Med Lab
1Med Lab
Support · leadership
Location.
Max 1 per player.
Response: After an ally is defeated by consequential damage, exhaust Med Lab → place it here. (Limit 1 ally at a time.)
Alter-Ego Action: Exhaust Med Lab → play the ally here as if it was in your hand. It enters play exhausted.
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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.
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.
- Genius
Errata & Rulings
- Ruling Context: I am seeking clarification on how cards interact with “removed from the game” and “outside the… Hall of Heroes (rules 1.7)
- 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 Can Lockjaw be the… Hall of Heroes (rules 1.5) · may be outdated
- Ruling 100 – We received a ruling prior to the 1.5 rules reference regarding LastStand, that effectively says if… Hall of Heroes (rules 1.5) · may be outdated
- Ruling 20 – Hi team, Do I have to pay the cost of the ally if I used Med Lab’s ability? As it is worded similarly… Hall of Heroes (rules 1.5) · may be outdated
- Ruling Expansion card questions: Trying to understand how to use Med Lab from the new Rogue pack correctly. The card has the following text:… Hall of Heroes (rules 1.0–1.4) · may be outdated
- Ruling Expansion card questions: I have a few questions about the leadership support card, Med lab. 1.Is an ally being defeated simultaneous… Hall of Heroes (rules 1.0–1.4) · may be outdated