By now you should have heard about our Local Digital Weeklies, Provisional Showdowns and Regional License Exams, if you missed them, you can find out more in the link below!
Today – We are excited to introduce the Pro Hero National!
The Pro Hero National tournament is one of the Premiere tournaments of the year where the best of the best compete for the coolest prizes and a shot at glory by being crowned a National Champion!
This tournament will feature some of the most exclusive prizes for winners, but also participants who dare to enter the fray!
Regional License Exam Finalists will earn free entry and a first round BYE, RLE Champions will also earn an additional BYE!
For more details about Organized Play, check out the link below!
Starting this week we are going to begin a series of advanced deck building articles for some characters in Series 1 that we’ve received requests for help building. These decks may not each be extremely competitive, but they should help to get you back on the path to winning! We will be using https://uvsultra.online/ for the deck builds, and each deck will be publicly available for viewing through the site on the same account.
These deck builds will each be on different symbols to try and highlight the differences, but by no means is that us trying to tell you what the best symbol is for each character. The My Hero Academia CCG has lots of options for each character, and generally there is no one “best” symbol for each character. You can explore lots of options, and even bring a different version of your favourite character to your local game shop each week!
With each article we will go over a few essential choices when building your own deck. These include deciding which symbol is best for your deck, if your deck should be more than the minimum of 50 cards, and let’s not forget that some symbols have access to some actions and assets so we’ll have to figure out how to slot those in accordingly as well.
Additionally, lots of players have had problems identifying how many copies of a given card to run in a deck. A 0 difficulty foundation that synergizes with your character is an easy card to run 4 copies of, but what about a unique 2 difficulty foundation that works well, but not astoundingly with your character? What if you reshape your game plan AROUND that card? There is a lot more work that goes in to the creation of a deck than some would expect, so it is crucial that you make the right choices both in game and out of the game.
We are going to start off with our two rival decks, Izuku Midoriya and Katsuki Bakugo. These two characters have access to twice as many cards as every other character in Series 1, so we will have to start by discussing which cards won’t make the final cut and which cards to focus on to create a competitive deck!
We hope you check out our advanced deck building articles over the coming weeks, and we welcome any experienced players to give advice through the comments of these articles as well.
Today, we are announcing the next series of events in the 2022 OP schedule Regional License Exams!
Regional License Exam (RLE)
The competition will really heat up at RLE events where players compete to earn serious prizes and points that will accumulate throughout the season of Organized Play
These tournaments will be hosted both online on the MHA Discord server and in-person (regulation permitting)
Participation prizes includes special promo packs, regular card packs and winner prizing will include additional prizes and further qualifications for future events on top of regular prizing
Winners of Provisional Showdown events will receive free entry to the tournament as well as a first round BYE
As you prepare for your Regional Exams, train your skills and win prizes in our Wednesday Webcam Weeklies starting in the New Year. Find our more about the Webcam Weeklies on our event page:
Find out more about the Webcam Weeklies on our event page:
Take your first steps into Organized Play with the Provisional Showdown!
Provisional Showdowns serve as your stepping stone into the competitive landscape! Fight your way to the top as you earn your right to reach the Pro Hero National!
Participants will be awarded both regular card packs and special promo packs with cards that are only available via Provisional Showdowns!
Winners can expect to get special tournament promo cards, VIP entry into the next tier of competitive events and even more special prizes!
Our first Provisional Showdown event will be hosted February 2022 on the MHA CCG discord server
It can certainly be overwhelming to see 3 different symbols on every card in the My Hero Academia CCG, so today we’re going to clear up the differences between them by helping you identify the strengths of each symbol. Since you have to select one symbol when you construct your deck, you are going to need to know which symbols provide what you are looking for for your dream build!
Air excels at getting cards out of its card pool through any means, and readying their own foundations. These abilities can provide some of the clearest benefits to your attacking turns, and can lead to some very aggressive decks.
All’s specialty is efficient card draw, and manipulating your own deck to set up ideal checks or draws. This doesn’t mean that other symbols are devoid of draw, but it does mean that the All symbol does tend to draw cards slightly easier than the others.
Chaos is the symbol for you if you want to earn piles of momentum, or wish to use boosts to control checks to help you get through your attack string!
Death is the choice for people who want to be destroying their rival’s foundations, or burning their health down with effects. Death can be a much slower symbol than most, but it brings its rival down to its speed!
Earth is generally the go-to symbol for the strongest of competitors. Choosing Earth gives you access to hefty damage reduction & damage pump, as well as the ability to flip lots of foundations in your rival’s stage!
Evil tends to skew towards the control side of the game, or it can also burn down your own health in an attempt to end the game quicker! Keep an eye out for the kinds of abilities that force your rival in to a lose/lose decision.
Fire is one of the most clearly aggressive symbols, with its cards usually including lots of speed or damage pump. Fire also enjoys having a large discard pile, and will reward you for keeping your discard pile intact!
Good decks tend to build up their Stage faster than most, and can usually build quite the wall to break through.
Life is around the middle in terms of gameplay speed, as it can be built to defend with abilities around keeping you alive, or Life can be used aggressively to fight against progressive difficulty and attack more than you have any right to!
Order is an excellent choice for players who wish to keep your rival locked out of options. The Stun ability is very prevalent on the Order symbol, and it will also provide you with ways to even target commit some foundations you may be having trouble with!
Void is a symbol that control players should pay attention to! Void features abilities that discard cards from their rival’s hand, and ways to interact with your rival’s abilities!
Water is the symbol for card recursion, efficient speed reduction, and clogging your rival’s card pool. This is a great symbol for players who love card combinations to explore!
Since every card has three symbols, that means that not necessarily every card in a character’s kit is going to be focused around one of their symbol’s strengths, but you can also see that several cards have their symbols’ identities flowing in and through their abilities. Unwavering Slash is a card that clearly uses all 3 of its symbols virtually independently of each other, whereas Recipro Burst fuses the strengths of Order and Fire in to one card. This provides both symbols a card that can be an excellent win condition and still have great synergy!
This is only the first set of the My Hero Academia CCG, and we are looking to expand on the strengths and further diversify the symbols as we move forward, so look forward to an exciting game as we grow!
Meet Frank Debrito MHACCG’s Head of Organized Play
By Paul Wharshavsky - December 16, 2021
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Jasco Games has appointed KONAMI’s former Organized Play Manager Frank Debrito as Head of Organized Play for the My Hero Academia CCG, a role in which he will spearhead Jasco’s competitive tournaments.
Prior to Jasco Games, Frank has been in the TCG/CCG industry for over 20 years. He spent the last 12 years as a member of the Yu-Gi-Oh! Organized Play team at KONAMI, most recently as the Organized Play Manager. In addition to his behind the scenes experience, he has experience as a Tournament Organizer (tournaments ranging from 4 to 4,400 players), Event Manager, Scorekeeper, Head Judge, all other roles at an event, and as a player at both casual events and competitive national level events. He has worked alongside hundreds of local gaming stores over the last decade, working individually with each store to help them grow their events and work with them towards hosting more prestigious events.
“Frank Debrito is truly the King of Games, when it comes to organized play,” said Alex Alexopoulos, Jasco Games’ COO in a release, before going to explain: “the My Hero Academia Collectible Card Game could not be in better hands given Frank’s unbridled knowledge of the gaming industry and his finger on pulse of the TCG/CCG player base pertaining to their collectible & gaming needs.”
Debrito’s appointment as Head of Organized Play coincided with the launch of the My Hero Academia in October. Together, Jasco Games and Debrito are preparing to unveil the exciting plans for the 2022 season of organized play in the coming weeks!
Nomu BARRAGES through all comers in the My Hero Academia CCG!
The bio-engineered anti-symbol of peace is available in booster packs from Series 1.
“I’m not the final boss. He is.” – Tomura Shigaraki
Nomu is the result of extensive body experimentation and DNA injections, and as such he has received multiple quirks with the express purpose of defeating All Might. Aside from his obvious hulking strength, the two most prominent of Nomu’s quirks are Super Regeneration, and Shock Absorption. The intention of these are for Nomu to be able to take a Detroit Smash straight to his face and keep punching back, and he works just the same in the My Hero Academia CCG!
Every single one of Nomu’s attacks are guaranteed to pack an absolute wallop, so his opponents need to be able to avoid everything he throws at them or they are going to end up in the hospital faster than Nomu can string together a coherent sentence! Conversely, Nomu barely needs to hold a block himself. If he does not block a single time during the game and only relies on his Response ability to carry him through, then he still needs to get hit by a minimum of 6 attacks to be taken down, and that certainly cannot be done in just one turn!
“I think he’s as strong as All Might” – Eraser Head
Nomu’s attacks each give him strong advantages for his playstyle to help him assert his dominance over his rival. Gale Force Punch and Merciless Rush each destroy his rival’s foundations in a different manner. Gale Force Punch simply requires you to currently have less foundations than your rival, which is pretty easy to do when you are a 5 hand size character, and this is in addition to it generally being quite fast and a huge 12 damage. If a character whose maximum health is 20 is facing down even one Gale Force Punch each turn, they are going to be in a rough situation having to block it! Merciless Rush takes this strategy a bit further by putting Nomu’s rival in a lose/lose situation of either having to take 10 damage to the face, or to destroy a foundation, and certainly neither of these choices are ideal. Well, they sure are ideal for Nomu!
Nomu’s Ultra Rare attack is Relentless Barrage, and it just gets stronger for the longer the game goes on! Every copy of Relentless Barrage in Nomu’s discard pile becomes a more increasing threat that he can continue to unleash every single turn, and for no less than a huge 9 damage each! At only 3 speed this attack is fairly easy to block but that isn’t the end of the game for Nomu as his attacks will just keep coming over and over, and since this is his flashiest move that may mean that his rival will be keeping mid blocks all game and will walk into a huge Berserker Blow when they aren’t expecting it!
“KRWAAAAAAW” – Nomu
Three of Nomu’s most prominent abilities are represented across his foundations, Brute Strength, Super Regeneration, and Shock Absorption! Brute Strength allows Nomu to push even further to take out someone with only a couple of hits! Destroying a foundation or losing a health to deal an extra damage may not seem to be the most ideal strategy, but does that extra health really matter when you are winning on this turn anyway? If you really do need to get some of that health back, then Super Regeneration has your back covered. Furthering Nomu’s desire to just apathetically take attacks directly to the chest and not care, this will help Nomu stay alive longer than he has any right to.
Speaking of apathetically, allow me to present Nomu’s most competitive foundation. Apathetic allows him to take on anyone regardless of what defenses they have! If your rival has defenses to reduce your Gale Force Punch down from a whopping 12 damage, you can simply flip it and get rid of it permanently. Speed reduction? Extra draw power? A key foundation that is necessary to their game plan? Each and every one of those will be face down, as Nomu simply does not care what his rival has to say.
Even at only being a 5 hand size character, Nomu is one of the most explosive characters in series 1 of the My Hero Academia CCG! If you enjoy keeping your opponent on the backfoot and continuously applying pressure, then Nomu is the character for you!
You can pick up packs of Series 1 of the My Hero Academia CCG in order to pummel everyone you meet with the Anti-Symbol of Peace: Nomu!
It’s not rude to brood! Embrace the darkness within yourself as you awaken your abyssal powers alongside the Jet-Black Hero: Tsukuyomi in the My Hero Academia CCG!
Collect his dark cards and more in the Series 1 booster packs.
“Revelry in the dark” – Fumikage Tokoyami
The cool and stoic darkness dweller of Class 1-A, Fumikage Tokoyami is here to drag evildoers into the abyss where they belong! His quirk, Dark Shadow, allows him to manifest a monstrous shadow from his body that fights alongside him. The darker it is, the stronger Dark Shadow grows; and together the two faithful allies are ready to show villains that they should, indeed, be afraid of the dark!
Tokoyami is a 7 hand size character that will rely on strings of attacks to successfully bring his rivals into the realm of shadows. He is able to reduce and increase the damage of all attacks by 1 when he’s committed, providing support while he concentrates on his quirk. This is alongside his main ability, which allows him to pick up the card core to his strategy: “Summon Dark Shadow” in order to bring true ruin to his enemies. Tokoyami is never truly alone, and his ability to bring his friend back from the discard pile proves it!
“…Another who communes with the abyss.” – Fumikage Tokoyami
Unleash the darkness within with the Action Card: Summon Dark Shadow! This card will give all of your attacks speed and damage as long as it is in the card pool, and its powerful enhance ability will allow you to string attacks together with ease! Although that powerful enhance comes at the disadvantage of committing your character; but of course, a true lurker in the dark like Tokoyami has no qualms about being committed; he prefers it!
Now, let’s see what this Jet-Back Hero can do on the offensive. His Dark Shadow Slash may start off slow, but it picks up considerable speed when it’s helped by faithful allies! Not to mention the extra punch it will pack if your character is currently in darkness. Meanwhile, Tokoyami’s Dark Shadow Talon will ensure that his faithful quirk enters the fray, providing further bonuses to his attacks by adding it to the card pool! And let’s not ignore a Deadlock Enhance that is sure to inspire fear on your rivals by slashing at their health!
Tokoyami is great at working together with others, as he is used to having to work in tandem with his own shadow. This ability to work well in a team is demonstrated by how he takes advantage of the Ally keyword, which is also found in his Action Card! Stand Back To Back with your allies to mitigate some damage and fight another day. In the moments where you are alone, do not forget that you are Stronger In Darkness to buff up your attacks and push the pain through!
“With your positions revealed, you’re in my crosshairs. And there’s no hiding from the coming storm.” – Fumikage Tokoyami
Villains are a superstitious and cowardly lot, and no move is more prepared to make them cower in fear than Tokoyami’s signature move: Dark Shadow Ruin! This powerful move will make your action cards in your card pool not count towards progressive difficulty, further increasing the value Tokoyami obtains from Summon Dark Shadow! To further prove how far Tokoyami has mastered his quirk, once this attack has received both a speed and a damage bonus, it will increase its power further and leave your opponent stunned! When combined with its Breaker: 1 keyword, this attack is sure to bring ruin to your rivals both on the offense and the defense. Your villains will be nevermore!
That’s it for our beloved bird of darkness. Look forward to playing as him and spreading the dark hand of justice alongside his shadow in the My Hero Academia CCG, available now!
Denki Kaminari CHARGES UP the fight in the My Hero Academia CCG!
You can collect the Stun Gun Hero’s cards in booster packs from Series 1.
“I can cover my body in electricity, but if I try to shoot it out it’ll go everywhere!” – Denki Kaminari
Denki Kaminari’s quirk, Electrification, gives him the ability to charge electricity and surround his body with a shocking aura that electrocutes anyone who makes contact with him, paralyzing them for a short time. If he further powers up his power, it automatically discharges in all directions, shocking anyone close to him. Kaminari is able to consistently release 1.3 million volts of charge, albeit at the cost of short-circuiting his brain for a time.
While this may not come as a shock, Kaminari’s character card encourages you to use attacks with the Charge or Stun keywords as you play towards the goal of building up enough momentum to unload an enormous attack or two on your opponent! Kaminari’s response ability should be handled with care, as it can be an absolute game-changer that both players will be playing around for most of the game. Denki’s enhance ability will cover most of the ground to help you find a prime opportunity to use your response ability, as the targeted foundation committal from this ability can certainly go a long way in many matchups!
“You’re my human stun gun!” – Kyoka Jiro
Kaminari takes great advantage of his pair of Electric attacks going to his momentum, with both of them having a strong ability while in your momentum. Electric Surge allows you to double down on the momentum gained by it and Electric Jolt provides a great targeted committal ability in the same vein as Kaminari’s enhance, and it can even be used on your rival’s turn in order to lock down an offensive foundation of theirs! Furthermore, Electric Jolt is nearly guaranteed to go to your momentum when you attack with it, and you can even use it to force Kaminari’s response to trigger if your opponent is quite proficient at blocking.
You may be wondering how Kaminari plans to use this horde of momentum that he is building up, and the answer within his own attack suite is Blitz Rush. It’s already coming in at a significant enough amount of damage to justify playing it before using Kaminari’s response, but with some momentum it can certainly put an end to anyone unfortunate enough to be on the receiving end! Kaminari does not exclusively have one win condition, though! Indiscriminate Shock, 1,300,000 Volts turns his stuns across his abilities into a game-ender itself! It has the ability to stun down a pair of foundations itself, and grows only more devastating with how much you can keep your opponent down.
“You guys are fried!” – Denki Kaminari
Shock Treatment is a fantastic outlet for Kaminari’s built up momentum, helping to make sure that your rival will have no defensive foundations available to stop your shocking attacks. If you have accumulated a good amount of momentum, Shock Treatment will prove invaluable as it forces down your rival’s stage across your entire attack turn, allowing your 1,300,000 volts to be the strongest that it can be!
Kaminari’s attacks aren’t the only way for him to charge up his momentum, either! The aptly named Charged Up helps you build up further, and it even allows you to add attacks like Electric Jolt and Electric Surge to your momentum face up if you have them available, leading to greater interactivity and pressure! In order to make up for the lost foundation from Charged Up, Requesting Assistance helps by readying one of your foundations as you move further into your turn. It has the stipulation that you need to have at least 1 momentum to use it, but that shouldn’t be too difficult, right?
Kaminari has a lot of moving pieces in his cards, and it allows him a great degree of versatility! You can try to make an extremely aggressive Kaminari and try to fry your rival on turn 2 of the game, or you can build up your defenses while shocking down theirs to push your way to victory. The choice is yours!
You can pick up packs of Series 1 of the My Hero Academia CCG in order to shock your friends with your own deck for the Stun Gun Hero: Chargebolt!
Minoru Mineta STICKS all adversaries in the My Hero Academia CCG!
You can collect the Fresh-Picked Hero’s cards in booster packs from Series 1.
“What do you mean “FIGHT”, are you CRAZY?!” – Minoru Mineta
Minoru Mineta’s quirk, Pop Off, allows him to produce sticky balls from his head that he can remove at will. These balls will stick to all surfaces that they are adhered to, except for Mineta himself, as he just bounces off. If he Pops Off several balls too quickly he begins to bleed from his scalp, so he needs to be careful to not waste his uses.
Mineta’s primary game plan is to clog up his rival’s card pool and slow them down as quickly as possible, be it on his turn or their turn. His response ability is quite potent, but it does require more tact than it appears at face value. If he commits down a few rival foundations as they are attacking him and he can’t take advantage of it on his following turn, then he has essentially harmed himself for little reason. Knowing when to and when not to use this response ability will go a long way towards making you an efficient Mineta master!
His bottom enhance ability goes a long way in helping his survivability, letting him stick down the speediest characters and force them to play at his speed. Well-timed use of this ability can force some of the strongest around to have to admit the superiority of Minoru Mineta!
“I had a big poop this morning, which makes my balls even stickier.” – Minoru Mineta
Mineta’s sticky balls are surprisingly strong, and in large quantities they certainly are uncomfortable for anyone to deal with. Mineta’s offensive turns hinge on if he can get a card in his rival’s card pool in order to get his free +2 damage to work consistently, and Eat My Sticky Balls is the key to get him there! Whether this attack is blocked or not, there will always be a card in his rival’s card pool to slow down their defenses and force through some extra damage from mineta’s enhance!
Grape Rush Attack takes a much more offensive stance on this strategy. It does not have the upside of clogging your rival’s card pool if it is unblocked, but it certainly has the upside of dealing a significant amount of damage if your rival chooses to let it hit them! This can certainly put people into a strenuous situation, especially if you use copies of Eat My Sticky Balls in your momentum to pay for Grape Rush Attack’s Powerful, making it even more threatening and allowing you to get further value from it being blocked! Sticky Ball Toss Tackle takes Mineta’s game plan to an extra level, granting damage for each time he has clogged his rival’s card pool this turn. Even if you only played a single copy of Eat My Sticky Balls prior to this attack, it is at minimum a 6 damage throw for only 4 difficulty, which is already very efficient!
“Ewww, what ARE these things?” – Sea Villain B
Mineta’s sticky balls may be a bit weird and unorthodox, but they prove their worth very quickly! His rare foundation, Sticky Balls, gives him the ability to clog up his rival’s card pool on their offense, slowing them down immensely. This puts a larger hamper on combo decks than others, so Eraser Head and Momo had better look out to not step in any sticky balls anytime soon!
Creepy Realization and Classmate Introductions take further advantage of his primary strategy. If your rival is pushing too far on their turn, or if you have clogged their card pool quite deep, then Creepy Realization is far and above the strongest foundation in your Stage. Classmate Introductions, on the other hand, helps you out at the beginning of your turn. It stacks damage on to your first attack, making your rival have to block the attacks that you want them to block, and punishing them with compounding speed pump across your attacks if they choose to ignore you!
Mineta has one of the most unique play styles in Series 1 of the My Hero Academia CCG, which will very much appeal to players who enjoy taking a slower game and making their rival play at their pace. If you are facing a Mineta player, make sure to not take his sticky balls for granted!
You can pick up packs of Series 1 of the My Hero Academia CCG and try to pop off with your own deck for the Fresh-Picked Hero: Grape Juice!
Hanta Sero SWINGS past the competition in the My Hero Academia CCG!
You can collect the Taping Hero’s cards in booster packs from Series 1.
“He’s got skills, but at the expense of some REALLY creepy looking elbows!” – Present Mic
Hanta Sero’s quirk, Tape, allows him to shoot powerful lengths of tape from his elbows which are strong enough to support his own weight, or immobilize most opponents! Sero uses his quirk to quickly move along the battlefield, and has earned a reputation as Class 1-A’s fastest student. In the My Hero Academia CCG, you can use this ability to attack your rival from any angle during the battle, and if your rival isn’t completely successful in stopping your attacks then they are going to find themselves in an even stickier situation!
Sero’s Once Per Game ability is where his versatility shines, and proper usage of it will vary greatly in each game you play. Some games you may wish to use it on your rival’s turn to get rid of one of their attacks in their hand, but make sure to take note of their block zones for your own turn. Other times you will want to use it on your own turn to make sure that your rival isn’t trying to sculpt an offensive turn, or even just make sure that your rival’s options are limited if they have access to some defensive draw!
“Elbow guy, tape ‘em!” – Katsuki Bakugo
Sero may not be the most popular person in Class 1-A, but he is known to be a consistent and extremely useful support hero to those in need of his aid! Sero’s attacks are viable in their own right when used in other character decks, providing valuable Stun abilities and versatile abilities, but they certainly each have their way of shining through when used by Sero himself.
Sudden Tape Shot is a card that anyone can take advantage of Any character can have this be a 6 speed high attack, or a 6 damage low attack, but in Sero you can make it both 6 speed and 6 damage with greater ease. Since the choice of its zone is entirely up to you, you can certainly throw a tape in your rival’s plan! Rapid Tape Strike functions similarly as a strong utility attack, and puts Sero’s rival in a very sticky situation. Sero can force his rival to decide where either they have to discard a card or he is going to draw 2 cards, and I would call that a win-win with only a small spin-spin of the tape dispenser!
Tape Swing is the strongest attack in Sero’s arsenal, and his rival needs to be aware of it throughout the game so as to not get swung clear into the next game! The static ability on this does work twofold; it has face value of it not being able to be completely blocked, so if it is a high attack during the block step Sero’s rival will have to block with a mid block, but if Sero spies that his rival only has a single block zone in their hand, then he can change this attack to match that zone and make it completely unblockable! Tape Swing takes the momentum you have built up during the game to a very literal point by converting each momentum you wish to spend to +2 damage, and on top of the free +2 damage from using the enhance on Sero’s character, you can tell that this card very much earns its risky 2 check!
“Just because my team passed didn’t mean I scored high enough not to fail…” – Hanta Sero
Sero’s foundation base emphasizes that he may still have a lot of work to do on his offense and discipline skills, however he provides fantastic defensive options to any team he works with! His common foundations, Gotcha and Tape, will happily fit in most/any deck and they have a little extra shine in Sero himself. Since his two workhorse attacks Rapid Tape Strike and Sudden Tape Shot both require him to commit foundations to use their abilities, he can commit copies of Gotcha for an extra speed to help slip them past his rival’s defenses! Gotcha also works very efficiently against Stun decks, as it reduces the speed of any attack that stuns it down, and is reusable all throughout the game, unlike other anti-stun options!
Think Fast! is a very essential card to Sero’s gameplan, to the point where you may find yourself playing multiple copies of it in your deck even though it is a Unique foundation. It basically adds on to Sero’s already useful enhance with free stat bonuses, which are never really useless! The top enhance basically provides Sero’s help to other characters, but it’s not going to go unused in a Sero deck itself. The ability can be activated to trigger Gotcha in a pinch if you find yourself needing a bit of extra speed, or it can be used on Tape Swing to push an extra 2 damage onto it if you have to push just a little bit further.
Each Sero deck you encounter could be completely unique from the one you saw before it, as this tapehead can make great use of attacks from any of his classmates on his symbols!
You can pick up packs of Series 1 of the My Hero Academia CCG and try to wrap up your own deck for the Taping Hero: Cellophane!
Kyoka Jiro and Momo Yaoyorozu perform a dazzling duet in the My Hero Academia CCG! Collect these young heroines’ cards in the Series 1 booster packs.
“Can you turn it down a notch? Right now, we need to worry about getting away from these enemies!” – Kyoka Jiro and Momo Yaoyorozu
These two ladies have a harmonious relationship in Class 1A, working together as students, friends, and as heroes! Becoming fast friends right from the start, with Momo leading study groups with Jiro and the other Class 1A freshmen, and Jiro coming to the aid of Momo and the other girls when Mineta gets too handsy.
Momo and Jiro’s friendship is apparent even in the world of the My Hero Academia CCG! Jiro and Momo both utilize Weapons and Assets, albeit in different ways. Sharing two symbols, their kits work in perfect symphony with each other, complementing each others’ abilities just as much as their own.
Create: Capturing Net and Unwavering Slash have both Charge and Weapon keyword traits, giving Jiro the opportunity to respond with both of her offensive abilities, and also allowing Momo to interact with them with all of her cards. Create: Capturing Net naturally plays after a foundation that you’d like to build off its own enhance and activate its combo ability, saving valuable Momo activations for later. Meanwhile, Unwavering Slash can build any asset card from your discard pile, ready a card, and draw a card— and both characters have an asset in their kit that they’d love to have in their stage.
Jiro and Momo are definitely Destined For Mainstream Success, and while Jiro certainly uses the card well because of her scouting mechanic, any good player should know the construction of their deck to maximise the odds of naming the right card type. When the dynamic duo are Preparing For Battle, they try their best to complement each other’s fortes—and this card reverberates echoes of Jiro’s own 1 difficulty foundation.
Whether you play Momo, creating opportunities against your rival, or as Jiro, planning ahead and executing a stellar riff, you’ll find their cards work in consonance with each other, reflecting the special friendship these two characters have.
You can find Momo, Jiro, and many other heroes and villains in the My Hero Academia CCG, available now!