Asgard
- At the end of turn four, the player winning Asgard draws two cards from their deck.
Asteroid M
- Whenever a card is played that costs three energy or four energy, it is moved to Asteroid M.
Atlantis
- Cards get five additional power while they’re at Atlantis, as long as there are no other cards on their side at the same Location.
Attilan
- At the end of turn three, both players shuffle their hands into their decks and draw three cards.
Avengers Compound
- Cards cannot be played to any Location other than Avengers Compound during turn five.
Bar Sinister
- Whenever a card is played to Bar SInister, copies of the card are added to Bar Sinister until it is full.
Bar With No Name
- The player with the least power at the Bar With No Name wins the location.
- If the Bar With No Name becomes a different location, the player with the most power there wins as normal.
Baxter Building
- Whichever player is currently winning Baxter Building gets three additional power at the other two Locations.
Bifrost
- At the end of turn four, every card on the board (not just at Bifrost) moves one Location to the right, if possible.
Big House
- Cards with a cost of four or higher cannot be played to the Big House.
Central Park
- Both players get a one-power Squirrel at every location when Central Park is revealed.
Cloning Vats
- Whenever a card is played to Cloning Vats, a copy of that card is created in its player’s hand.
Counter-Earth
- Whenever a card is played to Counter-Earth, a copy of that card is created at the same Location.
Crimson Cosmos
- Cards that cost three or less energy cannot be played to Crimson Cosmos.
Crystal Towers
- When Crystal Towers is revealed, both players shuffle their hands into their decks and draw three cards.
Daily Bugle
- Each player draws a copy of a random card from their opponent’s hand.
Danger Room
- Whenever a card is played to Danger Room, there is a one-in-four chance that card will be destroyed.
- Cards with On Reveal effects still resolve them before being destroyed.
Dark Dimension
- Cards played to Dark Dimension are not revealed until after the final turn ends.
- These cards resolve their On Reveal effects, alter power totals accordingly, and then the game ends.
Death’s Domain
- Cards played to Death’s Domain are destroyed after they are revealed.
- The cards’ On Reveal effects still trigger before they are destroyed.
Deep Space
- Cards played to Deep Space do not resolve their On Reveal effects.
District X
- Both players replace their decks with ten cards chosen at random from among all the cards in the game.
Dream Dimension
- All cards cost one additional energy to play during turn five.
Ego
- Both players’ turns are played automatically by the AI while Ego is revealed.
- If Ego is transformed into another location, players regain control of the game.
Elysium
- Cards cost one less energy while Elysium is revealed.
- If Elysium becomes a different Location, all card costs immediately return to normal.
- Cards that check another card’s cost, such as Elektra, use the original cost rather than the modified one.
Fisk Tower
- Whenever a card moves to Fisk Tower, that card is destroyed after the movement is resolved.
Fogwell’s Gym
- At the end of the game, both players receive twice the number of Boosters they would normally get.
Gamma Lab
- At the end of turn three, every card at Gamma Lab becomes a Hulk with twelve power for the rest of the match.
Genosha
- Cards can be freely moved from other locations to Genosha (but not the other way around)
Grand Central
- At the end of turn five, a card is automatically played for free to Grand Central from each player’s hand, chosen at random.
- No card is played if your hand is empty.
Hala
- At the end of turn four, all cards at Hala belonging to the player with the least power there are destroyed.
Hellfire Club
- Cards with a cost of one cannot be played to Hellfire Club.
Hell’s Kitchen
- Both players draw a card with a cost of one from their deck when Hell’s Kitchen is revealed.
- If there are no cards in your deck with a cost of one, no card is drawn.
Ice Box
- One card in each player’s hand, chosen at random, has its cost permanently increased by one.
Isle Of Silence
- Ongoing effects on cards at the Isle Of Silence are nullified.
- A card at the Isle Of Silence can still be affected by an Ongoing effect at a different Location.
Jotunheim
- Every card at Jotunheim permanently loses one power at the end of each turn.
Kamar-Taj
- Cards played to Kamar-Taj resolve their On Reveal effects twice.
Klyntar
- Cards at Klyntar have two less power.
Knowhere
- Cards do not resolve their On Reveal effects when played to Knowhere.
Krakoa
- On turn six, both players’ cards are played by the AI.
K’un-Lun
- When a card moves to K’un-Lun, it gains two power.
Kyln
- No cards can be played to Kyln after turn four.
Lechuguilla
- Whenever either player plays a card to Lechuguilla, they shuffle three zero-power Rock cards into their deck.
Lemuria
- Cards played on the turn Lemuria is revealed remain face-down until the end of the following turn.
- Cards do not trigger their On Reveal effects until they are turned face-up.
Limbo
- The game ends after seven turns, rather than six.
- If Limbo is transformed into another Location before turn seven, the game ends after turn six as normal.
Los Diablos Base
- At the end of turn three, a random Location is turned into Ruins (see below).
Luke’s Bar
- Whenever a card is played to Luke’s Bar, it is immediately returned to its player’s hand.
- Cards resolve their On Reveal effects before being returned.
Machineworld
- Whenever a card is played to Machineworld, the player’s opponent gets a copy of that card added to their hand.
Madripoor
- Cards can be moved freely from Madripoor to other Locations (but not the other way around).
Mindscape
- At the beginning of turn six, both players swap hands.
Miniaturized Lab
- Cards cannot be played to Miniaturized Lab on turns three, four, or five.
Mirror Dimension
- At the beginning of turn four, the Mirror Dimension becomes a copy of one of the other Locations in play, chosen at random.
Mojoworld
- If one player has more cards than the other at Mojoworld, their total power there is increased by one hundred.
- Neither player gets the bonus if they have an equal number of cards at the Location.
Monster Island
- Both players get a Monster with nine power at Monster Island when it’s revealed.
Monster Metropolis
- Whichever card has the highest power at Monster Metropolis gets an additional three power.
- If two cards are tied for the highest power, both get the bonus.
Morag
- The first card played by each player on each turn cannot be played to Morag.
Mother Mold
- Whenever a card is played to Mother Mold, a Sentinel is created in the player’s hand.
Mount Wundagore
- Whenever a card is played to Mount Wundagore, its player discards a card.
Muir Island
- At the end of each turn, every card at Muir Island permanently increases its power by one.
Murderworld
- At the end of turn three, every card at Murderworld is destroyed.
Necrosha
- Cards at Necrosha have two less power.
Negative Zone
- Cards at the Negative Zone have three less power.
New York
- During turn six, both players can move cards to New York from other locations.
Nidavelir
- Cards have five additional power while they’re at Nidavelir.
Nova Roma
- Both players draw a card from their deck when Nova Roma is revealed.
Olympia
- Both players draw two cards from their deck when Olympia is revealed.
Onslaught’s Citadel
- Ongoing effects at Onslaught’s Citadel are doubled.
Oscorp Tower
- At the end of turn three, all cards at Oscorp Tower switch sides.
Pleasant Hill
- Whenever a card is played to Pleasant Hill, its player draws a card.
Project Pegasus
- Both players get five additional energy the turn Project Pegasus is revealed (and only on that turn).
Quantum Realm
- Whenever a card is played to Quantum Realm, its power becomes two.
Ruins
Sakaar
- When Sakaar is revealed, a random card from each player’s hand is moved there without paying its cost.
- This does not count as playing the card, and On Reveal effects do not trigger.
Sanctum Sanctorum
- Cards cannot be played to Sanctum Sanctorum after it is revealed.
Savage Land
- Both players get a pair of one-power Raptors at Savage Land when it’s revealed.
Sewer System
- Cards at the Sewer System have one less power.
Shadowland
- Both players get a Ninja at Shadowland that reduces their total power there by two.
Shuri’s Lab
- Whenever a card is played to Shuri’s Lab, double that card’s power.
Sinister London
- Whenever a card is played to Sinister London, a copy is added to another location if possible.
Sokovia
- Both players discard a card at random when Sokovia is revealed.
Space Throne
- Each player can only have one card at the Space Throne, instead of the usual maximum of four.
- If a player has multiple cards at the Space Throne when it’s revealed, they remain there, but more cannot be added until the Location’s single slot is empty.
Stark Tower
- At the end of turn five, each card at Stark Tower gets two additional power for the rest of the match.
Starlight Citadel
- At the end of turn four, all three Locations change positions.
- Cards played to each Location do not go with them, remaining in their current position and whichever Location ends up there.
Strange Academy
- At the end of turn five, every card at Strange Academy is moved to one of the other two Locations at random.
- Each card’s destination is chosen separately.
Subterranea
- Both players shuffle five Rocks with zero power into their decks.
T.A.H.I.T.I.
- Whenever a card is destroyed or discarded, a copy is created at T.A.H.I.T.I.
The Hub
- Both players get a card added to their hand, each randomly selected from among all the cards in the game.
The Nexus
- Each player’s power at The Nexus is added to their power at the other two locations as well.
The Peak
- Every card in both players’ hands at the time The Peak is revealed switches its power and cost values.
The Raft
- The first player to have four cards at The Raft draws a card that costs six energy from their deck, and changes that card’s cost to zero.
The Superflow
- Players get one additional energy at the start of each turn if they have no cards at The Superflow.
The Vault
- Cards cannot be played to The Vault on turn six.
Tinkerer’s Workshop
- Both players get one additional energy the turn Tinkerer’s Workshop is revealed.
Titan
- Cards that cost six energy cost five instead.
Transia
- When Transia is revealed, all three Locations immediately change positions.
- Cards played to each Location do not go with them, remaining in their current position and whichever Location ends up there.
Triskelion
- Random cards, chosen from among all the cards in the game, are added to each players’ hand until they are full.
TVA (Time Variance Authority)
- The match ends after four turns instead of six.
- If the TVA becomes a different Location before turn four, the game length returns to normal.
Utopia
- During turn four, cards at Utopia can move to other locations.
Vibranium Mines
- Whenever a card is played to Vibranium Mines, three Vibranium cards are shuffled into the player’s deck.
- Vibranium is a one-cost, four-power card with an ability that prevents it from being destroyed.
Vormir
- Players with no cards at Vormir can only play cards to Vormir.
Wakanda
- Cards at Wakanda cannot be destroyed.
Wakandan Embassy
- Every card in both players’ hands at the time Wakandan Embassy is revealed gets two additional power for the rest of the match
Warrior Falls
- At the end of each turn, there are multiple cards at Warrior Falls, the card(s) with the lowest power are destroyed.
- If all cards at Warrior Falls have the same power, no cards are destroyed.
- It doesn’t matter to which player the cards belong – if you’re the only one with cards at Warrior Falls, the weakest will be destroyed at the end of the turn.
Washington, D.C.
- Cards with no abilities get three additional power while in Washington, D.C.
Weirdworld
- As long as Weirdworld is revealed, players draw from their opponent’s deck instead of their own.
- Players draw from their own decks again as normal if Weirdworld becomes a different Location.
Westview
- At the beginning of turn four, Westview becomes a different Location, chosen at random from all the Locations in the game.
Worldship
- When Worldship is revealed, both of the other Locations are destroyed entirely, along with any cards there.
- Destroyed Locations are removed from play; cards can only be played to the remaining Location for the rest of the game.
Xandar
- All cards get one additional power as long as they’re at Xandar.
X-Mansion
- At the end of turn three, both players get a random card, chosen from among every card in the game, at the X-Mansion.