For years I've had a DC set posted on here. It just keeps growing so last year I decided to divide it up. This set has the characters and cards that were in the notes for the unreleased DC set (along with the name Universal Forces). It also had revised characters and specials for those that were lacking (here's looking at you Batman/Superman set.) I also did all the Teamwork cards that DC was missing.
Here is the Google Drive link: https://drive.google.com/drive/folders/1o03XdJo-SEu56LY_HUl7APK2LIWiFWj2?usp=drive_link
I'll post the text below as I get the time.
Black Lightning 7-5-4-4 20 May attack with Energy Power cards while in Reserve.
Deathstroke 2-8-5-6 21
Fate 6-6-3-3 18 Power cards are +1 when used to attack.
The Hyperclan 7-6-7-3 23
Impulse 6-6-3-2 17 May make 1 follow up attack to a Universe: Teamwork card from Reserve.
The JSA 7-5-4-7 23
The Legion 4-4-4-4 19 Begin game with Basic Universe cards providing no more than a total bonus of 5. The Legion's Power Grid gets Bonuses in the chosen Power Types for remainder of game.
Lobo 1-7-8-6 22
Mordru 8-2-6-7 23
The Rogues 7-4-3-5 19 The Rogues Universe: Ally cards are +1 and they may play a Rogues' Special card as a follow up attack.
The Shade 7-3-3-5 18 Energy Power cards are +2 when defending attacks made against The Shade's battlesite.
Spectre ------- 28 Counts as 28 points for Tournament Deckbuilding. May play any teammate's Special cards. May not play "One Per Deck" Special cards.
Starman 7-5-3-4 19 While "Cosmic Rod" placed to Starman, his Energy Power cards are +1.
Any Character-Devourer Of Worlds
Play during battle. Opponent cannot use Activator cards for remainder of game or until this Special has been attacked with 4 Activator card attacks. This Special may not be negated.
Any Character-Krypto Runs Wild
Acts as a level 7 Strength attack. Counts as a duplicate of all "Any Hero/Character" AR Special Cards
Any Character-League Of Assassins
On your turn, play before opponent concedes. Opponent may not concede battle. This card may be placed. Counts as a duplicate of all "Any Hero/Character" BL/DF Special Cards.
Any Character-Mister Mischief
Mxyzptlk's Mischievous Magic! Opponent -3 to venture total for this battle. Counts as a duplicate of all "Any Hero/Character" AF Special Cards.
Any Character-Phantom Stranger
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special. Counts as a duplicate of all "Any Hero/Character" ZZ Special Cards.
Any Character-Power Leech
Opponent must immediately discard 4 cards of opponent's choice with icon of Parasite's choice currently placed or in hand.
Any Character-Unlucky At Love
Spurned by Catwoman! Any 1 of opponent's characters is -2 to defense for remainder of battle.
Aquaman-Tempest
Acts as a level 8 Energy attack. Aquaman may play 1 additional Special card.
Black Canary-Canary Cry
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.
Black Lightning-Beagle
Add 3 to Venture Total for this battle. Black Lightning may play with Strength or MultiPower Power card usable by Black Lightning. Value of Power Card is also added to Venture Total for this battle.
Black Lightning-Electromagnetic Field
Black Lightning or teammate may avoid 1 attack of 6 or less. May be played from Reserve.
Black Lightning-High Voltage
Acts as a level 9 Energy or Strength attack.
Black Lightning-Mr. Pierce
For remainder of game, Black Lightning's team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate.
Black Lightning-Strike Like Lightning
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Black Lightning may continue to attack while in Reserve.
Black Lightning-Urban Legend
Black Lightning's Team's attacks with an Energy icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
Captain Atom-Ground Zero
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
Deathstroke-Battlestaff
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a single attack.
Deathstroke-Broadsword
Acts as a level 5 Fighting or Intellect attack. May not be defended by a card from a Battlesite.
Deathstroke-Immortality Factor
Remove up to 2 hits from Deathstroke's Permanent Record.
Deathstroke-Instant Reflexes
Avoid 1 attack with a Special card. Deathstroke may draw 1 card from the top of the Draw Pile. Discard duplicates.
Deathstroke-Sidearm
Acts as a level 2 Energy attack. May make 2 additional attacks.
Deathstroke-Wintergreen
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack. Deathstroke may play 1 additional Special card.
Fate-Agent Of Order
Acts as a level 12 Energy attack. May only be played if Fate has Hits totaling 15 or more in his Permanent Record.
Fate-Ankh Darts
Acts as a level 4 Fighting attack. Fate may make 1 additional Energy and/or 1 additional Intellect Power card attack
Fate-Dagger Of Nabu
Acts as a level 5 Fighting attack. May not be defended with a Special card.
Fate-Mystical Bandages
Remove 1 Hit from Fate's Permanent Record or Hits to Current Battle.
Fate-Right Arm Of Chaos
Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.
Fate-Second Sight
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Second Sight" on top of Draw Pile. Reshuffle Draw Pile.
Flash-City Patrol
Remove 1 Hit from The Flash's Battlesite.
Flash-Scarlet Speedster
Opponent may not attack or defend with cards from Battlesite for remainder of battle.
Green Lantern-Emerald Gladiator
Negates the effect of any 1 Special card played by opponent against Green Lantern only.
Hawkman-Hawkwoman
Acts as a level 5 Fighting attack. Hawkman may play 1 additional Special card.
Hyperclan-A-Mortal
Acts as a level 6 Energy or Fighting attack.
Hyperclan-Armek
Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.
Hyperclan-Fluxus
Acts as a level 5 Any-Power attack. May make 1 additional attack.
Hyperclan-Primaid
The Hyperclan may play Power card attacks face down for remainder of battle. Opponent must guess defense.
Hyperclan-Protex
Target character must discard all Placed cards and may not attack for remainder of battle.
Hyperclan-Zenturion
Negates the effect of any 1 Special card played by opponent against The Hyperclan only.
Hyperclan-Zum
Acts as a level 5 Fighting attack. If successful The Hyperclan may make as many Power card attacks as possible. Opponent may defend.
Impulse-Game Over
Play on your turn to concede battle. Impulse's Mission cards return to pile Ventured from. Opponent's Mission cards advance as normal.
Impulse-Can't Hold Still
Avoid 1 attack.
Impulse-Life In The Fast Lane
Acts as a level 4 Fighting attack. If successful, Impulse may not attack or be attacked for remainder of battle.
Impulse-Max Mercury
Play with any Power Card usable by Impulse. For remainder of game, Impulse does not have to discard duplicates of chosen Power Card's Power Type and Value.
Impulse-Reckless Youth
Acts as a level 7 Fighting or Strength attack. If not successful, Impulse is -2 to attack for remainder of battle.
Impulse-Showing Off
Impulse may make 1 follow-up attack after Impulse plays a Universe: Teamwork card for remainder of game.
JSA Doctor Fate
Opponent must immediately discard all cards with an Strength icon currently held in hand.
JSA Dr Mid-Nite
Play to Concede battle. Remove all Hits from The JSA's or teammate's Permanent Record and Hits from Current Battle.
JSA Golden Age Flash
Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture Total.
JSA Golden Age Green Lantern
Negates the effect of any 1 Special card played by opponent.
JSA Hawkman
Acts as a level 4 Fighting attack. May make 1 additional attack.
JSA Wildcat
Play during battle. In the battle that The JSA are KO'd, The JSA may continue to fight, are +1 to attack and are not discarded until the end of the battle.
Legion Brainiac 5
Acts as a level 4 Intellect attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.
Legion Cosmic Boy
"The Legion may avoid any numerical attack.
"
Legion Invisible Kid
The Legion may not attack or be attacked for remainder of battle.
Legion Kinetix
On their turn, The Legion may exchange this card for any 1 card in Dead Pile and play it immediately.
Legion Livewire
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.
Legion Saturn Girl
Acts as a level 3 Energy attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.
Legion Triad
Acts as a level 2 Fighting attack. May make 2 additional attacks.
Legion Ultra Boy
Acts as a level 12 Strength attack. If successful, The Legion or The Legion's teammates may not defend The Legion with Special cards for remainder of game.
Lobo I'm Not Givin' Up
Acts as a level 12 Intellect attack. May only be played if Lobo has Hits totaling 15 or more in his Permanent Record.
Lobo Is That The Best Ya Can Do?
Remove 1 Hit from Lobo's Permanent Record or Hits From Current Battle.
Lobo Main Man
Acts as a level 4 Energy attack. May make 1 additional attack.
Lobo Mindless Violence
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
Lobo One Mean Bastich
Lobo is +2 to all attacks against target character and +2 to defense from attacks made by target character for remainder of battle.
Lobo Ya See This Hook?
Acts as a level 7 Fighting attack. If successful, target character may not attack for remainder of battle.
Mordru Arch Sorcerer
Negates the effect of any 1 Special card played by opponent.
Mordru Dark Lord Of The 30th Century
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
Mordru Emerald Eye
Choose one Tactic: Artifact card and any one Power card from Draw Pile and place in hand. Chosen cards cannot be duplicates. Reshuffle Draw pile.
Mordru Immortal Evil
Play during battle. On your turn, after Mordru is KO'd, discard this Special to move Mordru from Defeated Characters Pile to Reserve. Play as normal.
Mordru Once And Future Tyrant
Play with any Power card attack. Power card must be blocked twice.
Mordru Talismans Of Power
Mordru may play any Artifact card on himself for remainder of game.
Nightwing Titans Together
Nightwing's Team's attacks with a Fighting icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
The Rogues Abra Kadabra
Draw 3 cards. Discard duplicates.
The Rogues Heat Wave
Acts as a level 5 Energy attack. The Rogues may play 1 additional Special card.
The Rogues Captain Boomerang
Play when The Rogues make a Power card attack. If defended, The Rogues' Power card is returned to top of Draw Pile.
The Rogues Captain Cold
Acts as a level 6 Energy attack. If successful, Target Character may not play Special cards for remainder of battle.
The Rogues Mirror Master
Play with any Energy, Fighting, or Strength Power card attack. Power card must be blocked twice.
The Rogues Unholy Alliance
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
The Rogues Weather Wizard
Play in current battle. Next battle, Opponent may not Place any cards.
The Shade Historian
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.
The Shade Immortal Englishman
Shade cannot be Spectrum KO'd for remainder of game.
The Shade Shadowland Creature
Acts as a level 9 Energy or Strength attack.
The Shade Shade's Town
Remove 1 Hit from Shade's Battlesite. OR Negates the effect of any 1 Special card played by opponent against Shade's battlesite.
The Shade Shadowport
Choose one Tactic: Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
The Shade Umbrakinesis
Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack.
Starman Blast From The Staff
Acts as a level 10 Energy attack.
Starman Cosmic Rod
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Starman Legacy Hero
Starman's "Cosmic Rod"and "Reluctant Hero" become Any Character Specials for remainder of game. Starman's Hits to K.O. is +3 for remainder of game.
Starman Local Dispute
Play during Battle. Next Battle, Opponent may not play any Activator Cards or Any-Character Special Cards.
Starman Reluctant Hero
Acts as a level 3 Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.
Starman Star Quest
Starman may increase either his team's or opponent's ventured Mission cards by 1.
Here are the revised cards. The characters fall into two categories. Characters from Batman/Superman where the Grids were reasonable but they didn't get an inherent. Characters where they were just weak. The Superman family, Nightwing deserving a 7 Fighting, etc...
The Special revisions were weak specials that were never used in newer sets. You never see an AC code after B/S. AR's that were 4. I just tried to buff specials to a newer version or something close, or just make it a better version of itself. (The Specials may have a few new one in this list also)
Bane 1-6-6-6 19
May play "Enhanced Physique" and Tactic cards from Reserve.
Blue Beetle 4-6-4-6 20
Intellect Power Grid Rating is 8 for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Booster Gold.
Booster Gold 6-4-6-4 20
Intellect Power cards are +3 when used for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Blue Beetle.
Catwoman 3-6-2-6 17
Each battle Catwoman may draw 1 card from Power Pack for opponent's first discarded duplicate Power Card. Do not discard if duplicate.
Flash 7-7-3-3 20
Hazard 7-2-5-5 19
Attacks made with Energy Power cards may not be moved or shifted from Target Character.
Huntress 4-6-3-6 19
If Huntress' homebase or battlesite is "Gotham City", Huntress may play her first attack face down each battle.
Joker 4-5-2-7 18
May move 1 Mission from the Defeated Mission Pile to the Reserve Mission Pile if a teammate is K.O.'d as a result of "Double Cross".
Killer Croc 4-5-6-1 16
May only be Spectrum KO'd by four Power Types.
Nightwing 2-7-4-6 19
"Parallax 8-4-4-5 21
Penguin 6-6-1-6 19
May make 1 Intellect Power card attack after opponent has conceded the battle. Opponent may defend.
Poison Ivy 4-5-2-6 17 Opponent's team is -1 to Venture Total for each Poison Ivy Special targeting their characters or in character's Permanent Record or Hits From Current battle.
Riddler 3-5-3-7 18
May place cards face-down, they do not count as duplicates of cards in Hand
Steel 5-2-6-7 20
Superboy 7-3-6-2 18
Supergirl 7-4-6-3 20
Superman 7-2-8-4 21
Thorn 4-6-3-5 18
Thorn's Basic Universe cards count toward Damage and Venture Total. Thorn may play any Fighting Basic Universe cards.
Two-Face 3-6-3-6 18
If Two-Face or opponent venture's 2 cards, Two-Face may draw 2 cards. Keep 1 and return 1 to Draw Pile, reshuffle. May not keep duplicates.
Azrael Avenging Angel
Acts as a level 3 Strength attack, +1 for each Mission card in Azrael's Defeated Missions Pile.
Azrael Battle Armor
Azrael may avoid any numerical attack.
Azrael Divine Inspiration
For every Hit in Azrael's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile.
Bane Enhanced Physique
Bane's Fighting Rating increases to 7 and hits to K.O. number is increased by 5 points for remainder of game.
Bane Intimidation
Target Character may not attack or play Special cards for remainder of battle.
Batman Magnesium Flare
Search your Draw Pile for 1 non-duplicate Ally card and draw it, reshuffle Draw Pile. Batman's team is +3 to Venture total for battle.
Batman Master Detective
Opponent must reveal hand and play open handed for remainder of battle.
Batman Olympic Level Athlete
Avoid 1 attack with a Power card. Batman may draw 1 card from the top of the Draw Pile. Discard duplicates.
Catwoman Cat-Like Reflexes
Catwoman may avoid any numerical attack.
Catwoman Nine Lives
Remove up to 2 Hits with a Fighting icon from Catwoman's Permanent Record.
Catwoman Whip Strike
Acts a level 3 Strength attack. If attack is defended, Catwoman may draw 1 card from top of Draw Pile. Discard duplicates.
Comm. Gordon & The G.C.P.D.
The Bat Signal Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Doomsday Tough Hide
Doomsday may avoid any numerical attack.
Doomsday Unearthly Strength
Acts as a level 12 Strength attack. If successful, Doomsday or Doomsday's teammates may not defend Doomsday with Special cards for remainder of game.
Eradicator Self Healing
Discard 1 Power card usable by Eradicator to remove all Hits from Eradicator's Permanent Record of equal or lesser value.
Eradicator Vengeful Protector
Attack made on Joker is now made on teammate of Joker's choice, who may defend. If successfuly defended, teammate may draw 1 card from the Draw Pile. Discard duplicates.
Flash City Patrol
Remove 1 Hit from The Flash's Battlesite.
Green Lantern Goin' Ballistic
Avoid 1 attack with an Strength icon. Green Lantern may draw 1 card from the top of the Draw Pile. Discard duplicates.
Huntress Crossbow
Acts as a level 5 Energy attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.
Joker Double Cross
Joker Maniacal Genius
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
Killer Croc
Rampage Acts as a level 6 Fighting attack. If not successful, Killer Croc may make as many Power and Special card attacks as possible. Opponent may defend.
Knockout Killer Physique
Avoid 1 attack with an Fighting icon. Knockout may draw 1 card from the top of the Draw Pile. Discard duplicates.
Lex Luthor Global Resources
Discard 1 Intellect Power card usable by Lex Luthor. Show Opponent up to 5 cards usable by Lex Luthor from Hand. Draw equal number from Draw Pile. Discard duplicates.
Martian Manhunter John Jones
Draw 3 cards. Discard duplicates.
Martian Manhunter Shapeshifter
Martian Manhunter may switch entire permanent record with any front line teammate.
Metallo Assimilate
Play with any Basic Universe card. Metallo's Power Grid gets Bonus in that Power Type for remainder of game.
Metallo Kryptonite Fueled Revenge
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
Metropolis SCU Dan Turpin
Acts as a level 2 Intellect attack. If successful, attacks made on Target Character may not be moved to any of Target's teammates for remainder of game.
Metropolis SCU Maggie Sawyer
All Metropolis S.C.U. Special cards are doubled when determining Venture total for this battle.
Mister Miracle Alpha Effect
Acts as a level 5 Energy card. May be used to attack or defend. May not be combined with Universe cards.
Mister Miracle Last Second Escape
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."
Neron Enhance Abilities
Target Teammate's Energy, Strength or Intellect Rating increases to 7 for remainder of game.
Neron Deal With The Devil
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.
Nightwing Expert Sleuth
Acts as a level 6 Intellect attack. If successful, Opponent must reveal all cards playable by Target Character and play them open handed for remainder of battle.
Nightwing Glider Wings
Nightwing may avoid any numerical attack.
Orion Dog Of War
Acts as a level 9 Energy or Strength attack.
Orion Unbridled Rage
For remainder of battle, Orion's Fighting and Strength actions are +2. Intellect actions are -2.
Parallax Entitiy Of Fear
Target Character must discard all Placed cards and may not attack for remainder of battle.
Parallax Living Battery
Acts as a level 11 Energy, Fighting, or Strength attack. Parallax's Team may not attack for remainder of battle.
Parallax Yellow Taint
Target Character's Team is -10 to Venture total this battle.
Parasite Energy Siphon
Acts as a level 7 Fighting attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile.
Parasite Kinetic Absorption
Avoid 1 attack made with a Power card. Parasite may draw 1 card from the top of the Draw Pile. Discard duplicates.
Parasite Life Leech
Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
Parasite Sucking The City Dry
Opponent must discard top 5 cards from Power Pack into Dead Pile.
Penguin Flame Thrower Umbrella
Acts as a level 7 Energy attack.
Penguin Master Planner
Target Character's Team is -10 to Venture total this battle.
Poison Ivy Seductress
Acts as a level 3 Energy attack. Cannot be defended by a male hero.
Poison Ivy Strangle Vines
Target Character must discard all Placed cards and may not attack for remainder of battle.
Poison Ivy Venus Flytrap
Acts as a level 7 Strength attack.
Robin Loyal Partner
Acts as a level 5 Intellect attack. Teammate may play 1 additional Special card.
Steel Exo-Skeleton
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Reserve must skip a battle before moving to Front Line.
Steel Human Shield
Acts as a level 9 Strength Power card. May only be used to defend. May defend Steel or teammate.
Superboy Attitude
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.
Superboy Hotheaded
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
Superboy Quick Save
Teammate may avoid 1 attack of 9 or less.
Superboy Up, Up, And Away
Avoid 1 attack with more than 1 icon. Superboy may draw 1 card from the top of the Draw Pile. Discard duplicates.
Supergirl Levitation
Teammate may avoid 1 attack made with a Universe Card. Supergirl may draw 1 card from top of Draw Pile. Discard duplicates.
Supergirl Psychokinetic Bolt
Acts as a level 4 Energy attack. If successful, move all of target character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.
Superman Defying Earth's Gravity
Avoid 1 attack.
Superman Earth's Greatest Hero
Add 6 to Venture total this battle.
Superman Heat Vision
Acts as a level 7 Energy attack.
Superman Man Of Steel
Superman cannot be Cumulative KO'd for remainder of game.
Thorn Battle Instinct
Acts as a level 6 Fighting or Intellect attack.
Thorn Street Fighter
For remainder of game, Thorn may Draw 1 card from top of Draw Pile for each Basic Universe card played by Thorn. Discard duplicates.
"Two-Face Criminal Mastermind
Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.
"Two-Face Tommy Gun
Two-Face may make as many Power card attacks as possible. Opponent may defend.
Here are the locations and Aspects
Arkham Asylum
Joker
Harley Quinn
Scarecrow
Two-Face
Poison Ivy
Riddler
All of Opponent's Universe Teamwork card bonuses are +0.
Batcave
Azrael
Batgirl
Batman
Nightwing
Robin
Spoiler
Batcave team may include 3 Oracle Special cards in their deck that may be played as "Any Character" Specials.
DC Universe
Any tournament legal team, using normal deck building rules. Opponent's Team is -1 to Venture Total per Battle.
Gotham City
Batman
Robin
Oracle
Comm Gordon
Huntress
Catwoman
"Shadow Of The Bat" Special cards may be played by any Gotham character.
JLI Embassy
Blue Beetle
Booster Gold
Captain Atom
Fire & Ice
Guy Gardner
Martian Manhunter
JLI Embassy team is +3 to Venture Total per battle and Reserve Character may enter battle immediately upon KO of Front Line Character.
Keystone City
The Flash
Grodd
Impulse
Jay Garrick
The Rogues
The Shade
Keystone City Team's Energy power cards are +1 to defense.
Metropolis
Booster Gold
Lex Luthor
Metropolis SCU
Steel
Supergirl
Superman
Metropolis Team's Special Cards are an additional +1 to Venture Total when they Hit.
STAR Labs
Captain Atom
Cyborg
Doom Patrol
Firestorm
Flash
Steel
If opponent has any Artifact or Aspect cards in hand after placing, they must reveal them.
Watchtower
Batman
Flash
Green Lantern
Martian Manhunter
Superman
Wonder Woman
Watchtower team may not Venture more than 3 cards per battle.
Arkham Asylum Homicidal Maniacs
For remainder of game, Arkham Asylum team's attacks made with Power cards may not be defended by Opponent's team's Special cards already in play.
Batcave Alfred Pennyworth
For remainder of game, Batcave's team may use Intellect Power cards to remove 1 Hit from the Permanent Record of any Front Line Character.
DC Universe Linear Men
Each player is -3 to Venture Total for each Special card in play at the end of battle.
Gotham City Gotham Knights
Gotham team is +2 to Venture total for each "Shadow Of The Bat" Special card in play or in a character's Hit's from Current Battle and Permanent Record.
JLI Embassy United Nations Mandate
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.
Metropolis City Of Tomorrow
Remove 1 Hit from Metropolis Team's Battlesite.
STAR Labs Research Team
Play with an Intellect Power card playable by S.T.A.R. Lab's team; You may duplicate the gametext of opponent's Tactic: Artifact in play while it is on table. OR Shuffle opponent's Tactic: Artifact card back into their Draw Pile.