoff Vernard (Doctor Doom)
_______________________________________________________________________________

O T H E R   I Q   O V E R P O W E R   C O L L E C T I B L E   I T E M

    BOOSTER DISPLAY BOX
     * IQ Marvel Expansion ( 36 packs, 15 cards each )  <IQ>
_______________________________________________________________________________

C H E C K L I S T   C O D E   K E Y

(XX)   Special card two-letter codes (reference: OverPower Specials Guide)
=>     Actual => correction or official errata
~ ~    Inherent Ability text
<IQ>   IQ Marvel expansion
{C}    Common rarity level
{U}    Uncommon rarity level
{R}    Rare rarity level
{VR}   Very Rare rarity level
[OPD]  One Per Deck designation