League of Villains DLC Spotlight Attacks & Foundations

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  • Greetings, Villains!

    Today, we’re covering the new Attack and Foundation cards that you can find in the upcoming DLC release for League of Villains!

    Get Loud lets you dig into your Rival’s deck and send a big attack at the same time! Leading with attacks like YEEAAHHHHHH!!! or Final Exam Gut Shot lets you enable the Combo Enhance while doubling down on the “mill” strategy!

    The second Enhance is important for setting up maximum value out of the Combo Enhance, as it lets you stuff a high-difficulty card from your stage into your card pool to get more speed! It’s important to note that Stacked Character cards can’t be used to pay costs unless specifically noted otherwise, so it’s best to use high-difficulty Foundations and Assets like Young Heroes, Top Pro Heroes or All Might’s Mentorship (featured below) to get a big boost!

    Quick Thinking

    Quick Thinking is great for decks that are built around specific foundations or Characters, because if you ever check the card you need you can build it from your discard pile! Cards like Blade Expertise look great when you can use them multiple times in a game, and being able to consistently find your all-star foundations like One With Nature and Passing the Torch is very strong. You can also add Characters to your stage for Shoto Todoroki (III)‘s Freeze Enhance with ease!

    Furthermore, Quick Thinking has Ally, Ranged and Weapon as keywords so it can slide into many existing strategies! While the card does have a Check of 2, the consistency you gain in being able to always have the foundations you want does a lot to balance out your deck’s draws.

    Rushing In features a reasonable stat frame of 4 Mid 5 Damage, and a +1 High Block Modifier, as well as EX:2. Rushing In’s Enhance strongly encourages players to find lots of copies of the same foundation to gain speed, or stack Character cards to earn the boost as well.

    Properly set up, Rushing In represents upwards of 8 speed without paying any additional costs — and you can get even faster than that with the EX:2!

    Shocking Entrance‘s great at annoying your opponent with a nice “poke” to start your turn! Shocking Entrance comes in with an extra 2 speed if it’s your only card in your card pool. Characters like Asui Tsuyu (I) can remove attacks from your card pool, letting you get the extra speed even further into your attack strings!

    Lastly, the second Enhance lets you switch out any card in your hand with a Character or Asset in your discard! This synergizes with the new Katsuki Bakugo and can also pick up cards like Earphone Jack, Sports Festival Stadium or Special Edition Collectible from your discard to play after!

    All Might’s Mentorship helps solve a classic problem — “What if I want to build, AND beat up my Rival?”

    All Might’s Mentorship has underwhelming stats for its difficulty, but it’s worth the 4-check. Firstly, Progressive Difficulty doesn’t count All Might’s Mentorship when playing attacks, so you can safely build one (or two… or three!) copies and THEN start your attacking turn.

    But that’s not all, because if any of your attacks deal damage while All Might’s Mentorship is in your card pool, you get to draw and discard to help find the cards you need!

    Asui’s Friendship lets Ranged strategies cut through their opponent’s defenses better than ever before! When you deal damage with a Ranged attack, you can commit Asui’s Friendship to make your Rival commit two foundations!

    Combine this with abilities that let you ready Asui’s Friendship like Frog Kick and Sludge to force your Rival to commit everything and take them down!

    Kirishima’s Assistance is a effective method of breaking through troubling defensive blocks like Faith’s Shield and defensive keywords like “Breaker:2” that can be backbreaking for aggressive decks needing to push damage through.

    With a low difficulty and low block, what is there not to love?

    Featuring two different one time use “First Form” effects, Uraraka’s Encouragement is a powerful foundation for setting up complicated strategies that need a lot of different pieces.

    One First Form lets you search your deck for a Character card, a powerful effect for anyone who revolves around characters, such as Mt. Lady, Twice or the new Izuku Midoriya (III).

    The second First Form lets you add any non-unique foundation from your discard to your hand! This is great for any that seriously revolve around getting specific foundations in play for their deck to work as intended, and also lets you get away with playing 1 copy of specific foundations for niche situations that you can grab when you need it, such as In the Typhoon or Cheerleader!


    My Hero Academia Chibi Mania DLC releases on April 7th, 2023! Pre-order at your Local Game Store!

    You can look for a store or an in-store event using our UniVersus Gaming Network: https://play.mhacardgame.com

    If you missed the previous DLC article covering the new Character Cards featured in Chibi Mania, check them out here! http://mhacardgame.com/league-of-villains-dlc-character-spotlight/ 

    Monthly Monday Mayhem Webcam Tournament Series #2

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  • The Monthly Monday Mayhem (“MMM”) Webcam Tournament Series gives players opportunities to compete in accessible higher-level competitive play from home. Each month, tournament organizers will be hosting a $1000 cash-prize webcam tournament, featuring special deck construction formats!

    MMM events will be used to provide opportunities for serious players to test their mettle from home, as well as provide us new opportunities to test new rules and regulations and see what players like!

    The MMM event will be on April 10, 2023, hosted by UnfunStuff. Space will be limited, so make sure to sign up as soon as possible!


    Tournament Format

    The event format for MMM events is significantly different from regular Webcam play, so please take note.

    Every format, the deck building restrictions for Monthly Mayhem will change. Currently, it is:

    CHIBI MANIA – Your deck needs to include at least four cards from League of Villains DLC. This can include your Starting Character, and can be four copies of a single card.


    Prizing Structure

    Entry2 Plus Ultra Packs, 2 Booster Packs
    Top 8 $125 Cash

    Event Details and Registration Link

    Registration: https://play.mhacardgame.com/event/DK9FHHL2BR
    Event Time: Tournament starts at 5PM PST, April 10

    MMM events are currently always three rounds of Swiss with no top-cut to ensure a reasonable event length.

    We will be testing new “tie-breaker” rules in MMM events, the details of which are noted below:

    When time in the round is called, the game immediately ends and whichever player has the most game wins is the winner.

    If there is a tie in game wins, the current game will be decided by who has the least missing health.

    For example, if Player A is playing as Eraserhead with 19 Max Health, and Player B is playing as Izuku Midoriya with 28 Max Health, and when time is called Eraserhead has 18 Health and Midoriya has 24 health, Eraserhead wins the match.”

    If both players have the same current missing health, gameplay will continue until there is a change in health. The player with the least missing health will win the Match.


    Where to Watch

    UnfunStuff will be hosting the MMM and streaming it on their Twitch channel! You can find it here:
    https://www.twitch.tv/unfunstuff


    For MMM events in the future, we will have a monthly news article on this site detailing each tournament’s unique format and how to participate.

    UniVersus x Dragon Shield

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  • Jasco Games is announcing a new partnership with Arcane Tinmen, the creators of Dragon Shield Sleeves to create quality card products with UniVersus branding. Dragon Shield is an industry leader in high-quality card supplies, and we are very proud to bring that quality to our players this year.

    In our upcoming Class Reunion “Limited Edition Collector Box” releasing on May 19th, we are pleased to announce that the sleeves featured in the product are the same type and quality that players have come to expect from our previous collaborative offerings with Dragon Shield! It will randomly include one of the five above My Hero Academia art pieces in a 65 sleeve pack form.

    Check out Dragon Shield’s current product offerings here: https://www.dragonshield.com/webshop/search?controller=search&s=academia

    League of Villains Design Spotlight – Muscular

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  • I wrote this article!

    Hello everyone! My name is Jeremy Ray, but many people in the community call me J.Ray. I’m a former player and current member of the game design team for UniVersus. For those who don’t know me, I’ve been a part of the community for over a decade now mainly as a player but now as part of the team. Hopefully some of you reading this I have met and maybe even played against while doing our Gunslinging side events at our Dallas for our Pro Hero National Championship event or in Las Vegas for our Hero League Championship event! 

    Today I’m going to focus on a little of my personal process on the development of characters in the early stages of a new set design. I think the easiest way for me to explain is by using an example from the most recent set release, League of Villains! One of the first steps is deciding the themes of the set, the goals, and the big ideas. For League of Villains one of the core themes was making every character feel very distinctly unique. Each member of the League has their own motivation, their own goals and their own personality. So the main goal for us was to really capture that. In the big picture we were introducing so many new characters that we wanted to make sure each one really had their own play styles that captured their methods and their quirk in thematic ways.

    The next step in the process is we meet together and as a team discuss how we want the characters to function in a way that really captures how their personalities, their actions at the point of the show we are trying to capture and most importantly – their quirk! After we agree as a group on some basic concepts for each character, we split the characters up into each member of the design team and get to work on our initial designs for our assigned characters and their “Kits”. The “Kits” are the group of cards representing the focused characters of each set, usually a mix of attacks and foundations designed to support and facilitate the game plan of the character themselves, but also other characters who may fall under similar archetypes or themes.

    With all that out of the way, today is all about Muscular! I took on the initial design for Muscular with the guidelines of the team in place. We had all agreed on a hard hitting character that wanted to see both players swinging for the fences and really trying to capture the feel of his fight with Deku. I didn’t want to frame him as an overly defensive character because that wouldn’t reflect him accurately from the show, he was incredibly durable but wasn’t using any sort of significant defensive tactics beyond his ability to absorb powerful hits with his layers and layers of muscle. I also wanted to capture him growing more and more dangerous as his fight with Deku went on, after taking some significant blows, he stopped holding back and unleashed his full power in the closing parts of the fight.

    In order to capture his incredible durability and growing strength, I needed to create a defensive package that didn’t make opponents’ attacks weaker, but by being hit by the attacks, made him even stronger. To show him growing more and more dangerous as the fight goes on, I needed to find a way for him to turn into the heavy hitter we wanted for the character. Overall I was trying to create a “Scaling” (starting slow but getting more powerful as the game goes on) character with a focus on big damage.

    In came the idea for Muscle counters to represent the growing threat of the character as the fight goes on. This was a core concept from day 1 for this character, though it went through some changes from how it started. One of the earliest concept versions of the Muscle counters included versions that “spent” the counters for damage. This version felt like he had big spikes of power, but not that sustained power we really wanted for the character. Another early version only gained when your own attacks hit but this iteration suffered too frequently from games when he would get “Shut Out” of gaining counters and end up creating some very negative play experiences. On top of the potential negative play experience, it made us design most of his support towards counter generation to make up for the slower production and that made the support just feel too narrow. So I decided to focus the generation into 2 primary places to keep his kit open to have some sub themes and make them less narrow. The main generation would be right on the big guy’s face, and by having it trigger both offensively and defensively, it meant that he would always get BEEEG and be able to jam out some huge damage. The second big piece was Pump Up, so let’s talk a little about that card’s journey.

    Pump Up took a few tries to get right — striking the balance between accessible late-game scaling without being too strong in multiple copies took a lot!

    Pump Up ended up being an essential part of his kit, and went through MANY iterations in initial and early design. Originally it worked on every attack you played which was way too much generation, and was clearly unfair in multiples. So we then tried a version similar to the final version, but you could use it Once per turn on either player’s attacks, not just your own. This led to versions of Muscular that were playing a heavily defensive gameplan, just trying to build up through opponents attacking them until they could then unleash a single huge counter attack, often utilizing cards like Determined Victory Smash. We finally settled into the version you see today, rewarding him for his aggression and getting him BEEEG. It was the weakest version of the 3 but it was still getting the job done and encouraging play styles for the character that were identified as the most fun. To try and really lock the cards value in, we significantly improved the block mod from a +3 to a +1 Low so Muscular players didn’t feel punished for needing to play this card in their deck and now the card felt just right. This solved a large part of his gameplay loop for the whole kit. By focusing the Muscle generation here it left us some breathing room to give him some tools he was interested in within his support.

    We wanted to capture how punishing even blocking his powerful attacks is, and so cards like Muscle Rush, Nightmare Physique, Pump Up and Double Overhead Hammer Fist all cause damage to opponent resources or health, even when they are blocked. Muscle Mauler filled an important role of spending some of the face down resources he gained from his support ability all while generating important card advantage needed to help offset his low hand size. Muscle Rush was an especially important part of his kit, giving him a “Two-Way”(good on both offense or defense) card that felt good at almost any point of the game and generating momentum for Muscle Mauler/Double Overhead and Muscle counters for the character himself. Rounding out the kit was his Ultra Rare Double Overhead Hammer Fist, a powerful finisher that mirrored Iida’s Recipro Burst, but with a sharp focus on raising the Damage as high as possible — something Muscular is ready for!

    After the initials were done, Muscular and his kit went into the hands of our playtest team who put him through the ringer, helping pinpoint the correct numbers and adjustments to make sure the character was fun and fair for the outside world. At one point he had a few more health for example, this was rough because more health for him also meant more damage for his attacks. With the help of the rest of the design team to guide adjustments and the testers to spot problems we got him ready to join the rest of the cast of the League of Villains set!

    If you enjoyed the style of this article and would like to see more articles like this about other characters from me, leave some positive feedback on social media or even tag me in the official discord (I’m F2K) with a thumbs up!

    Regional License Exam – Kissimmee, FL

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  • After a very successful Organized Play season in 2022, we are coming back even stronger in 2023 starting with our first Regional License Exam in Kissimmee, Florida hosted by Pro-Play Games!

    We have significantly expanded our offerings for side events, including structural support for “Standard” format, team events and more – check out the new schedule below!

    Quick Details

    Date: April 15-16th 2023
    Venue: Osceola Heritage Park Events Center: Kissimmee A&B Ballrooms
    1875 Silver Spur Ln, Kissimmee, FL 34744
    Registration: https://play.mhacardgame.com/event/5RA2EB2GY5
    Decklist Due Date: April 15 at 10AM
    Prizing Information: https://mhacardgame.com/regional-license-exam/

    Tournament Format

    Swiss Rounds, Best of 3
    60 minute rounds + 10 minute overtime
    Top Cut, Single Elimination Best of 3
    Untimed

    Saturday Schedule

    Main Event Scheduled Side EventsOn-Demand Events
    Regional License Exam 11AM“2-Deck Format” 3PMMHA Constructed
    “LoV Super Sealed” 6PMStandard Constructed

    Sunday Schedule

    Main EventScheduled Side EventsOn-Demand Events
    Regional License Exam 8AM “Common Ground Constructed” 9AMMHA Constructed
    “2-Deck Format” 12PMStandard Constructed
    “LoV Super Sealed” 3PM
    “MHA Team Constructed” 6PM

    Details regarding Side Event procedure can be found here: https://mhacardgame.com/rle-side-event-details/


    RLE Side Event Details

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  • Fire On Demand MHA Constructed

    8 player capacity
    3 Rounds
    Best-Of-3
    Swiss
    Standard Side Event Payout based on match points

    Fire On Demand Standard Constructed

    8 player capacity
    3 Rounds
    Best-Of-3
    Swiss
    Standard Side Event Payout based on match points


    This format is played with the Standard banlist (non-MHA cards). Details on this format can be found here:https://mhacardgame.com/formats-and-ban-lists/


    Fire On Demand MHA League of Villains Draft

    8 player capacity
    3 Rounds
    Best-Of-3
    Swiss
    Standard Side Event Payout based on match points

    In Draft events, players are provided 6 booster packs with which to draft a deck. At the start of the event, players are sorted into pods (generally consisting of 4 or 8 players per pod). After drafting decks, all players should be added to the same event-pool. In Draft events:

    • Each player opens one pack simultaneously. Players select one card to keep from the pack before passing the remaining cards to their left until the packs are empty.
    • Repeat the above, alternating the direction the packs are passed, until all six packs have been opened and distributed.
    • Draft decks may include any card as long as it shares at least one symbol with your starting character.


    “LOV Super Sealed” 

    64 Player Capacity

    3 Rounds
    Best-Of-3
    Swiss
    Standard Side Event Payout based on match points
    Entry includes one Extra Credit Promo

    Players are sat for a short player meeting and to confirm attendance, then a judge provides six booster packs and a random Character card to each participating player. Players are given 30 minutes to build a Sealed Deck. Instructions for the Sealed Play format can be found here:
    Sealed Play Primer


    “MHA Constructed 2-Deck Format”

    No Player Capacity

    3 Rounds
    Best-Of-3
    Swiss
    Standard Side Event Payout based on match points

    This event will be testing out a constructed format that Jasco is looking at. It is identical to normal MHA Constructed, with a few changes to the deck construction process and start-of-game process:

    • Players register with two decks, featuring two different starting Character cards
    • When a match starts, players choose who goes first as normal. Before the first game starts, both players choose a deck to play and place their Character cards face-down. 
    • Once both players have chosen their starting Characters, the game begins and play continues as normal. When a player wins a game, the deck they were using is “Retired”, and can’t be chosen again. 
    • Players play a Best-Of-3 Match, with the objective of winning a game with both of their decks.

    MHA Team Constructed

    No Player Capacity

    3 Rounds
    Best-Of-3
    Swiss
    Standard Side Event Payout based on match points, multiplied by 3 

    Team Constructed Deck Building Constraints

    • Decks (including sideboards) may contain no more than 8 copies of any given card over your entire team

    If a team wants to build their decks around the card “Capture Evil-Doers” as they believe this will be a strong choice, they cannot all run 4 copies of it. They have to decide between two decks getting 4 copies each, or splitting them up with two players getting to run 3 copies of it in their deck and the third player only getting 2.

    • Each player’s character cannot be used in the other decks on the team, be it as their starting character, in their deck itself, or the sideboard

    If one team member wants to run All Might (True Form), a powerful character that uses other copies of All Might in his deck, then, his teammates cannot play as or have copies of any All Might characters that are in the other players deck, regardless of how many copies of that character card that is being used.

    Match Setup and Determination

    • All characters become public knowledge and matchups will be set

    Before matches can begin, both teams reveal their characters. Then they will decide on a method to determine which team selects the first match pairing. The team winning the chosen method will get to choose the 1st matchup between the revealed characters. The other team then decides the second matchup. The third matchup will go to the remaining characters. 

    Team A and Team B have decided to roll dice against each other to determine the matchups. Team A wins the dice roll. They decide to have Team A’s All Might against Team B’s Mei Hatsume. Team B will decide to have Team B’s Eraser Head against Team A’s Nomu. The remaining character of Team A’s Asui will be matched against Team B’s Cementos.

    •  Players will play individual full matches to determine a victor

    Each player will play their match as normal, and the team that has the most match wins after all matches are done, is the winner. If Team A won 2 of their 3 matches, they are the victor of the round. The individual match scores do not matter when reporting, only the team’s results.

    • Players cannot coach their teammates

    During the event, players are expected to play their own matches. Friendly banter among players is accepted, but nothing that pertains to the gamestate of any match. When they are finished with their game, they may spectate their teammates’ matches. However, coaching in any form is strictly prohibited and can result in a disqualification from the tournament.

    MMM #1 Results and Deck Lists

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  • Greetings, Villains!

    The first Monthly Monday Mayhem hosted by UnFunStuff was a huge success! Each of the players below went undefeated through the tournament and split a prize pool of $1,000! Congratulations to each of you!

    We’ve received a lot of feedback on the topic of end of round procedures and tie-breakers in Webcam events. This week’s Weekly Survey on the MHACCG Discord will be on the topic of Tie-Breakers, which you can find here: https://discord.gg/mhaccg

    Stay tuned for more information on the next MMM, including time and format!

    Name: Jose Norono
    Character: Tomura Shigaraki III
    Symbo
    l: Death

    1 Tomura Shigaraki III

    3 Blood Evaluation
    3 House Of Cards
    2 In Control
    3 Snack Time
    1 Graceful Maneuvers
    4 Struggling With Studies
    4 Surviving The Final
    3 Brute Strength
    3 Someone With Style
    4 Tight Lipped
    2 Forcing Surrender
    3 Dual Needle Lunge
    4 Vile Seizing
    2 Fierce Whirlwind
    2 Howitzer Impact Cyclone
    1 Howitzer Impact
    4 Instant Shining Flash
    4 Nitro Explosion: Ignition
    2 League Of Villains
    2 Grenadier Bracers
    2 Showdown

    Sideboard

    2 In Control
    2 League Invitation
    4 Evil Gaze
    2 Navel Laser Beam


    Name: Cory Nelson
    Character: Tomura Shigaraki III
    Symbol: Evil

    1 Tomura Shigaraki III

    3 Forced Quirk Activation
    3 Mastermind’s Apprentice
    4 Quick To Act
    3 Floating Around My Babies
    3 Excited For Blood
    4 Surviving The Final
    3 Desperate Times
    2 Sticky Balls
    2 Brute Strength
    1 Bartender
    3 Gas Cloud
    2 Shock Absorption
    2 Convenient Timing
    4 Fruit Of Our Labors
    3 Decaying Palm Slam
    4 Vile Seizing
    3 Needle Stab
    4 Tongue Whip
    3 Turn To Dust
    4 Quirk Combination
    3 Showdown

    Sideboard

    1 Sticky Balls
    3 In The Typhoon
    3 Bloodcurdle
    3 Bartender


    Name: Brent Kosier
    Character: Muscular
    Symbol: Earth

    1 Muscular

    4 Pump Up
    4 Masked Menace
    4 Chivalrous Competitor
    4 It Can’t Be Fixed
    3 Male Bonding
    3 Saving Bakugo
    3 Armored Muscles
    3 Super Regeneration
    2 Terrifying Injury
    2 Childhood Friends
    2 Snack Time
    4 Muscle Rush
    4 Rapid Punches
    4 Hardened Jab
    4 Hardened Frenzy
    3 Back Alley Haymaker
    2 Navel Laser Beam
    4 Seizing The Advantage

    Sideboard

    2 Forcing Surrender
    1 Learning The Standards
    3 You’re So Obvious
    2 Prehensile Tail
    2 Double Overhead Hammer Fist


    Name: Wesley Bittner
    Character: Innsmouth
    Symbol: Water

    1 Innsmouth

    2 A Refreshing Slice
    3 Daunting Message
    3 Basic Training
    3 Surviving The Final
    4 Creepy Realization
    3 Sticky Balls
    4 Desperate Times
    3 Self-Assured
    2 Feelin’ Cute
    1 Catching A Ride
    3 Blood Evaluation
    4 Grasping Tape Toss
    4 Tongue Whip
    4 Frigid Heatwave
    4 Amphibious Ambush
    2 Sludge
    2 Ice Storm

    Sideboard

    3 Prone to Dry Eyes
    3 Tape Lash
    2 Ice Storm
    2 Tentacle Strike


    Name: Keenan Meadows
    Character: Dabi II
    Symbol: Chaos

    1 Dabi (II)

    4 One With Nature
    4 Chivalrous Competitor
    1 Petty Squabble
    3 Struggling With Studies
    2 Award The Victor
    1 Shock Treatment
    2 Encouraging Training Partner
    3 Release
    2 Irrefutable Force Of Nature
    4 Easily Excited
    4 Basic Training
    2 Frozen
    1 In The Typhoon
    2 Feelin’ Cute
    4 Rivet Stab
    4 Twisting Azure Inferno
    4 Frigid Heatwave
    4 Ice Storm
    4 Ice Slide Tackle
    2 Dark Shadow Ruin
    3 Cremation
    2 Recovery Time

    Sideboard
    1 Encouraging Training Partner
    1 Irrefutable Force Of Nature
    2 Concentrate
    3 Giant Ice Wall
    1 Petty Squabble
    1 All For One
    1 Dark Shadow Ruin


    Name: Trevor Carter
    Character: Dabi II
    Symbol: Chaos

    1 Dabi (II)

    3 Firestarter
    3 Ignite
    2 Decoy Duplicate
    3 Basic Training
    4 Easily Excited
    2 Feelin’ Cute
    2 One With Nature
    2 Chivalrous Competitor
    1 Struggling With Studies
    4 Training With Gunhead
    2 League Interview
    3 Requesting Assistance
    1 Release
    1 Irrefutable Force Of Nature
    4 Freezer Burn
    4 Twisting Azure Inferno
    4 Double Jab Pummel
    3 Electric Jolt
    3 Indiscriminate Shock 1,300,000 Volts
    2 Flame Flicker
    2 Dark Shadow Ruin
    4 Cremation
    1 Hold Hostage
    4 Evil Vs Good
    1 Anivoice

    Sideboard
    1 Chivalrous Competitor
    1 Struggling With Studies
    2 Encouraging Training Partner
    1 Release
    2 Irrefutable Force Of Nature
    2 Anivoice
    1 All For One


    Name: Kou VT
    Character: Kurogiri II
    Symbol: Air

    1 Kurogiri (II)

    3 Bartender
    3 Convenient Timing
    4 Polite & Well-Spoken
    4 Decoy Duplicate
    4 Latent Skill
    4 Specialist Of Sound
    4 Release
    2 Encouraging Training Partner
    4 Wall Cling
    4 Basic Training
    4 Requesting Assistance
    2 Rescue Completed
    3 Infinite Potential
    4 Dark Interruption
    3 Nebulous Stare
    4 Electric Jolt
    3 Indiscriminate Shock 1,300,000 Volts
    3 Zero Gravity Lift
    1 Home Run Comet
    4 Meteor Shower
    1 All-Out Battle


    Name: David Pena
    Character: Kurogiri II
    Symbol: Water

    1 Kurogiri (II)

    4 Bartender
    3 Polite & Well-Spoken
    4 Arrogant Disposition
    4 Requesting Assistance
    4 Specialist Of Sound
    3 Release
    4 Destined For Mainstream Success
    2 Cheerleader
    2 Convenient Timing
    3 Wall Cling
    4 Basic Training
    1 First Impressions
    4 Small And Limber
    4 Dark Interruption
    3 Nebulous Stare
    3 Specialized Sound Waves
    4 Electric Jolt
    2 Indiscriminate Shock 1,300,000 Volts
    3 Zero Gravity Lift
    2 Double Jab Pummel
    2 Home Run Comet
    2 Plus Ultra!
    2 Engine Trouble

    Sideboard
    2 Cheerleader
    4 Meteor Shower
    2 Home Run Comet
    2 Double Jab Pummel


    My Hero Academia: League of Villains is in stores now! Show off your new villain deck on social media with the hashtag #MyVillainDeck!

    League of Villains DLC Character Spotlight

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  • My Hero Academia Collectible Card Game Deck Loadable Content Series 4: Chibi Mania character cards have been revealed!

    This DLC features fan favorite heroes with new abilities and an adorable “chibi” aesthetic! The new Character cards all have a theme of playing multiple copies of Character cards in your deck to unlock their full potential. Each of them use extra character cards in your deck to create advantages in different ways, such as Eraser Head drawing cards every time he blocks with a copy of himself, or Katsuki Bakugo discarding Character cards to remove attacks from your card pool!


    Below, we’ve broken down the new characters and what you can expect from them.

    Izuku Midoriya’s new Character is a reasonable 6 hand size 28 health frame, with an identity all about playing lots of Character Cards to empower straight forward, powerful attacks.

    The first Enhance lets your Kick and Punch attacks get free damage based off how many Characters you have in play. While even with one free damage it feels good, playing multiple Characters to give each of your attacks significant damage bonuses with no cost feels great!

    The Once Per Turn Response is gated behind Kicks and Punches, but the pay off is worth the trouble. Every turn when you play a Kick or Punch, you can either give it Stun:2 or Breaker:2. Stunning your Rival out during your turn is always a solid approach when you’re the aggressive player, but being able to use those same cards to slow your Rival during their turn can be pivotal.

    Lastly, the second Enhance is a nice Once Per Game to help push over the finish line. Later in the game after playing enough Characters, you can draw upwards of four cards off this Enhance — more than enough to bury your Rival in cards!


    Katsuki Bakugo’s new Character has a simple plan on his mind — all out aggression! As a fragile 7-hander, Bakugo wants to leverage his two Enhance effects to blow his Rivals to bits before they can assemble their own strategies.

    His first Enhance defines his strategy — you can Discard another Katsuki Bakugo Character from your hand to boost your attack and remove a Fury attack from your card pool! This lets you essentially “cheat” your progressive difficulty as long as you have Characters to discard.

    His second Enhance plays into this theme, being able to flip 3 foundations you control to draw 2 cards. You can either use this to extend your turn if you’ve been discarding characters to keep attacking, or to draw cards on your Rival’s turn to hold on when all seems lost!


    Shoto Todoroki’s new Character wants to drag out your Rival’s resources, because he gets stronger and stronger based off how many Foundations they have committed!

    As a 7-hander, he won’t be taking too many hits on the chin, but his two powerful Enhance abilities keep him safe from harm.

    His first Enhance allows him to discard a Character from your stage to commit and freeze a rival foundation. If you are able to spend your early turns stacking Character cards on your stage, you can commit your Rival’s problematic foundations to ensure a clean win when you’re ready to go for the knock-out!

    His second Enhance follows up on this theme — once per turn, Shoto can give an attack + or – X damage, where X is the number of committed foundations your Rival controls, with a max of 5.

    If your opponent commits out during their turn to launch a big attack, you can give it -5 damage! Even better, when you send an attack at them next turn, it’ll come with with a +5 damage bonus as well!


    Eraser Head returns as a 5 Hander for the first time! He has three abilities which between them, sculpt Eraser Head into a terrifying force to be reckoned with on attack and defense.

    His first ability is a static which reduces the difficulty of all your “Eraser Head” cards by 3, allowing extra Character Cards to be played from your hand at a drastically reduced difficulty, which provides immense value through his other two abilities.

    His first Enhance is how he becomes a threat — your attacks get stronger if you have non-attack cards in your card pool (such as a 2 difficulty “Eraser Head” Character), and if you attack twice, your next attack ignores Progressive Difficulty!

    Lastly, his Response ties the entire kit together. When you play a Character, you get to draw two cards and seal a troublesome foundation, removing its text for the turn! It’s important to remember that blocking with a Character will also trigger this Response.


    My Hero Academia Chibi Mania DLC releases on April 7th, 2023! Pre-order at your Local Game Store!

    You can look for a store or an in-store event using our UniVersus Gaming Network: https://play.mhacardgame.com

    Twice Character Spotlight

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  • Welcome to the seventh article highlighting the various characters in Set 4 of the My Hero Academia Collectible Card Game: League of Villains!

    This week, we’re covering the kindest member of the League of Villains, the duplicating powerhouse Twice (I)

    Twice may be as kind as villains come, but he doesn’t play nice when it comes to facing rivals. He comes packed with a high value deck that, true to his quirk, focuses on using extra copies of himself!

    Players looking for an all-rounder will appreciate Twice. He’s a jack-of-all-trades 6-hander with 27 health, meaning he can keep up well in both card advantage and sustainability. His access to Chaos, Good, and Water cards set Twice apart from the other villains while giving him powerful tools to work with.

    Twice’s Enhance boosts attacks played in multiples. The second copy of an attack played in a turn gets +2 speed and +2 damage. The ability commits to playing high quantities of solid attacks to keep getting boosts. 

    This powerful Enhance also makes pro hero Ectoplasm’s Ectoplasm Clones, which you can play up to 8 copies of, the perfect fit in a Twice deck! The attack also gets faster and stronger the more copies are already in the card pool, which can be devastating in combination with Twice’s Enhance! 

    The extra copies of Twice give you cards in the deck that check for 6, but they’re more than regular vanillas with a high check thanks to Twice’s Response!

    By Committing and discarding a character from the stage, Twice can reduce the damage of an attack by 2. This ensures that the extra copies of Twice can put in work to protect the main body. 

    Twice has plenty of high value cards that synergize with character cards, and the deck is all about getting incredible value from the other copies of himself with cards like Do I Know You? that can set up for his Response!

    Agile Drop is a key attack for any Twice deck. Its first Enhance gives it an extra speed and damage for every character card on your stage. The more copies of Twice that you’ve accumulated, the easier it is to get the drop on your rival!

    The second Enhance effect lets you discard 2 cards to add a copy of a card in your card pool from your discard pile to your hand. This effect has fantastic synergy with Twice’s Enhance, ensuring that you get those duplicate attacks to land devastating blows! 

    Twice’s next major attack is Double Trouble, which comes complete with Stun: 1 to make your opponent commit foundations early, and Echo to make use of Twice’s Enhance without the need for an actual second copy of Double Trouble.

    The first Enhance for Double Trouble lets you discard a card to draw a card, a simple filtering effect that just adds to the consistency of the Twice deck.

    The big highlight of Double Trouble is its Twice Enhance which lets you discard a character from your stage to use its Echo for free. Even when low on resources, Twice can deliver a clean finishing blow with just one attack! 


    Featuring all of your favorite Villains for the first time – My Hero Academia: League of Villains lets players join the League of Villains and show those Heroes what they are capable of!

    Check out League of Villains at your Local Game Store!

    You can look for a store or an in-store event using our UniVersus Gaming Network: https://play.mhacardgame.com

    #MyVillainDeck Highlights!

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  • With the release of “My Hero Academia CCG: League of Villains”, the community has been on fire building decks and exploring new strategies! We have selected eight decks from our community to show off some of the new tricks people are trying out, featured below.


    Brett Pendragon

    Character: All For One (I)

    Symbol: Chaos

    4 Behind The Curtain
    2 Crushing Truth
    2 Carpool To Work
    3 Basic Training
    3 Easily Excited
    4 Chivalrous Competitor
    4 Graceful Maneuvers
    3 Struggling With Studies
    3 Requesting Assistance
    2 Cool Student
    4 Infinite Potential
    3 Release
    3 Wealthy Aspirations

    4 Cheerful Uppercut
    4 Double Jab Pummel
    4 Indiscriminate Shock 1,300,000 Volts
    4 Electric Jolt
    4 Indiscriminate Shock
    2 Zero Gravity Barrier


    Michael McEwan

    Character: Mr. Compress (I)

    Symbol: Air

    3 Release
    4 Requesting Assistance
    4 Basic Training
    3 Infinite Potential
    2 Training With Gunhead
    2 Web Of Blades
    3 Latent Skill
    3 Wealthy Aspirations
    3 First Day of Class
    3 Rescue Completed
    2 Decoy Duplicate
    2 Feelin’ Cute
    4 Specialist Of Sound
    2 Destined For Mainstream Success

    2 Compression Sphere
    3 Double Jab Pummel
    3 Electric Jolt
    3 Indiscriminate Shock 1,300,000 Volts
    3 Home Run Comet
    4 Meteor Shower
    2 Zero Gravity Lift


    Marvin Emory

    Character: Muscular (I)

    Symbol: Earth

    4 Pump Up
    4 Masked Menace
    4 Armored Muscles
    4 Chivalrous Competitor
    4 It Can’t Be Fixed
    3 Saving Bakugo
    3 Male Bonding
    2 Terrifying Injury
    2 Snack Time
    2 Childhood Friends
    2 Brute Strength
    4 Seizing the Advantage
    4 Muscle Rush
    4 Hardened Jab
    4 Hardened Frenzy
    4 Rapid Punches
    4 Back Alley Haymaker
    2 Navel Laser Beam


    Brooks Murrell

    Character: Moonfish (I)

    Symbol: Air

    4 Requesting Assistance
    4 Specialist of Sound
    2 Arrogant Disposition
    2 Destined For Mainstream Success
    1 Shadow’s Aid
    4 Basic Training
    3 Blade-Tooth
    2 Release
    2 Wealthy Aspirations
    1 Shock treatment
    3 Confused
    2 Let’s Fight Bad Guys!
    2 Web of Blades
    2 First Impressions
    2 Sluggish Recovery

    4 Nitro Explosion: Ignition
    3 Razor Deluge
    3 Stun Grenade
    4 Exploding Pride
    3 Instant Explosive Release
    3 Glacier Breaker

    1 Sports Festival Stadium
    1 Training Weights

    3 Ready, Get Set, GO!
    2 Seizing the Advantage
    1 Concentrate


    Daniel Buchanan

    Character: Dabi (II)

    Symbol: Fire

    2 Firestarter
    2 Fast As Flame
    4 Quick To Act
    4 Revel At His Masterpiece
    2 Latent Skill
    4 Calling For Backup
    3 Heroic Lineage
    3 Nervous Habit
    4 Staggering Positivity
    4 Keen Observation

    4 Twisting Azure Inferno

    2 Go For The Win!
    4 Sugar Rush Power-Up
    4 Evil Gaze
    4 Cremation


    HoldLineHarry

    Character: Himiko Toga (II)

    Symbol: Life

    4 Zero Gravity Capture
    4 Rushing Stab
    4 Gory Stab
    2 Piercing Needle
    4 Blood Transfer
    3 Dual Needle Lunge
    4 Zero Gravity Life

    4 Recovery Girl’s Kiss
    4 Battle Resolve
    4 Enamored
    4 Surviving Beast’s Forest
    4 High Value Target
    4 Bonds of Friendship
    4 Full-On Attack Mode!
    4 Stalking Her Prey
    4 New Training Method
    4 Passing The Torch
    1 Blood Evaluation
    4 Excited For Blood

    1 Young Heroes


    Charles Crayton

    Character: Spinner (I)

    Symbol: Order

    4 Gecko Stomp
    4 Brandish Steel
    4 Blood Moon Rending
    4 Blade Rush
    2 Really Big Sword

    4 Blade Expertise
    3 Contempt for Heroes
    2 Sense of Justice
    3 Passing the Torch
    3 Heroic Lineage
    2 Hero Killer
    3 Ice Gliding
    4 Hack and Slash
    3 Self Sacrifice
    2 Bonds of Friendship
    3 Requesting Assistance
    3 Desperate Times

    2 Flex Your Might!


    CuriousKou

    Character: Kurogiri (II)

    Symbol: Air

    4 Dark Interruption
    4 Nebulous Stare
    3 Electric Jolt
    3 Indiscriminate Shock 1,300,000 Volts
    4 Meteor Shower
    3 Zero Gravity Lift
    1 Dignified Display

    3 Bartender
    4 Convenient Timing
    4 Polite & Well Spoken
    2 Tomura’s Protector
    4 Decoy Duplicate
    3 Cool and Tough
    4 Latent Skill
    4 Specialist of Sound
    4 Release
    2 Encouraging Training Partner
    4 Wall Cling
    3 Basic Training
    4 Requesting Assistance
    2 Rescue Completed

    3 All-Out Battle


    Featuring all of your favorite Villains for the first time – My Hero Academia: League of Villains lets players join the League of Villains and show those Heroes what they are capable of!

    Post your villain deck on social media with the hashtag #MyVillainDeck and we might highlight your list next!

    Set 4 is available now at your Local Game Store! Find one here: https://play.mhacardgame.com/store-finder

    Series 4, League of Villains – Sealed Play Events

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  • With the release of My Hero Academia CCG: League of Villains, stores worldwide are receiving the newest wave of tournament support promos this week — including the newest wave of “Extra Credit” Promo Cards! These foil alternate-art cards are only obtainable by playing Sealed events at your LGS, so make sure to attend!

    “Determined” lets you efficiently block with cards that share multiple symbols with your character, and also has a deadly Deadlock Enhance!
    “Drowning in Resentment” lets you buff your “Stun” attacks or weaken your Rival’s, as well as providing card pool clogging when they mess with their discard pile!
    “Enamored” is a 0-diff Foundation with a Low block which provides incidental value with abilities that ready foundations you control, such as “Himiko Toga II”.
    “Forcing Surrender” provides much-needed Momentum discard to many Combo strategies to help keep your Rival at bay! The Enhance is also very strong, as you can use it to clear face down cards from your card pool!
    “High Value Target” is great for defensive decks that want to “wall up”, as it counts as two foundations for blocking! On top of that, you can protect your higher value targets from destruction with the Response!
    “Infinite Potential” lets you change your Rival’s attacks to High when they attack! Being able to lean on this Response lets you deal with problematic Low Attacks with ease!
    “League Interview” provides additional resources for playing greedy! The First Form is at its best when leading with big 6 Difficulty attacks, and the Response lets you nudge bad defensive checks in the right direction.

    League of Villains is in stores now! Extra Credit Promos are arriving at LGS this week, so make sure to sign up for a Sealed Play event! Find an event near you here: https://play.mhacardgame.com/events

    All Symbol Primer

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  • Welcome to the Jasco Games’ Design Team Symbol Primer! We’re going to take an in-depth look at the All symbol today to help you understand its ins and outs. If you want to see as many cards as possible, or are looking for a toolbox of a deck that can handle a multitude of situations, the All symbol will be the one for you!

    Adding cards to your hand is the primary theme of the All symbol, alongside being able to manipulate your deck & discard pile. The most common way to add cards to your hand is drawing cards. Not content with just simply drawing from the top of your deck, some cards can get you cards from unique locations.

    Adding Cards To Your Hand

    Uses the theme

    Going a step further than just having lots of cards in hand, these cards directly reward you for filling up your hand. Be it through Needle Stab being able to discard up to 6 cards, or All Might giving damage based on how full your hand is, there are various ways to take advantage of a full hand.

    Triggers off of the theme

    If your local meta is full of people constantly drawing cards, here are a few ways to make their day a bit more annoying. Drawing just as many cards as them with Nezu, or stuffing their card pool to make it difficult to play all of those cards are some fairly effective ways to keep the game in your favor!

    Interacts with, or restricts rivals playing the theme

    Deck Manipulation & Knowledge

    Game knowledge is a powerful thing, and that includes knowledge of the top of your deck! Being able to avoid bad checks, or combining this theme with All’s capability to draw cards will give you a clear line to victory.

    Uses the theme

    Simply knowing what card is on top of your deck is quite valuable in its own right, but you can go a step further by using cards that reward you for knowing exactly what is on top of your deck.

    Plays with the theme

    If your rival is setting up their deck and gaining game knowledge above you, check out these cards that can look at or change the top of your rival’s deck to keep you in line!

    Interacts with, or restricts rivals playing the theme

    Minor Theme: Jack Of All Trades

    Living up to its name, the All symbol can dabble in all kinds of abilities, but doing this does mean that they will either be less potent abilities, or their costs will be a bit more harsh.

    Uses the theme

    Lastly for today, let’s take a look at some character cards that you can play as if you just love the feeling of an All deck!

    The All symbol lacks powerful aggression, but through utilizing excellent draws and the right plays you can overwhelm your opponent with your grand amount of options. After all, a toolbox is best when it is fully stocked! Stay tuned for next time when we go over the momentum hoarding Chaos symbol.

    Muscular Character Spotlight

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  • Welcome to the sixth article highlighting the various characters in Set 4 of the My Hero Academia Collectible Card Game: League of Villains!

    This week, we’re covering the aptly named brutish villain from the League’s Vanguard Action Squad, Muscular (I)

    Muscular focuses on late game scaling as he ramps up his attacks to deal devastating damage! True to his anime counterpart, Muscular just keeps ramping up to get more and more, well, muscular.

    Muscular is a 5-hander with a very tanky 36 health. He may have less cards to work with than most of his fellow villains, but he makes up for it in survivability and two killer effects. His access to Earth, Fire, and Life gives Muscular some strong synergies to work with outside of his own signature cards. 

    Muscular’s first ability is a powerful static ability that ramps up throughout the game. When an attack deals damage, he gets a Muscle counter. 

    His Enhance gives meaning to those Muscle counters, boosting non-Throw attacks by 1 damage for each Muscle counter! This means that giving and taking punishment will just make Muscular stronger!

    Muscular’s late game scaling is apparent on its own, but on top of that he has significant pay-offs for if he gets enough Muscle counters, such as repeatedly attacking with Determined Victory Smash! To help make sure that Muscular survives long enough to make use of his scaling, healing cards like Excited For Blood and Armored Muscles are pivotal. 

    Muscular’s Response helps to make up for the natural disadvantage of being a 5-hander. After taking damage from an unblocked attack, you can build 1 card from your card pool face down! This creates extra foundations and removes a card from the card pool, lowering progressive difficulty!

    Muscular’s extra “vanilla” foundations are also great sacrifice outlets for cards like Full-On Attack Mode! which can help burn down opponents and keep Muscular healthy.

    Nightmare Physique is one of Muscular’s most nightmarish attacks! In exchange for a counter, its first Enhance can give it +2 speed, giving players a modular choice between stronger and faster attacks. 

    The attack also limits your rival’s options thanks to its second Enhance, which can unflip 1 foundation or flip a rival foundation if it’s completely blocked. However, if it isn’t completely blocked, Muscular ramps up his Muscle counters! This “doomed if you do, doomed if you don’t” type of card is perfect for Muscular’s villainous repertoire of attacks. 

    Double Overhead Hammer Fist is a killer attack with a shockingly low 0 speed! It comes with 3 Enhance effects that each make it more terrifying.

    The first Enhance makes your rival flip 1 foundation as an additional cost to block the attack, while the second Enhance discards 1 momentum to give it speed equal to its damage minus 5! With enough Muscle counters, Double Overhead Hammer Fist can reach dizzying speeds. 

    The card’s final effect is a Muscular Enhance that gives a Muscle counter when blocked, ramping up Muscular even further to finish off your opponents with devastating force!


    Featuring all of your favorite Villains for the first time – My Hero Academia: League of Villains lets players join the League of Villains and show those Heroes what they are capable of!

    Set 4 is available now at your Local Game Store! Find one here: https://play.mhacardgame.com/store-finder

    Monthly Monday Mayhem Webcam Tournament Series #2

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  • The Monthly Monday Mayhem (“MMM”) Webcam Tournament Series gives players opportunities to compete in accessible higher-level competitive play from home. Each month, tournament organizers will be hosting a $1000 cash-prize webcam tournament, featuring special deck construction formats!

    MMM events will be used to provide opportunities for serious players to test their mettle from home, as well as provide us new opportunities to test new rules and regulations and see what players like!

    The next MMM event will be on April 10, 2023, hosted by UnfunStuff. Space will be limited, so make sure to sign up as soon as possible!

    We will be offering free entry to 8 players who have posted their deck on social media with the hashtag #MyVillainDeck!


    Tournament Format

    The event format for MMM events is significantly different from regular Webcam play, so please take note.

    Every format, the deck building restrictions for Monthly Mayhem will change. Currently, it is:

    VILLAIN’S HIDEOUT – Deckbuilding is limited to Characters featured in League of Villains. This includes the Set, Clash Deck, Quirk Pack, Plus Ultra and Pre-Release Characters.


    Prizing Structure

    Entry2 Plus Ultra Packs, 2 Booster Packs
    Top 8 $125 Cash

    Event Details and Registration Link

    Registration: Opens at 5PM PST, April 3
    Event Time: Tournament starts at 5PM PST, April 10

    MMM events are currently always three rounds of Swiss with no top-cut to ensure a reasonable event length.

    We will be testing new “tie-breaker” rules in MMM events, the details of which are noted below:

    When time in the round is called, the game immediately ends and whichever player has the most game wins is the winner.

    If there is a tie in game wins, the winner of the match is decided by each player’s difference between their starting health and their current health.

    For example, if Player A is playing as Eraserhead with 19 Max Health, and Player B is playing as Izuku Midoriya with 28 Max Health, and when time is called Eraserhead has 18 Health and Midoriya has 24 Health, Eraserhead wins the match.

    If both players have an even amount of missing health, gameplay will continue until there is a change in health, with the greater life total winning the game.


    Where to Watch

    UnfunStuff will be hosting the first MMM and streamiing it on their Twitch channel! You can find it here:
    https://www.twitch.tv/unfunstuff


    For MMM events in the future, we will have a monthly news article on this site detailing each tournament’s unique format and how to participate.