Character Intro: Minoru Mineta

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  • 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!

    Character Intro: Hanta Sero

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  • 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!

    Character Intro: Shoto Todoroki

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  • Shoto Todoroki FREEZES the competition in the My Hero Academia CCG! 

    Be careful not to get freezer burn when you collect his cards in booster packs from Series 1.

    “Never forget who you want to become” – Shoto Todoroki

    Shoto Todoroki’s quirk Half-Cold Half-Hot may not have the most creative name, but he is certainly one of the most competent students in Class 1-A, having gotten into the hero course on special recommendation. Shoto’s power is perfectly divided down the middle of his body, with the ability to emanate fire from his left side and to create powerful ice from his right side.

    Shoto’s character card is equally split between the two elements. You can use Shoto’s Response ability to lean more into a control style of deck, or perhaps to just cancel key defensive pieces that your rival needs to survive. His enhance ability leans into the Fire symbol by getting stronger the larger your discard pile is, so this could encourage you to build your deck to be larger than the minimum of 50 cards as there is no maximum deck size in the game! 

    Early in My Hero Academia, Shoto avoids using his Fire abilities out of disdain for his father, the #2 hero Endeavor. Most of Shoto’s cards in Series 1 of the My Hero Academia CCG represent this as well, with each of them generally representing his Ice abilities and granting him stronger control abilities, such as the defensive ability Breaker appearing on half of his attacks. Because of this, Shoto’s enhance is less powerful than his full capability, but perhaps as the series goes on he will receive more cards that allow him to fill his discard pile quickly?

    “Aren’t you embarrassed to lose to a child?” – Shoto Todoroki

    As Shoto Todoroki’s quirk is an Emitter type, it means that each of his attacks will generally be Ranged attacks, and his kit of attacks supports his Ranged theme quite well. Giant Ice Wall is fantastic for shattering through defensive walls that your rival sets up, and Massive Flash Freeze comes in at a very fast speed and helps your future Ranged attacks get played as well! Usage of the correct Ranged attacks in their proper order will be key to learning to play Shoto Todoroki well.

    Frigid Heatwave is the only attack that Shoto has in Series 1 where he begins to use his left side to its full potential. Because of its affinity with Fire, it quickly burns cards off of the top of your deck and gives great benefits for the size of your discard pile. This can be the card that truly enables a Shoto deck to function at its prime if you wish to be aggressive in Series 1, so be on the lookout for it when fighting against Shoto!

    “You were woefully unprepared” – Shoto Todoroki

    Shoto’s foundations each bring out the control elements from his right side to freeze his rival’s strategies before they can get off the ground. If you are attempting to push for victory on your rival and you need to keep their Stage committed for your attacks to be able to force through, Frozen may be what you want to use. You can destroy the foundations that you committed for Shoto’s enhance ability, thus losing no immediate resource, and force your rival to commit a foundation. With the high natural speed on Shoto’s attacks, this can certainly be the difference between a victory and your rival blocking your final attack and living!

    Self-Assured is a card that can be used to great effect to block your rival’s attacks completely, regardless of which zone you are holding, and when paired with the Breaker: ability on Ice Storm or Precise Control, this can freeze your rival’s attack turn in place. While this foundation may be Unique, meaning that only 1 copy is allowed in your Stage, this is a great card to include multiple copies of in your deck as Shoto is very happy to see this card early in the game. 

    Irrefutable Force of Nature is Shoto’s final foundation, and it has the fantastic ability to seal cards in your rival’s Stage. For clarity, to “seal” a card means that the sealed card is considered to have no abilities for the rest of the turn, so you can seal down important offensive pieces on your rival’s turn to let you survive turns that your rival figured would have been a sure win!

    That’s it for Shoto for now, and you can pick up his cards in series 1 of the My Hero Academia CCG, available now!

    Character Intro: Eijiro Kirishima

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  • Eijiro Kirishima ROCKS the fight in the My Hero Academia CCG! 

    You can find this manly hero’s cards in booster packs from Series 1.

    “I’m always down for a challenge!” – Eijiro Kirishima

    His quirk, Hardening, gives him the capability to withstand serious threats such as bullets, explosions, and metal. Hardening becomes stronger as he withstands more and more damage, giving him more options and offensive capabilities. His hardened body becomes rough and sharp like a rock, increasing his strength and allowing him to go on the offensive without damaging his body.

    In the My Hero Academia CCG, Kirishima will be adding more and more cards to his Stage as the battle goes on, increasing his options immensely. He can add cards from his Stage to his hand every turn in order to block attack after attack efficiently, and he can even reduce the damage of his rival’s attacks and absorb the hits!

    “My Hardening’s super strong and can destroy bad guys in a fight…” – Eijiro Kirishima

    Kirishima’s offensive package is very aggressive, and allows him to change around the face down foundations that he accumulates, usually with the intention of getting attacks down there that he can pick up later to keep the attacks flowing! 

    Hardened Jab and Hardened Chop are great examples of this as they both allow Kirishima to try to find better cards from the top of his deck, and keep his options changing. Since he can only pick up his foundations twice per turn, you may need to be careful about when to time the use of his enhance ability. The damage bonus from his ability is definitely something to consider as well, as you don’t want to use it too early in your attack string on moves that are simply going to be blocked with ease.

    Hardened Frenzy, on the other hand, is extremely glad to be blocked! Kirishima can open with this attack and make it a significant 7 damage to threaten his opponent, and punish them by re-playing it if it gets completely blocked! Kirishima can efficiently play this multiple times in a turn, and really go on quite the frenzy to the point that blocking it is futile, and that the only way to keep up with him would be to have damage reduction on his level.

    “…but it doesn’t look all that impressive.” – Eijiro Kirishima

    Kirishima’s foundations are extremely efficient at supporting his gameplan of keeping up a large Stage, but they certainly aren’t the flashiest or most diverse set of cards.

    Coordinated Effort can speed up Kirishima’s attack turns considerably. If Hardened Frenzy seemed quite efficient with the ability to be added to your Stage, then this foundation is certainly one to look out for. The capability to bring ANY attack down to his Stage is a huge boon, and can be expanded beyond his own attacks to make some strong and threatening turns!

    Kirishima’s quirk materializes as the card Harden. This foundation can boost any of Kirishima’s own attacks considerably, and then you can pick it up during your rival’s turn in order to block with it and further decrease the damage of your rival’s string of attacks. When combined with Kirishima’s strong Resistance, he makes his rival’s attack worthless before they even play them!

    If you enjoy efficient blocking and attacking, you can look forward to playing as Red Riot in the My Hero Academia CCG, in stores now!!

    Character Intro: Eraser Head

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  • Eraser Head BINDS the enemy in the My Hero Academia CCG! 

    You can collect the homeroom teacher’s cards in booster packs from Series 1.

    “Which one of you gutter punks is next?” – Eraser Head

    Shota Aizawa’s quirk Erasure is such a core part of his character that even his character card in the My Hero Academia has full access to the card Erase from the beginning of the game. Erasure gives Aizawa the ability to disable someone’s quirk as long as he keeps his eyes on them without blinking, and in the card game this means that if he wishes to keep his rival’s ability turned off he will have to continuously discard cards from his hand to keep using Erase repeatedly.

    Since Erasure is essentially a purely defensive quirk, Aizawa has trained himself for 6 years to use a unique weapon called the Binding Cloth to defend himself with. His skill and combos with this weapon allowed him to take down hordes of henchmen during the U.S.J. incident. In the My Hero Academia CCG you can play as Eraser Head and perform fantastic combos to bind your rival’s hand and achieve victory!

    “That power is amazing!” – Class 1-A

    Once you start an attack turn with the Binding Cloth, you can continue to attack in a variety of ways to perform different Combo abilities. The Combo ability only needs the card immediately preceding it to meet its condition, so Eraser Head can easily flow in and out of different combos with ease!

    Binding Cloth Assault is Eraser Head’s most consistent attack. If you have simply played an action during your turn, then Binding Cloth Assault will have a higher speed than any of Eraser Head’s other attacks. The ability to cycle a card out of your hand to draw two more will keep Eraser Head consistently ahead, and able to keep up the pressure with his Erasure quirk!

    Binding Kick and Expert Flurry each have very easy combo requirements, only needing to be preceded by an attack. These two common attacks both can make great opening attacks as their combo abilities aren’t as impactful as Binding Cloth Capture or Binding Cloth Assault, but can each help in their own unique ways. For example, Expert Flurry’s ability to discard your rival’s momentum will prove invaluable against several opponents, especially those who rely on face up momentum for their tricks! These simple attacks will help provide Eraser Head with the damage output that he will need to take out the trash!

    “You really are so cool, Eraser Head.” – Tomura Shiguraki

    Since Aizawa is class 1-A’s homeroom teacher, his foundations provide excellent control for keeping those kids in line! Night Watch will prove invaluable in keeping your students in check when they start to get out of hand, and Mediator provides stellar defense on a low difficulty foundation, even drawing you an additional card to help keep playing Erase and blocking as often as possible!

    Late Riser is a multi-functional card that you can decide how to use at different points of the game. If you get a copy or two of Late Riser in your Stage early, you can add a significant amount of damage across your combos, or you can discard copies that you have drawn during the late-game using Eraser Head’s enhance in order to give your rival’s attack a huge speed reduction. You can even keep a copy in your hand until you need the additional speed, and your rival won’t see it coming. Better late than never!

    You can look forward to playing as Eraser Head and wrapping up the competition in the My Hero Academia CCG, in stores now!

    Character Intro: Tsuyu Asui

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  • Tsuyu Asui LEAPS into battle in the My Hero Academia CCG! 

    You can collect The Rainy Season Hero’s cards in booster packs from Series 1.

    “Ribbit!” – Tsuyu Asui

    The quirk, Frog, gives Tsuyu Asui the proportionate abilities of a frog, including but not limited to a powerful prehensile tongue and incredible leaping power. She utilizes these abilities in the My Hero Academia CCG by moving fast at all times and keeping ahead of her rival.

    Whether on offense or defense, Froppy can get the jump on her rival by keeping her card pool clear at all times. While attacking, she can string together longer combos than anyone else can keep up with, or she can continuously block attacks much more efficiently than her classmates by clearing her card pool after every attack which effectively reduces the difficulty of any further blocks. 

    Asui’s great speed and card pool clearing comes at a cost. As she flips more of her foundations to continuously use these abilities, she finds herself with fewer and fewer resources left. This not just to activate their own abilities, but she might even corner herself and not be able to leap anymore! Learning careful use of her abilities will be the key to playing the most efficient Froppy deck!

    “Ribbit?” – Tsuyu Asui

    Tsu’s talent for speed and leaping is very evident in her attacks, with her lineup being balanced in every attack zone, and each of her tongue lashes coming in at high speeds. A very efficient start to Asui’s attack turns is 20 Meter Tongue Strike. This attack will help streamline your turn by slapping away a piece of your rival’s defensive tech for the rest of the turn. Once their defenses are down, you can re-ready your own pieces with a well-timed Frog Kick and continue attacking!

    As the fight goes longer, Asui will have more and more face down foundations, but this isn’t always a hindrance. Her attack strings can be greatly bolstered with a well placed Frog Lashing or two! This attack only gets stronger as the game goes on, and it’s potent ready ability is not restricted to foundations that have not been readied this turn, as Frog Kick is. Whether it’s used to help continue your attack string, or to set yourself up for a stronger defensive turn, Frog Lashing is going to spin your rival’s plans out of control!

    “This class is intense” – Tsuyu Asui

    One of Asui’s core strengths is her amphibious nature, and that will be incredibly relevant in her deck as well. You can use Amphibious to remain afloat and make sure that your foundations remain ready, be it on defense or offense! When used in conjunction with the versatile Rescue Completed, Asui can put extra pressure on the speed of any attack that she cares about.

    If you find yourself able to take down the speed of an attack but you don’t quite have the right block zone that you need, or if you find yourself facing down an especially rough Throw attack, then Asui’s ability to cling to walls has you covered! This can get you out of many sticky situations, and when combined with the excellent block on Frog Lashing you can disable any attack thrown your way with ease.

    That’s it for Tsuyu Asui now, but you can look forward to playing as her and leaping all around the battlefield in the My Hero Academia CCG, coming this November!

    Character Intro: Tenya Iida

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  • Tenya Iida BURSTS on to the scene in the My Hero Academia CCG! 

    You can collect his cards in booster packs from Series 1.

    “The Class Representative’s duty is to lead others! Be concise, clear, and confident” – Tenya Iida

    Iida’s quirk, Engine, gives him mechanical engines that protrude from his calves and bestow him with sudden bursts of speed for incredible kicking power. His character card enables you to act quicker than your rival, gaining the first enhance during your rival’s attacks! His speed doesn’t just mean efficient plays, because he can apply a substantial speed bonus or penalty to an attack and even force down your rival’s board during your attack.

    His assertive and stern personality shines through in his gameplay with his capability to command the enhance phase, as well as the ability to take foes down quicker than most. Let’s rush in to his cards and see how he can win the fight!

    “He was able to get everyone’s attention and get everyone in line!” – Izuku Midoriya

    His ability to act first during the enhance phase likely brings the question of how best to press the advantage, so let’s take a look at his foundations that give him command of the fight.

    Fulfilled My Duty is the cornerstone of Tenya’s defensive gameplan. The ability to skip the enhance phase on any attack is never to be underestimated, and can make many attacks not seem meek ! If you need to get through your rival’s foundations, then Tenya’s ability as a Natural Leader is exactly what you are looking for. Careful use of this card, and a bit of studying your opponent, can help ensure that you don’t lose your footing.

    Tenya isn’t all about control of the game of course, and the versatile Heroic Lineage of the Iida Family provides exactly what Tenya needs when he needs it. If your rival makes an attack threatening, this will help protect you. If you need to throw a huge haymaker before the enhance phase has even begun, this card will help you out.

    “My actions are also the shape of my dreams.” – Tenya Iida

    Iida’s attack suite packs quite the kick, and these kicks benefit greatly from the speed pump that his Engine can give him.

    Recipro Extend is a fantastic utility attack for any Iida deck. While the power of it is nothing noteworthy, it works great as a setup strike to open a string of kick attacks. Its ability to boost your following attack is especially useful when you have an attack that you would like to improve before your rival even can play a single enhance, such as Engine Rush which can end its own Enhance Step at your whim to prevent any meddling by your rival.

    If your rival tries to build up their defenses to fight against your substantial speed, then Flying Thruster Kick has got exactly what you need. Its Deadlock ability to fuel your momentum can be a gamechanger, especially with the EX keyword appearing on 3 of his 4 attacks!

    That’s just about wraps up the spotlight on Tenya Iida, and you can look forward to playing as him and showing the competition the emergency exit in the My Hero Academia CCG, coming this November!

    Character Intro: Ochaco Uraraka

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  • Ochaco Uraraka drops the GRAVITY of the My Hero Academia CCG, and you can collect her cards in the booster packs of Series 1.

    “I’ll focus on working just as hard as he does!” – Ochaco Uraraka

    Uraraka’s quirk, Zero Gravity, allows her to remove the effects of gravity on an object or person by touching them with her fingers, effectively making the target weightless. When she activates her ability on her own attack, it will float directly over to her momentum without having to wait for the end of the turn. She can easily pick back up an attack that she has floating in her momentum, even if she just added it there this turn!

    Her biggest motivating factor is the willpower of her peers, and she refuses to get left behind! Inspired by Midoriya’s seemingly endless ambition, she forces herself forward against adversity and finds increasingly creative ways to use her quirk when backed against the wall. She is carrying the weight of her family’s well- being on her shoulders, and she has strong Wealthy Aspirations to become a pro hero to help her family and loved ones.

    “Giving up isn’t an option for me!” – Ochaco Uraraka

    Some of Uraraka’s attacks have additional abilities while they are floating in your momentum, such as Zero Gravity Capture being able to drop an additional +3 damage on one of your attacks. Successfully juggling the abilities in your momentum, and using them correctly when your rival is not prepared, can be your key to victory when playing as Uraraka!

    Zero Gravity Lift is an excellent setup attack that can help your attack strings come together a lot easier. A simple use of this would be to add it to your momentum with Uraraka, then to remove it on your following attack to make that attack float to your momentum after it resolves. This keeps your card pool free and will let you push even further than you could have otherwise. 

    If you would rather keep your attacks in your card pool, you can unleash a huge Home Run Comet at the end of your attack string to get a Powerful ability that might even make All Might jealous! With its ability to generate momentum from your stage combined with Uraraka’s own momentum, you need to be very careful when fighting against Uraraka to not get launched to the moon.

    “INFINITY?! How’s that possible?” – Denki Kaminari

    Zero Gravity can be put to great use defensively as well. You can use her Infinite Potential to negate the gravity on your rival’s attack to swap it to high zone so as to not get caught off-guard. This card conveniently includes a great high block itself, so it encourages running multiple copies to work well with itself!

    Uraraka’s defensive abilities aren’t exclusively limited to floating her opponent’s, either. She has found creative ways of floating various objects or even herself in order to evade attacks. This comes to like with the fantastic card, Release. This card can help you during all times in the game, just be sure to not over-use it and end up vomiting all of your foundations into your discard pile!

    How you put Uraraka’s deck together is up to you, and you can focus on different aspects of her abilities based on how you would like to play! You can build your own deck around keeping a neat and clean card pool, or you could focus on momentum generation in order to try and blow away enemies with huge attacks. Some of her classmates may even have cards that synergize well with her to amplify her abilities, but that is a discussion for another day.

    You can look forward to playing as Ochaco Uraraka and floating the competition away in the My Hero Academia CCG, coming this November!

    Character Intro: All Might

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  • All Might SMASHES his way into the My Hero Academia CCG!

    “It’s fine now. Why? Because I am here!” – All Might

    Toshinori Yagi is known to the world as the symbol of peace and justice, All Might, and he has retained the title of #1 Hero for many years with a smile on his face. The Quirk “One for All” allows All Might to achieve amazing feats of speed and strength, up to and including launching a being into the stratosphere with his bare hands! Unfortunately, due to an injury, All Might can only maintain his hero form for a short time each day, and so he needs to budget his time and energy accordingly.

    All Might’s character card allows you to permanently reduce the number of cards you draw each turn in order to draw 3 cards. This is a strong amount of card draw, but the price is very real and if you push All Might too far he will end up worse off than he started! The strength of his cards is ever present through his enhance ability that allows him to give his attacks a large damage boost based on the number of cards in his hand.

    “Hey villain, have you ever heard these words? Go beyond! PLUS…ULTRA!” – All Might

    All Might can use his iconic Detroit Smash to exert himself even further for more draw, and to add cards from his hand to his momentum. This allows you to fuel both the EX ability to grant it a large speed boost, and the Powerful granted by his All Might’s enhance. You can make his your Detroit Smash strong enough to plow through anyone’s defenses, short of Nomu.

    The rest of All Might’s assortment of Mighty Punches are sure to put sizable dents into your rival’s health. A furious Texas Smash can pack a wallop, and you could follow it with a swift copy of Smash to end your rival with style. All Might is prepared to Pull No Punches when it comes to any villain who dares stain the streets with their presence!

    “A hero can always break out of a tough spot.” – All Might

    While All Might has a solid use for momentum through his ability to grant Powerful to his attacks, he can also use his glorious Celebrity Status to add one of his momentum to the top of his deck. Once this is done, he can draw it back with his Form, and have even MORE Mighty Punches to launch at your rival! 

    All Mights defensive capabilities barely relent either! You can use You’re So Obvious to reduce any attack down to its printed damage or speed. If your rival is planning to take you out with a huge hit, they need to pay attention to how much of their attack you may disable with just this foundation!

    You can build your own All Might deck to focus on different aspects of him, depending on your preferences. You can try him on the All  symbol to fuel your Powerful ability with lots of draw, or perhaps you would like to play him on Earth  to have an incredibly tanky deck and be able to absorb all kinds of damage!

    You can look forward to playing as All Might in the My Hero Academia CCG, coming this fall!

    Rival Deck Spotlight: Katsuki Bakugo

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  • We’re not here to make friends, we’re here to fight!” – Katsuki Bakugo

    Welcome to the My Hero Academia CCG!

    In the My Hero Academia CCG you can play as Bakugo, and learn to EXPLODE down the path to victory!

    This 50 card deck comes pre-constructed with enough cards for you to pick up and play your first game of the My Hero Academia CCG!

    Katsuki Bakugo’s quirk Explosion gives him the ability to ignite the sweat from his palms and create  of a variety of sizes. Bakugo has learned to use these explosions in  ways, such as speeding towards his opponent with one blast, dodging around them with the next, stopping his speed with a third blast, and then hitting his opponent from behind with a fourth. 

    There’s no way I could beat you without taking risks” – Katsuki Bakugo

    Bakugo tends to care much more about attacking than making strategies, or even working with allies. You can see this in his character card allow you to destroy one of your foundations on any attack for an explosive +2 damage pump. Bakugo’s lack of foundations doesn’t necessarily hinder his ability to attack either! Between the Bakugo’s response ability and a little Encouragement from All Might, Bakugo possesses the ability to continuously discard his attacks from his card pool, allowing him to play without progressive difficulty. 

    Bakugo’s ace maneuver lends itself well to the My Hero Academia CCG, providing him a fantastic attack zone mixup game. Your opponent won’t know which zone to properly block when you have viable attacks coming in on each attack zone, and some of his attacks like Long-Lasting Explosion or Point Blank Incineration reference your next attack’s zone, but there’s nothing forcing you to actually follow what the attacks say. You could use this as a bluff, and then attack in a zone that your opponent wasn’t expecting, and possibly get them to waste a block!

    Our Katsuki, he’s rash in everything he does” – Mitsuki Bakugo

    Since Bakugo’s game plan focuses so heavily on destroying his own foundations and then moving on, most of his foundations are either use or they specifically trigger when destroyed. Cards such as Latent Skill, Let’s Fight Bad Guys,  Encouragement are all one-time use, themselves to being destroyed without worry. Just don’t go too all-in and find yourself in a position where you can’t defend yourself, even if that is Bakugo’s style.

    This brings us to a pair of cards  the absolute core of your Bakugo deck. Aggressive Temper  Burst Speed are great cards with multiple uses that can be incorporated into different styles of play. Of course, you can destroy them from your Stage with Bakugo to trigger their respective abilities, but there is more that you can do with them! You can use Bakugo’s Signature Right Swing to discard these from your hand in order to draw more attacks, , or you can use Bakugo’s finisher Howitzer Impact to destroy an additional copy of one of them to make it much more impactful! 

    Look out for your chance to pick up the 2-Player Rival Decks to get both Katsuki Bakugo and Izuku Midoriya  My Hero Academia CCG, coming November!

    Rival Deck Spotlight: Izuku Midoriya

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  • I want to be strong enough, so no one will worry about me. – Izuku Midoriya

    Welcome to the My Hero Academia CCG

    This 50 card deck comes pre-constructed with enough cards for you to pick up and play your first game as Deku and SMASH your way to victory in the My Hero Academia CCG!

    Izuku Midoriya, also known as Deku, possesses the quirk One for All, which allows him to access a stockpile of power to increase his strength to incredible levels! Additionally, Midoriya has made a hobby out of studying heroes, and this has given him the ability to assess an enemy’s fighting style with ease.

    Midoriya is still very early in his hero studies and has quite a while to go before he has mastered his quirk, and it tends to leave him in tatters when he uses it. A +10 damage bonus is enormous, but he does have to lose his entire hand in order to pay for it! Midoriya has to do a lot of training to learn to control his power, and it will take some effort to overcome this weakness. Don’t worry too much, though, as he has access to cards like Passing the Torch, Future Charge, and Reverse Throw to help recover your hand after pushing through!

    Whether you win or lose… you can always come out ahead by learning from the experience. – All Might

    Izuku Midoriya’s time spent idolizing and studying heroes has not gone to waste now that he has a quirk of his own – in fact it helps him analyze and react incredibly fast to his opponent’s actions! Every time your opponent plays an attack, you can attempt to predict the attack zone of your opponent’s next attack. If you are correct then that attack becomes dramatically easier to block. This can cause your opponent to stumble on their plays and attack sub-optimally as Midoriya is able to parry their attacks with ease.

    Midoriya can play mind games and bluff which zone he is able to block, or he can hedge his bets by activating Planning Ahead to cover his bases! Planning Ahead can reduce the damage of most attacks down to nothing, so this could even stop your opponent’s attack string completely if you’ve been paying attention and studying techniques!

    I want to become the greatest hero, like you!” – Izuku Midoriya

    Midoriya’s fighting style emulates the Number 1 Hero, All Might, so his repertoire of attacks are all based on All Might’s arsenal of moves. Expect to see lots of punches flying!

    Midoriya’s play style is about opening up his opponent for a large SMASH, allowing for some great burst turns to pummel his opponent. You can use attacks like Heroic Strike or the aptly named Setup Strike to help ensure that your big attacks, such as Determined Victory Smash, will hit their mark and secure your victory.

    Even if you can’t pull off a long string of attacks to take down your opponent, Midoriya still has plenty of options at his disposal! With foundations like his lovely Gift From Mom and his Self Sacrifice, Midoriya can build up quite an offense in the late-game to power through even the most defensive of opponents.

    The deeper the darkness the more dazzling the light shines.” – Izuku Midoriya

    The My Hero Academia CCG will be available this November, and you can purchase the 2-Player Rival Decks to get both Izuku Midoriya and Katsuki Bakugo.