Med Team
3Med Team
Support · protection
S.H.I.E.L.D..
Uses (3 medical counters). (Enters play with 3 counters. When those are gone, discard this card.)
Action: Exhaust Med Team and remove 1 medical counter from it → heal 2 damage from a friendly character.
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Plays well with
Cards that turn up alongside this one more often than chance.
Packages
Synergy bundles this card travels in.
Archetypes
Decks where this card is a defining pick.
Scales with
The more of these your deck has, the better this card tends to perform. We've stripped out traits that merely happen to travel alongside, so what's left is the real pull.
- Spy
- Persona
- Armor
Errata & Rulings
- Ruling 154 – How does Team Training or Government Liaison interact with Med Lab and Lockjaw? Can Lockjaw be the… Hall of Heroes (rules 1.5) · may be outdated