Cards are the core Combat mechanic in Marvel's Midnight Suns. According to Jake Solomon, the Creative Director at Firaxis Games, there are "a couple of hundred"[1] cards in the game.
Ability Cards (Attack/Heroic/Skill)[]
Attack Cards, Heroic Cards, and Skill Cards represent a Hero's abilities. New Ability Cards may be obtained by analyzing Gamma Coils at the Forge. They are also rewards from various activities such as Abbey Clubs, Hero Ops, and Hero Requests. Ability Cards may be upgraded using Essence at the Yard.
Aside from Hunter, each hero has access to 10 cards: 4 COMMON, 3 RARE, 2 EPIC and 1 LEGENDARY.
Decks[]
Ability Cards must be equipped to a Hero's Deck to be used. Each Deck must have 8 cards, and include at least 1 Attack, 1 Heroic and 1 Skill.
Mods[]
Mods are perks that can be randomly found on newly-obtained Ability Cards, or added to existing ones at the Yard.
Hero Combos[]
Hero Combos are powerful abilities executed by two Heroes working together.
Collar Ability Cards[]
Collar Ability Cards are special abilities generated by Collars when their conditions are met.
Mission Cards[]
Mission Cards enable squad members to perform special actions unique to a given Mission.
Move Cards[]
Move Cards enable squad members to perform special actions, such as Interrogate.
Objective Cards[]
Objective Cards are used to complete Mission objectives.
Combat Items[]
Combat Items are beneficial Cards that can be played during Combat.
Injury Cards[]
Injury Cards are cards that are inserted into a deck when a Hero with an Injury is set back out on a Mission. Injury Cards act as a kind of penalty: they cannot be played, but take up space in the hand.
Effects[]
Cards may apply beneficial or detrimental Effects to allies or enemies.
All Cards[]
See All Cards for a listing of all Cards currently recorded in this Wiki.