Psychic Manipulation
3Psychic Manipulation
Event · justice
Psionic. Thwart.
Play only if your identity has the [[PSIONIC]] trait.
Interrupt (thwart): When the villain schemes, this activation removes threat instead of placing it.
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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.
- Psionic
Errata & Rulings
- Ruling I thought about this for a while, and since the Upgrade Informant was spoilered, I have a question. It does… Hall of Heroes (rules 1.6) · may be outdated
- Ruling I recently saw a ruling that Informant gets around crisis icons. I’m wondering how that works with the… Hall of Heroes (rules 1.6) · may be outdated
- Ruling 57 – I have a question about the card “Psychic Manipulation”. You ruled for library labyrinth, that the… Hall of Heroes (rules 1.6) · may be outdated
- Ruling 52 – How would Psychic Manipulation work with Green Goblin in Risky Business? Psychic Manipulation text… Hall of Heroes (rules 1.6) · may be outdated
- Ruling 219 – May I know if the triggers “After Villain attacks you” and “After Hero/Ally defends against an attack”… Hall of Heroes (rules 1.5) · may be outdated
- Ruling Phoenix: For Psychic Manipulation, does the interrupt (thwart) bypass the crisis icon? Is the replacement effect from… Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Phoenix: How does Psychic Manipulation interact with Crisis, Patrol, and Spiral? Does the “by any player” from crisis… Hall of Heroes (rules 1.0–1.4) · may be outdated