X-Men Trading Card Game Complete Spoiler (by Type) -131 cards ---------------------------------------------------------------------- ----- X-Men ----- Angel Gray 6 7 2-1-0 H -Mutant Power C: Discard any number of cards from your hand in order to prevent up to twice that much damage done to your X-Men. Bishop Gray 6 7 1-0-2 H -Mutant Power B: If any Green damage is done to Bishop (even if it's prevented), do an equal amount of Green damage to the Villain. Cyclops Gray 10 9 0-3-2 S -Do 1 Green damage to the Villain. Cyclops Gray 14 10 0-5-2 H -Mutant Power B: Do 1 Green damage to the Villain. If 2 or more 6s (if Cyclops is attacking) or 1s (if Cyclops is defending) are rolled, do 2 damage instead of 1. Jean Grey Gray 8 8 1-3-0 S -Mutant Power B: Draw a card. Jean Grey Gray 12 9 2-4-0 H -Mutant Power B: Count the number of 1s (if Jean Grey is defending) or 6s (if Jean Grey is attacking). Draw that many cards. Marrow Gray 6 7 0-2-1 H -Mutant Power B: Count the number of 1s (if Marrow is defending) or 6s (if Marrow is attacking). You may add up to that many damage counters to Marrow, but no more than 3. For each counter you add to Marrow in this way, do 1 Green damage to the Villain. Professor X Gray 10 9 4-1-0 S -Mutant Power B: Reroll 1 die. A new roll of 1 or 6 doesn't activate a Mutant Power. Professor X Gray 14 10 5-2-0 H -Mutant Power B: Reroll 1 or 2 dice. A new roll of 1 or 6 doesn't activate a Mutant Power. Psylocke Gray 6 7 1-1-1 H -Mutant Power C: Move 1 damage counter from 1 of your X-Men to another of your X-Men in battle. Rogue Gray 10 9 0-2-3 S -Mutant Power A: 1s and 6s don't activate other Mutant Powers this battle. Rogue Gray 12 9 0-2-4 H -Mutant Power A: 1s and 6s don't activate other Mutant Powers this battle. If the Danger Room level is 7 or more, the Villain's Mutant Power can't activate for the rest of the game (even if the Danger Room level drops below 7). Storm Gray 10 9 3-0-2 S -Mutant Power B: Remove 1 of the dice. Storm Gray 12 9 4-0-2 H -Mutant Power B: Remove 1 of the dice. If the Danger Room level is 7 or more, you may remove 1 additional dice. Wolverine Gray 12 9 2-0-4 S -Mutant Power C: If there are any damage counters on Wolverine, remove 1 of them. Wolverine Gray 14 10 2-0-5 H -Mutant Power C: Count the number of 1s (if Wolverine is defending) or number of 6s (if Wolverine is attacking). Remove that many damage counters from Wolverine. If there aren't that many, remove all of them. -------- Villains -------- Apocalypse Blue 10 9-7-6 H -Mutant Power A: Apocalypse cab use any other Villain's Mutant Power in the game (when that Power normally activates). Brood Red 10 7-6-8 H -Mutant Power B: If any X-Men are attacking, 2s do 2 damage instead of 1. If Brood is attacking, 2s don't do damage. Juggernaut Red 10 6-6-8 H -Mutant Power C: If Juggernaut is defending, he attacks the attacking player's team after this battle. 1s and 6s don't activate Mutant Powers in that battle. Magneto Green 10 8-9-6 S -Mutant Power A: 1s and 6s don't activate other Mutant Powers in this battle. Magneto Green 10 8-9-6 H -Mutant Power A: 1s and 6s don't activate other Mutant Powers this battle. If the Danger Room level is 7 or more, choose 1 of the X-Men in this battle. His or her Mutant Power can't activate for the rest of the game (even if the Danger Room level drops below 7). Mojo Green 10 7-8-6 H -Mutant Power C: Choose 1 of the X-Men in this battle and tap him or her. That X-Man does not untap in that player's next untap step. Mystique Blue 10 8-7-7 S -Mutant Power B: If there are any cards in your opponent's hand, he or she discards 1 of them at random. Mystique Blue 10 8-7-7 H -Mutant Power B: If there are any cards in your opponent's hand, he or she discards 1 of them at random. If the Danger Room level is 7 or more, he or she discards 2 cards at random instead of 1. Sabretooth Red 10 6-6-9 S -Mutant Power C: If your opponent has any damage counters on Sabretooth, remove 1 of them. Sabretooth Red 10 6-6-9 H -Mutant Power C: Count the number of 1s (if Sabretooth is defending) or 6s (is Sabretooth is attacking). Remove that many of your opponent's damage counters from Sabretooth. If there aren't that many, remove all of them. Sentinels Green 10 7-8-6 H -Mutant Power C: Move the Danger Room marker up or down 1 level. Sinister Blue 10 8-7-7 H -Mutant Power C: At the end of the attack, if your opponent has any Power-Up cards in play, choose 1 and discard it. Toad Red 10 6-6-7 S -Mutant Power B: Choose an X-Man in this battle. Do 1 Red damage to that X-Man. Toad Red 10 6-6-7 H -Mutant Power B: Count the number of 1s (if Toad is defending) or 6s (if Toad is attacking). Do that much damage to the X-Men in this battle, divided any way you choose. --------- Lightning --------- Brainwashed! Blue 6 U -Put any Blue card from your discard pile into your hand. Come Out Wherever You Are! Red 4 U -Put 1 Red card from your discard pile into your hand. Dodge This! Red 10 U -Bishop: Choose a Villain and do 2 Red damage to him or her. -Choose a Villain and do 1 Red damage to him or her. Don't Give Up! Green 4 R -Roll Green Strength or less. Remove up to 3 damage counters from 1 of your X-Men. First Aid Green 3 C -Remove up to 2 damage counters from 1 of your X-Men. Follow Me! Green 1 U -Cyclops: Draw 3 cards. -Draw 2 cards. Get to the Truth! Green 5 R -Put any Green card from your discard pile into your hand. Goddess! Blue 4 U -Storm: If there are any cards in your opponent's hand, he or she discards 2 of them at random (1 if he or she only has 1). -If there are any cards in your opponent's hand, he or she discards 1 of them at random. Hold Your Fire! Blue 3 U -Professor X: Choose a Villain and remove up to 3 damage counters from that Villain. -Choose a Villain and remove up to 2 damage counters from that Villain. Kra-ka-thoom! Green 6 U -Cyclops: If the Danger Room level is 4 or more, you may tap Cyclops to play this card. -If all of your other X-Men are untapped, tap all of them to discard all Power-Up cards in play. Nice Shot! Red 5 U -Choose 1 Power-Up card in play and discard it. Shhhhh... Green 4 U -Marrow: Remove up to 3 damage counters from Marrow. -Remove up to 2 damage counters from the X-Man you tap to play this card. Snikt! Red 3 R -Roll Red Strength or less. Choose 1 Power-Up card in play and discard it. Ugh...Take It! Red 3 U -Psylocke: If the Danger Room level is 1 or more, you may tap Psylocke to play this card. -Untap 1 of your X-Men. You Can Make It! Green 1 C -Remove 1 damage counter from 1 of your X-Men. ------- Mission ------- Agility Trial Red 2 +3 C -Draw a card. Alien Invasion Red 9 +9 R -Roll Red Strength or less. Draw a card. All or Nothing Battle Green 10 +10 C Ambush Green 9 +10 R -Roll Green Strength or less. During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Back Alley Brawl Blue 6 +6 R -Roll Blue Strength or less. During this attack, before any dice do anything, you may reroll 1 die. Bad Blood Green 8 +8 C Bait and Switch Green 2 +1 C -During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Battle Simulation Red 3 +4 C -Draw a card. Berserker Rage Red 5 U -Wolverine: Only Wolverine may attack this turn. Triple his Red Strength at the start of the attack. -Only the X-Man you tap to play this card may attack this turn. Double his or her Red Strength at the start of the attack. Blood Fued Red 6 +6 C Combat Training Red 1 +2 C -Draw a card. Cross-Dimensional Raid Blue 1 +1 C -During this attack, before any dice do anything, you may reroll 1 die. Crossfire Green 4 +6 R -Roll Green Strength or less. During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Cry For Help Green 6 +7 C Deadly Dance Green 2 +2 R -Roll Green Strength or less. During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Death Trap Green 4 +5 C -During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) DMZ Green 6 +8 R -Roll Green Strength or less. During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Dogfight Blue 5 +4 C Dramatic Confrontation Blue 9 +10 C Faceoff Red 5 +5 C Fight to the Finish Red 10 +6 C Firefight Green 5 +6 C Inferno Blue 3 +3 C -During this attack, before any dice do anything, you may reroll 1 die. Last Stand Blue 8 +9 C Moment of Truth Red 1 +3 R -Roll Red Strength or less. Draw a card. Natural Diaster Blue 1 +3 R -Roll Blue Strength or less. During this attack, before any dice do anything, you may reroll 1 die. Obstacle Course Blue 1 +2 R -Roll Blue Strength or less. During this attack, before any dice do anything, you may reroll 1 die. Out of Control Red 3 U -Only the X-Man you tap to play this card may attack this turn. Double that X-Man's Red Strength at the start of the attack. Payback Blue 2 +2 C -During this attack, before any dice do anything, you may reroll 1 die. Press Gang Red 6 +7 R -Roll Red Strength or less. Draw a card. Protection of the Innocent Blue 7 +8 C Psychic Showdown Blue 6 +5 C Rescue Mission Green 3 +2 C -During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Showdown Red 7 +7 C Slugfest Red 3 +5 R -Roll Red Strength or less. Draw a card. Surprise Assualt Green 9 +9 C Team Work Blue 5 U -The X-Man you tapped to play this card attacks alone. Double that X-Man's Blue Strength at the start of the attack. Underground Menace Blue 3 +4 R -Roll Blue Strength or less. During this attack, before any dice do anything, you may reroll 1 die. Vendetta Red 9 +8 C Workout Green 4 U -Only 1 X-Man may attack this turn. Double his or her Green Strength at the start of the attack. -------- Momentum -------- Baptism by Fire Red 1 +1 U -Rogue: If Rogue's Mutant Power is activated this battle, you may choose any X-Man in the game and use his or her Mutant Power instead of Rogue's. -Choose 1 of your opponent's X-Men. If 2 or more 6s are rolled this battle, you may use that X-Man's Mutant Power instead of your own. Collision Course Red 7 +3 C Dramatic Escape Blue 7 C -During this attack, before the dice do anything, you may reroll up to 2 dice. Fastball Special Red 9 C -Roll Red Strength or less. After the dice are rolled, do 2 Red damage to the Villain. Finishing Blow Red 1 +1 C Mental Probe Blue 3 C -During this attack, before any dice do anything, you may reroll 1 die. Moment of Reflection Red 8 U -Bishop: If the Danger Room level is 6 or more, you may tap Bishop to play this card. -Count the number of damage counters on 1 of your X-Men. Add that much to the total Strength of this attack. Pounce Red 2 +2 C Precision Fire Green 3 C -During this attack, before any dice do anything, you may change any die roll by 1. (The die can't be changed to anything other than 1 through 6.) Psi-Shield Green 4 U -Jean Grey: During this attack, 1s don't activate Mutant Powers and 2s don't do damage. -During this attack, 2s don't do damage. Psychic Boost Blue 1 C -1s don't activate Mutant Powers for this attack. Spinal Tap Green 1 U -Marrow: After this attack, roll 6 dice and count the number of 6s. Do that much Green damage to the Villain who was attacked. -After this attack, roll 4 dice and count the number of 6s. Do that much Green damage to the Villain who was attacked. Sucker Punch Red 4 C -Roll Red Strength or less. After the dice are rolled, do 1 Red damage to the Villain. -------- Power-Up -------- Bewilder Green 3 U -Jean Grey: If the Danger Room level is 1 or more, you may tap Jean Grey to play this card. -When your opponent's X-Men attack, before any dice are rolled, you may discard this card from play to choose which Villain they attack. Blend In Red 1 U -All Blue Villain attacks get -1 Strength. Block Blue 5 U -Angel: If the Danger Room level is 3 or more, you may tap Angel to play this card. -When a Villain attacks you X-Men, at any time after the dice have been rolled, you may discard this card and roll 1 die. Prevent up to that much damage done to your X-Men that battle. Braindrain Blue 3 U -Professor X: If the Danger Room level is 1 or more, you may tap Professor X to play this card. -Choose 1 of your opponent's X-Men and attach this card to him or her. That X-Man can't be tapped to play cards. If he or she attacks, discard this card at the end of the battle. Call Down the Heavens Blue 6 U -Storm: If the Danger Room level is 4 or more, you may tap Storm to play this card. -Choose a Villain and attach this card to him or her. The next time that Villain is in battle, 3s and 4s don't do damage, and discard this card at the end of that battle. Call the Cops Blue 6 U -Choose a Villain and attach this card to him or her. That Villain's Mutant Power can't activate. Close Call Green 1 C -Attach this card to 1 of your X-Men. Draw a card. When Red damage is done to your X-Men, you may discard this card to prevent 1 of that damage. Concentrate Green 1 U -All Red X-Men attacks get -1 total Strength. Controlled Burst Green 1 U -Attach this card to 1 of your X-Men. Draw a card. When Blue damage is done to your X-Men, you may discard this card to prevent 1 of that damage. Double Team Blue 1 U -Nobody can play Green Mission cards. Discard this card from play at the end of your turn. Fly Away Blue 1 R -Roll Blue Strength or greater. Attack this card to the X-Men you tap to play it. That X-Man get's +1 Blue Strength. Focus Green 1 R -Roll Green Strength or greater. Attack this card to the X-Men you tap to play it. That X-Man get's +1 Green Strength. Fusillade Blue 5 U -When a Villain attacks your team, you may discard this card from play so that 3s and 4s don't do damage for that battle. Kiss for Luck Red 5 U -Rogue: If the Danger Room level is 3 or more, you may tap Rogue to play this card. -Choose 1 of your opponent's X-Men and attach this card to him or her. If that X-Man isn't tapped, tap him or her. In your opponent's next untap step, that X-Man doesn't untap and you discard this card. Lend Moral Support Red 1 R -Whenever you roll against an X-Man's Strength to play a card and you fail, return that card to your hand. Lure Them In Green 1 U -When Blue damage is done to your X-Men, you decide how that damage is distributed. No Way Out Red 1 U -All Green Villain attacks get -1 Strength. Outflank Green 1 U -When Green damage is done to your X-Men, you decide how that damage is distributed. Practical Joke Blue 3 U -During your turn, you may discard this card from play to move the Danger Room marker up 1 level. Practice, Practice, Practice Green 5 R -Roll Green Strength or less. Attach this card to 1 of your X-Men. Whenever damage is done to that X-Man, prevent 1 of that damage. Read the Riot Act Blue 1 U -Nobody can play Red Mission cards. Discard this card from play at the end of your turn. Ready or Not Red 1 R -Roll Red Strength or greater. Attack this card to the X-Men you tap to play it. That X-Man get's +1 Red Strength. Reality Shift Red 8 H -If the Danger Room level is 10 or more, X-Men teams may attack X-Men teams (though a team may still attack only once a turn). Reprieve Red 3 U -During your turn, you may discard this card to move the Danger Room marker down 1 level. Scientific Solution Blue 3 U -Choose a Villain and attach this card to him or her. That Villain gets +2 Red, Blue, or Green Strength, and discard this card at the end of your next turn. Shrapnel Blast Blue 1 C -When your opponent's X-Men attack, before any dice are rolled, you may discard this card from play to have all 6s count as 1s for that battle. Stay Out of Reach Blue 1 C -When a Villain attacks your team, you may discard a card from play before the dice are rolled. If you do, 3s don't do damage for that battle. Swipe Blue 3 U -Psylocke: If the Danger Room level is 1 or more, you may tap Psylocke to play this card. -When your opponent's X-Men attack, you may discard this card from play to switch 2 Strengths of the Villain being attacked. Take It to the Sky Blue 8 U -Angel: If the Danger Room level is 6 or more, you may tap Angel to play this card. -Choose a Villain and attach this card to him or her. That Villain can't attck your turn. Take the Hit Red 1 U -Wolverine: Attach this card to Wolverine. You may discard it during an attack to prevent half the damage done to your X-Men (round up) and the rest to Wolverine. -Attach this card to the X-Man you tap to play it. You may discard it during an attack to prevent all damage done to that X-Man. Take Your Best Shot Green 1 C -Attach this card to 1 of your X-Men. Draw a card. When Green damage is done to your X-Men, you may discard this card to prevent 1 of that damage. Teach Some Manners Green 1 U -When Red damge is done to your X-Men, you decide how that damage is distributed. Work as a Team Green 1 U -All Blue X-men attacks get ?1 total Strength. ---------------------------------------------------------------------- This document came from Marvel TCG Mania. Wizards of the Coast is a registered trademark of Wizards of the Coast, Inc. ©2000 Wizards of the Coast X-Men: TM & ©2000 Marvel Characters, Inc. All rights reserved. X-Men The Movie: ©2000 Twentieth Century Fox. All rights reserved.