40 players fought in this week’s webcam weekly, with Plus Ultra packs being given to any players who played for 2 of the 3 rounds, and a Victory pack was given out to each of the 4 players who went undefeated after 3 rounds.
Be sure to keep your low blocks on hand, because this Bakugo is going to destroy any that get in its way with copies of the brutal Blast Rush Turbo taking you out, or he can use Nitro Explosion: Ignition to give any attack Powerful: 2 and make it something special.
1 Eijiro Kirishima 4 Hardened Chop 3 Fulfilled My Duty 2 Villains Defeated
A kick-centric Eraser Head proved unbeatable this week, featuring 3 copies of the new High Engine Kick from the DLC packs! This deck can Recipro Burst you so hard that you might be knocked out and miss the next webcam weekly!
1 Tenya Iida 1 Plus Ultra! 1 Tape Swing 2 Natural Leader 2 Calling For Backup 1 Night Watch 1 Villains Defeated 1 Fulfilled My Duty
Kirishima remains a meta pillar, finding himself undefeated again. This deck feature a strong focus on throws and Hardened Chop to consistently place its opponent in bad situations, and a few copies of Plus Ultra to secure the win!
44 players fought in this week’s webcam weekly, with Plus Ultra packs being given to any players who played for 2 of the 3 rounds, and a Victory pack was given out to each of the 4 players who went undefeated after 3 rounds.
2 A Precious Lesson 2 Encouraging Training Partner 1 20 Meter Tongue Strike 1 Instant Shining Flash 1 Planning Ahead 2 Preparing For Battle 1 Bonds of Friendship
An aggressive Tsuyu ran through the ranks this week! Perfectly accepting that her entire Stage will be face down, she plays cards like Self Sacrifice and Release to clear out the trash to bring in new foundations.
1 Fulfilled My Duty 2 Natural Leader 1 Tenya Iida 2 Villains Defeated 2 Calling For Backup 2 Tape Swing
Only a single Kirishima remained unbreakable this week, and he was throwing his opponents around with those copies of Grasping Tape Toss and Tape Swing! This deck looks to prove how valuable Plus Ultra! can be!
4 It Can’t Be Fixed 4 Celebrity Status 3 Bonds of Friendship 3 Self Sacrifice 4 Destined For Mainstream Success 4 You’re So Obvious 4 Plug-In 4 Specialist Of Sound 3 Pull No Punches 1 Coordinated Effort
4 Texas Smash 4 Setup Strike 2 Velocity Punch 4 Hardened Chop 3 Reverse Throw 1 Detroit Smash
1 Plus Ultra! 2 Capture Evil-Doers
It’s only fitting that the Symbol of Peace would go undefeated on the Good symbol! This All Might is prepared to Punch, Smash, Chop, and SMASH any foe!
Our second Weekly Webcam event brought in 66 players, with Plus Ultra packs being given to any player who players for 2 of the 3 rounds and a Victory pack given out to any players who went undefeated after 3 rounds. A total of 8 players went undefeated at this event, and have been placed accordingly with their percentage of games won.
2 Clever Distraction 3 Cool Student 4 Stronger In Darkness 2 Arrogant Disposition 4 Latent Skill 2 Irrefutable Force Of Nature 4 Calling For Backup 3 Heroic Lineage 2 Frozen 2 Precise Control 1 Self-Assured 3 Fulfilled My Duty
4 Dark Shadow Ruin 4 Frigid Heatwave 4 Giant Ice Wall 4 Ice Storm 2 Dark Shadow Talon 2 Monster Blast
4 Summon Dark Shadow 1 Capture Evil-Doers
3 Capture Evil-Doers
After not managing to make top 8 last week, Tokoyami comes back strong and secures 2 slots in the undefeated list! This deck includes 4 copies of Frigid Heatwave to let Tokoyami draw in to additional attacks and push further in the late-game than other builds of Tokoyami.
4 Amplified Sound Blast 4 Specialized Sound Waves 4 Unwavering Slash 2 Instant Explosive Release 2 Home Run Comet 3 Zero Gravity Lift
3 Earphone Jack
2 Home Run Comet 2 Exploding Pride 2 Wall Cling 1 Zero Gravity Lift 3 Encouraging Training Partner
Jiro brings her consistency to the table with a lots of foundation readying featuring Unwavering Slash, Requesting Assistance, and even Earphone Jack helping to ensure that she can push the extra mile. A variety of attacks in the sideboard lets this Jiro play by the matchup and change her style on the fly!
4 Cool Student 4 Stronger In Darkness 4 Latent Skill 4 Heroic Lineage 3 Arrogant Disposition 4 Calling For Backup 1 In The Typhoon 3 Keen Observation
4 Dark Shadow Ruin 4 Dark Shadow Talon 4 Flying Thruster Kick 4 Recipro Extend 3 Engine Rush
4 Summon Dark Shadow
2 Capture Evil-Doers 4 Fulfilled My Duty 4 Irrefutable Force Of Nature
Our second Tokoyami list of the week may also be on Fire, but is inherently quite different. With a sideboard full of control pieces and an efficient attack lineup featuring some choice Iida kicks, this deck will certainly be bringing pain time and time again!
2 Agitation 3 Latent Skill 4 Apathetic 2 Keen Observation 4 Villainous Entrance 2 Glamorous 2 Tight Lipped 2 Late Riser 4 Arrogant Disposition 4 Let’s Fight Bad Guys! 1 Super Regeneration 1 Night Watch 3 Encouragement 2 Mediator
4 Blast Rush Turbo 2 Navel Laser Charge 1 Signature Right Swing 2 Touch of Decay 3 Turn To Dust 1 Nitro Explosion: Ignition 2 Navel Laser Beam 2 Exploding Pride
4 ERASE! 3 Evil Gaze
1 Tres Chic Cape
2 Someone With Style 1 Exploding Pride 1 Katsuki Bakugo 1 Signature Right Swing 1 Night Watch 2 Howitzer Impact 1 Agitation 1 Navel Laser Charge
Eraser Head on Death has access to the bottom enhance on Blast Tush Turbo than even Bakugo does! Eraser Head simply needs only to respond with a copy of Erase!, which is then discarded from the card pool, and he has an easy 7 speed low for 8 damage! The defensive capabilities of Evil Eye in Eraser Head is nothing to scoff at, either.
1 Charged Up 4 Requesting Assistance 1 Shock Treatment 1 Short Circuit 4 Arrogant Disposition 1 In Danger 3 Latent Skill 4 Destined For Mainstream Success 4 Specialist Of Sound 1 Encouraging Training Partner 3 Infinite Potential 3 Release 2 Wealthy Aspirations 2 Wall Cling
2 Amplified Sound Blast 4 Specialized Sound Waves 4 Home Run Comet 2 Zero Gravity Lift 3 Long Lasting Explosion 3 Electric Jolt
1 Earphone Jack
2 Amplified Sound Blast 2 Plus Ultra! 2 Wall Cling 1 Electric Jolt 2 Encouraging Training Partner 1 Zero Gravity Lift
Jiro proves to be a consistent deck as well as a consistent competitor. This deck can take advantage of the sizeable bonus given by Long Lasting Explosion to ensure some enormous hits, or even the fastest of Home Run Comets you could even see!
This 67 card deck comes in at a hefty size in order to keep Todoroki’s enhance live for as long as possible. +2 damage on a throw may be cool on turn 2, but how about +8 damage on to that throw on turn 6 or 7? Strong control cards combined with Todoroki’s game-changing Response ability can help this deck survive until that turn 6 or 7 win if it needs to!
4 It Can’t Be Fixed 4 Destined For Mainstream Success 4 Self Sacrifice 3 Harden 4 Specialist Of Sound 4 Coordinated Effort 2 Bonds of Friendship 3 Celebrity Status 2 Passing the Torch 1 Gift From Mom 2 You’re So Obvious
Asui’s own unique brand of quick kicks and lasers rounds out our list this week. An entire playset of Rescue Completed ensures that her Stage never runs out of usefulness, even while entirely face down!
This week Jasco held our first Weekly Webcam event with 92 entrants competing for chances at Plus Ultra prize packs and a chance at a raffle for a playmat! Today we are going to showcase the top 8 performing decks at the event, including highlighting some key cards in each deck and discussing their strategies!
17 Players signed up as the defensive Kirishima, making sure that several people would have a run for their money in order to try and stay undefeated, while the second most represented character Tokoyami ended up not making the top 8 at all! Between Eraser Head and Kirishima’s prominence in the event, it is becoming more clear that while a strong offence wins games, a consistent defence wins championships.
This was also the first Jasco-run tournament where the new mulligan & start of game rules have been implemented, and the results have been very positive so far! Our players had achieved a nearly 50/50 win-rate between player 1 and player 2 during the event, and while this may not be the largest sample size and we will continue to monitor games going forward, this may very well be the closest that the parity between 1st & 2nd player has been.
This Kirishima deck proves that Kirishima is viable on every one of his symbols! Kirishima can recycle Villains Defeated to pressure the rival’s deck, Tape Swing brings a solid win condition, and he has access to Heroic Lineage for some fantastic speed reduction. Kirishima’s consistency combined with the longevity granted through Void’s cards make it clear why this deck took the #1 spot!
1-A’s homeroom teacher comes in at a close second place, also undefeated, bringing a strong lineup of kicks mixed with the consistency of Void’s attacks. Aizawa’s consistent speed pump makes Flying Thruster Kick a strong contender in any matchup. Eraser Head’s speed reduction combined with cards like Heroic Lineage, Gotcha, Tape, and Mediator will help ensure that this 7 hander never gets hit!
Kamui Woods ended up just snatching third place, having received no losses but a tie instead. This versatile deck can earn its wins with strings of Meteor Showers earned through turns of aggression, or it can push out a quick win when it needs to with a huge Home Run Comet or two! Sideboarding in to Jiro allows the deck to build up a more consistent offense if its needs to push faster than Kamui Woods is capable of.
The second Kirishima on our list, but the first on Earth! This build focuses heavily on strong punches, and brings a strong offensive suite with playsets of both Texas Smash and Relentless Barrage provide a huge threat on the opponent while Kirishima gets to set up his board. Apathetic is one of the most potent pieces of foundation control in Series 1, and Kirishima’s ability to recycle it can help make sure to protect his Coordinated Effort when any threat to it is placed on the board!
Our third and final Kirishima to make top 8 is also on a different symbol than the others, this time showing off what the Good can do. This build can play much better towards a long game, with Earphone Jack allowing the deck to consider pressuring a win through deck out, and 4 copies of Reverse Throw being able to be returned to Kirishima’s hand through either Coordinated Effort or Celebrity Status allows the deck to consistently chip damage through.
Our second Eraser Head deck this week also comes in on the Void symbol, but with a heavier focus on the kick lineup. Recipro Acceleration Kick from the Plus Ultra packs can clear a long strings of attacks and allow Eraser Head to continue attacking even further! This just goes to show that if you are fighting against an Eraser Head, you should consider bringing cards that reset the speed of his attacks.
A well rounded Jiro with strong defenses comes in 7th place with a side of Wall Clings allowing it to survive the largest throws known to man. Lots of Flash attacks and consistent speed coming from Earphone Jack means that you are going to need to do more than rely on some speed reduction to block these attacks!
This Jiro deck brings a stronger focus on Home Run Comet than our 7th place finisher. Each of the attacks in this deck are designed to generate momentum to create the BIGGEST Home Run Comets that you’ve ever seen!
As the first organized play season for the My Hero Academia CCG is starting to launch, we at Jasco thought it would be pertinent to make certain that the parity between the players going first and second in the game should be as close to 50/50 as possible.
In order to do this, we had multiple internal tournaments with members of our design team, playtest team, and even assorted Jasco employees of multiple skill levels joining in to pitch and try out several different ideas. We tested using different rules, decks from different formats, and all kinds of ideas in order to come to the rules changes that we have implemented now, and every change was brought to a vote. The rules changes that we are now implementing may be confusing at first, but it is one that was unanimously voted in and we all believe in it, so let’s look at it as a whole, then I will break it down to further explain it.
Start of Game Procedures
Player 1: This is the player to go first in the current game.
Player 2: This is the player to go second in the current game.
Neither player may attack on their first turn.
– If player 1 chooses to mulligan, they must mulligan their entire hand, but may mulligan up to 2 times, shuffling only after they have accepted their final starting hand.
– Player 2 may choose any number of cards to mulligan, but may only mulligan once.
On their first turn only, Player 2 may draw 1 extra card during the draw step.*
*This will exceed the starting hand size as written on their character’s card by 1.
Drawing the 1 extra card during their first turn is Optional.
Starting with the biggest change, player 2 may draw one additional card during their first turn’s draw step. This one was essentially non-negotiable among the teams, and we knew that player 2 needed assistance but we didn’t know just how much. We had tested player 2 drawing two additional cards during their first draw step, but the difference between that and 1 card was fairly negligible.
The reason for this change is to help player 2 to defend against the turn 2 attacks that player 1 is able to throw out. Far too many people have had games where they went 2nd in the game and they didn’t get to see any cards beyond what they drew in their first hand, because player 1 won the game on turn 2 with a lucky hand and great checks. The difference between how player 1 and player 2 can build on their turn 1 can be massive. Player 1 is allowed to throw down all of his foundations with reckless abandon, whereas player 2 needs to consider which ones to hold for blocks when he might not even know what zones his rival will be throwing. Player 2 might have to decide between playing your copy of Tight Lipped or holding it for its great block, whereas player 1 would have just played it without caring and is now at an advantage. With the additional card in hand, we hope that player 2 will be able to defend better against these aggressive decks, and will be able to have an enjoyable game.
Next up is the change to how mulligans work. While this change can certainly be confusing to explain, it is fairly intuitive once you get used to it.
Player 2’s mulligan remains unchanged, they still can choose any individual cards they don’t want in their opening hand and draw replacement cards before shuffling them back into the deck. Player 1’s mulligan is much more risky now, with them having to make an all-or-nothing decision to place their entire hand on the bottom of the deck and draw a new hand.
Through some testing and data gathering, it was pretty obvious that while this is definitely weakening player 1’s opening hand, it could accidentally force them into unplayable situations. For example, player 1 could draw into a hand that is 60% or more attacks, and then mulligan into a hand that is 60% or more attacks. This would basically an entire game where player 1 had a large disadvantage, so we came to the conclusion that while the all-or-nothing mulligan is certainly the way to go for player 1, we should allow them one extra use of that mulligan in case some bad luck forces them in to a bad hand. Our data showed that with the double mulligan in place, player 1 only had unplayable hands a fraction of the time they would have with a single mulligan. In this game where you see so many cards every turn, it is extremely important that we ensure that our players have viable turn 1 hands in every game.
The last thing to discuss is that player 2 can no longer attack on turn 1, just like player 1. All of these changes have been geared towards making player 1 and player 2’s chances to win as close to 50/50 as possible, and player 2 being able to attack on turn 1 felt a bit unbalanced. If a player truly wants to consistently attack on turn 1 it is usually not for reasons that would be healthy for the game, and this rule helps keep things just a bit more consistent and easy to teach. We do not want to see a world where players are actively looking for ways to justify attacking on turn 1.
We hope that these changes help to ensure everyone has a play experience where they feel like they got to participate in each and every game!
My Hero Academia Collectible Card Game Official Worldwide Distributor Asmodee NA .
www.asmodeena.com / firstname.lastname@example.org / CALL 702-900-9042
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