Jump Flip
1Jump Flip
Event · protection
Defense.
Hero Interrupt (defense): When you would take any amount of damage, prevent 2 of that damage. If you paid for this card using a [energy] resource, remove 2 threat from the main scheme.
"Up high! Down low! Aww, too slow."-Ghost-Spider
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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.
- Defense
- Web Warrior
Errata & Rulings
- Ruling 5 – I had a few questions I wanted to get clarified. 1.If I play Swift Retribution and the boost card from… Hall of Heroes (rules 1.5) · may be outdated
- Ruling Expansion card questions: Can I play (defense) cards or trigger (defense) abilities outside of an enemy attack, if the triggering… Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Expansion card questions: Hi, I understand that it has been ruled that “(defense)” abilities such as Jump Flip may be used outside of… Hall of Heroes (rules 1.0–1.4) · may be outdated