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/


    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

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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 first MMM event will be on March 13, 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, March 6
    Event Time: Tournament starts at 5PM PST, March 13

    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 greatest current health.

    If both players have the same current 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.

    Universus My Hero Academia Product Overview

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  • Over the course of 2022, UniVersus has grown from a niche cult-classic card game to an international “smash” hit! Our community has grown immensely over the past few months, so with the release of League of Villains we’ve built a guide for new players to know which products are right for them.


    My Hero Academia Base Set

    The set that started it all! In “My Hero Academia Base Set”, we introduced many of the classic fan favorites from Class 1-A, including the teachers “All Might” and “Eraser Head”, as well as the students “Izuku Midoriya”, “Katsuki Bakugo”, “Shoto Todoroki”, “Tenya Iida”, “Ochaco Uraraka” and more, as well as the nefarious villains “Tomura Shigaraki” and his loyal “Nomu”!

    Many of the characters and cards from this set have gone on to see significant competitive play, including “Specialized Sound Waves”, “Staff Strike”, “Meteor Shower”, “Frigid Heatwave”, “Hardened Jab” and more!

    My Hero Academia Crimson Rampage

    In “My Hero Academia Crimson Rampage”, the set is mainly defined by the first appearance of multiple fan favorite villains such as “Stain”, “Dabi” and “Himiko Toga”, as well as first appearances from fellow Heroes such as “Mei Hatsume” and “Gran Torino”.

    “Excited for Blood”, “Back-Alley Haymaker”, “Howitzer Impact Cyclone” and “Faith’s Shield” are amongst the variety of powerful tools introduced in Crimson Rampage. Many of the powerful cards in Crimson Rampage are very strong for defensively minded decks that want to “take games long”, such as “Faith’s Shield” and “Cheerful Uppercut”.

    My Hero Academia Heroes Clash

    “My Hero Academia Heroes Clash” is a set defined by the support that it gives to existing strategies, as well as a new Rarity — the “Chrome Rare!” Chrome Rares have their own special foiling process, and are each numbered out of 100.

    Heroes Clash introduces the Class 1-A student “Koji Koda” as well as the Pro Hero “Thirteen”, as well as new versions of many fan-favorite characters such as Toru Hagakure, Tomura Shigaraki and Stain!

    “Stun Grenade”, “Twisting Azure Inferno”, “Somnambulism”, “Focused Attack”, “Blood Moon Rending”, and “One With Nature” round out some of the many cards from this set that see regular competitive play.

    My Hero Academia League of Villains

    “My Hero Academia League of Villains” releases very soon, on March 3, 2023! League of Villains puts the villains center stage, featuring first appearances from “One For All”, “Twice”, “Spinner”, “Muscular”, and “Moonfish”, as well as return appearances from other fan-favorite villains like “Tomura Shigaraki”, “Dabi” and “Himiko Toga”.

    League of Villains features the new attack keyword, “Echo”! Attacks with Echo can pay one momentum to “Echo” the attack, playing it twice! This mechanic on cards like “Resolute Rushdown” and “Dignified Display” pressure your opponent by forcing them to dedicate multiple blocks to a single attack.

    “Hold Hostage” and “United States of Smash” are early contenders for hype, as well as “Vile Seizing” and “Dual Needle Lunge”.

    We are very excited to see what decks the community tries out with the addition of the League of Villains card pool to Universus. Show off your League of Villains decks on social media with the hashtag #myvillaindeck!

    Plus Ultra Series 4 Spotlight

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  • Greetings, Villains! In this article we will be discussing each of the new Plus Ultra Promo cards, only obtainable at your Local Game Store with the release of League of Villains!

    Magne is an interesting character — having two different Enhance effects which both modify attack stats lets Magne make profitable trades, but only if you’re able to reliably trigger both effects! Cards like Basic Training let you nudge attacks in the right direction to be able to make your attacks stronger or your Rival’s attacks weaker!

    Lastly, Magne’s response follows up on wanting to slug it out blow for blow — every time you block an attack, you can commit a foundation to keep your opponent’s cards in their card pool moving into your turn. By forcing your opponent to start your turn with cards in their card pool, you can drown your Rival in progressive difficulty and take them down!

    I AM HERE! is an incredible addition to any deck trying to swing for the fences! The First Form lets you look at the top 3 cards of your deck to find an attack and send it with +3 Speed. If you miss on finding an attack, I AM HERE! will build a card for free — face-up or face-down!

    Lastly, the Enhance lets you commit a foundation to give a huge damage pump to your attack! The damage pump is at its best on characters who have a low hand size, such as All Might (I)!

    Teamwork is a fantastic option on offense and defense for pushing over to the finish line! Teamwork’s Response is great for hanging on when all else seems lost — ignoring your progressive difficulty while blocking can let you handle lethal attack strings with ease!

    Teamwork’s Enhance requires a little bit of finesse in your deckbuilding, but it’s worth the effort. By playing a wide diversity of symbols on your attacks you can use two-card attack strings like Prominence Burn -> Stun Grenade to enable a huge damage boost!

    Suited Up is a high value Asset which rewards careful sequencing to get maximum value! Suited Up wants to be ready to change an Attack’s damage, but it needs to be committed to change the Speed. Since you can commit Suited Up to cards like Rescue Completed, you want a careful cadence of using the attack modifier Response, committing Suited Up and using the other Response to change speed.

    Suited Up rewards very tight play — competitive players, take note!

    Ally strategies, rejoice! Dark Shadow Behemoth is a 6-difficulty threat that requires a very high density of “Ally” cards in your deck, but can win games on the spot if left unchecked!

    Dark Shadow Behemoth requires removing Ally cards from your discard to activate each of its three effects and considering using all three would require 16 Ally cards in your discard, each activation has a real cost associated with it.

    Removing 3 Ally cards lets you ready an Ally in your stage, extending your resources on your turn. Removing 5 Ally cards lets you burn your opponent for 2 damage if they interact with you – and this damage can take your rival to 0 health! Lastly, 8 Allies lets you commit their entire board if they can’t fully block the attack. Just make sure they can’t, because you’re only going to have one shot!

    Full Cowling Impact is a fantastic card for taxing blocks and forcing chip damage through to your Rival. The extremely low 2 speed makes this card tempting to block, but the first Response complicates things – when Full Cowling Impact is fully blocked, your Rival has to destroy a foundation they control!

    Lastly, Full Cowling Impact’s Enhance gives you extra value when played against defensive decks that keep a full hand during your turn. If they don’t want to full-block, you’re going to get them for a ton of chip damage and consistently gain Momentum.

    Insidious Advance is complementary to many of Shigaraki’s new cards in League of Villains! Shigaraki revolves around forcing your opponent into lose-lose decisions, and Insidious Advance leans further into that. The first Enhance lets you chip your opponent for free damage if they have failed a check this turn. Partnered with Shigaraki’s abilities that flood your opponent with checks, they will either commit themselves out and end up getting hit, or they’ll take the burn damage. Win-Win!

    Lastly, Insidious Advance also is a game-ending threat if you have one momentum. Just by paying one momentum Insidious Advance can threaten 11 damage and if they’re committed out, the -2 to their next block check will bury them!

    Red Guard is fantastic for decks that want to be very defensively minded, as being able to completely block problematic attacks with Throw or Enhance-based chip damage from cards like Static Jolt is awesome, and Breaker: 1 can save your skin when it matters most.

    It’s also important to note — Red Guard has 3 difficulty! You can comfortably throw Red Guard in at the end of a long attack string, and so the card has practical value on attack and defense — the perfect tool for a character like Kirishima!

    Rising Engine Kick is great for dedicated “Kick” strategies from characters like Iida and Eraserhead. Low attacks with relevant text are always great to have, and Rising Engine Kick steps up with two powerful Enhances to cause a ton of trouble for your Rival. The first Enhance lets you extend your attacking turns by giving your next kick -2 difficulty. Sending a long string of Kick attacks to your opponent ending with Rising Engine Kick into a Recipro Acceleration Kick will get the job done!

    The other Enhance is no slouch, either. Being able to reliably discard your Rival’s Momentum is a big deal by itself — alongside a significant string of Kicks, your Rival’s in real trouble!

    All Smiles is a powerful foundation for Control decks trying to restrict their Rival’s resources. The first Response is narrow but if your opponent is using a foundation multiple times a turn, it’s likely a good thing to destroy it! Being able to get rid of problematic foundations like Rescue Completed is great by itself, but there’s more than that!

    The second Response is simple, but scary — if they gain health with a non-character ability, they lose 2 health. With multiple copies in play the effect becomes truly smothering, as they can each respond to a single instance of life gain. Nice “Recovery Girl’s Kiss”, Hero — now lose 8 health!

    City-Wide Crisis is a powerful Foundation for punishing decks that draw cards while blocking. Cards like Passing the Torch are foiled by City-Wide Crisis’s Response, as when they add a card to their hand you force them to put a card from their hand into their card pool face-down!

    Lastly, the Enhance can bail you out of trouble by returning an attack to printed speed, letting you maneuver around high-speed threats with ease!

    Desperate Struggle provides access two generic but powerful, one-time use defensive Responses on the same card. This card is outstanding against decks that want to use one giant, fast attack to win such as “Determined Victory Smash” or characters such as Muscular or Nomu who provide huge stat bonuses to their attacks in single chunks.


    What are Plus Ultra Promos?

    Plus Ultra Promos are exclusive foil cards that you can only get by playing at your Local Game Store! Jasco Games supplies Plus Ultra packs to Local Game Stores at no charge to provide to players for playing in-store.

    If you are a store owner interested in running Plus Ultra Events, please reach out to LGS@universusgames.com.

    Where can I get these cards?

    At your local game store, of course! You can find an LGS near you using our Store Locator: https://play.mhacardgame.com/store-finder

    Hundreds of stores all around the world are running Plus Ultra Events each week! You can look for an event near you on the UGN app: https://play.mhacardgame.com/events

    Moonfish Character Spotlight

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  • Welcome to the fifth 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 blade-toothed villain from the League’s Vanguard Action Squad, Moonfish (I)

    Moonfish focuses on going wide, using a large number of cards to defeat opponents with a flurry of small increments of damage. While “go wide” can often find themselves out of gas and petering out in the late game, Moonfish has surprising scaling and can snowball out of control at any point in the game. 

    As a 7 hand character with a frail 18 health, Moonfish trades survivability for the hand size to flood with Foundations. With Air, Earth, and Void cards to choose from, Moonfish has some killer options in his villainous arsenal! 

    His first Enhance is simple, giving his weaker attacks speed to make them trickier to block! They get even faster if your rival is high on cards in hand. Combined with his rapid chip damage playstyle, this Enhance can really punish characters similar to Moonfish who operate with low health and high hand size!

    Moonfish’s second Enhance allows him to discard an attack that dealt 3 or less damage from your card pool to make your rival discard 1 card. It’s an ability that feels counterintuitive to Moonfish’s first Enhance. After all, discarding opposing cards gets your rival further from the “3 or more cards in hand” threshold needed to trigger the +1 speed boost from his first Enhance

    However, this means that any Moonfish rivals will either be punished for having too many cards or will have so few that they can’t both block everything and keep their hand safe. This villainous strategy puts rivals in a “doomed if you do, doomed if you don’t” situation with their dwindling hand. 

    Of course, with a character that focuses on the printed damage of Attacks, Moonfish has some pretty powerful low-damage attacks of his own! Shrapnel Tooth and Glacier Breaker are both useful in their own right, but it’s Razor Deluge that strikes fear into Moonfish’s rivals! 

    Razor Deluge is one of the big standouts for Moonfish. It’s just low enough in printed damage to benefit from Moonfish’s speed boost, but the real benefit is its two Enhances. Like most of the Moonfish arsenal, Razor Deluge is a Weapon, allowing players to combo it with a perfect 3 damage Void attack for any Moonfish deck: Binding Cloth Precision

    The first Enhance can force out a card from your rival’s hand, potentially forcing out important blockers and increasing their progressive difficulty in the process.

    Razor Deluge can be a must-block in many situations despite its low damage and difficulty, thanks to its second Enhance with the ability to make your rival lose 1 health for each attack in both card pools!

    The bread and butter of any Moonfish deck is the killer Blade-Tooth! For a 1 difficulty Foundation, Blade-Tooth’s Response can completely take over the game with its rapid chip damage. 

    Blade-Tooth makes your rival lose 1 health every time a non-Throw attack deals 3 or less damage. With multiple copies Blade-Tooth in play, Moonfish can scale out of control and ping opponents for huge chunks of damage at a time! 


    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!

    Make sure to attend a Pre-Release at a Local Game Store near you! Find one here: https://play.mhacardgame.com/play/events

    Air Symbol Primer

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  • Welcome to the Jasco Games’ Design Team Symbol Primer! Today we are going to help you understand the Air symbol and the ways in which it can play the game. If you are looking for a deck that can move its cards around your board, then Air may be the symbol for you!

    Card Movement is the primary theme of the Air symbol. This is commonly expressed in manners such as

    • Clearing cards from your card pool
    • Readying foundations.
    • Moving cards to other piles, such as to the momentum or the removed from game pile.

    Card Pool Clearing

    Air’s core concept is keeping its card pool clean. This can be achieved by discarding your attacks, adding them to your momentum, or even the bottom of your deck. An Air player is happy when they aren’t getting much progressive difficulty tying down their attack turn.

    Let’s look at a few cards that give examples of this theme:

    Uses the theme

    It’s not just enough that a symbol is able to perform the theme, though! You should have cards that utilize cards leaving your card pool in interesting ways. This can be through a reward if you have already cleared your pool, such as Tongue Smack giving you access to its draw ability, or you could find the reward directly on the card you clear from your card pool, like how Jet Kickback and Frog Kick both give you a stat bonus for clearing them.

    Triggers off of the theme

    Not everyone is an Air player, though. If you’re sitting across the table from someone who keeps clearing their card pool, you should look into some ways to force them to slow down a bit, or at least punish them.

    Interacts with, or restricts rivals playing the theme

    Readying Foundations

    Readying foundations is a core ability for both Air and Water, seen through multiple cards that happen to share both symbols. This can allow you to extend your attack strings further, or to defend yourself when it looks like you were pushed to your limits.

    Uses the theme

    Triggers off of the theme

    Readying cards for re-use is generally powerful enough unto itself, but there are some cards that activate when things are readied. Check out the Water symbol for more synergies with foundations re-readying as well, cards such as Enamored and Blood Evaluation will serve you well.

    Interacts with, or restricts rivals playing the theme

    Minor Theme: Momentum Generation

    In keeping with Air’s theme of card movement, cards can sometimes be flowing through your momentum. While Air may not be as adept as Chaos at generating momentum, Air certainly has its own ways to get ahead in the momentum department. 

    Uses the theme

    Minor Theme: Speed Pump

    The second most efficient way to get momentum is to just make sure your attacks hit, and Air can help you get there with its plentiful speed pump abilities!

    Uses the theme

    Triggers off of the theme

    Interacts with, or restricts rivals playing the theme

    Lastly, I’d like to highlight some characters who I believe represent the symbol’s core values the best through their gameplay. You don’t even need to play these characters on Air to feel like you’re playing an Air deck!

    As we have highlighted today, the Air symbol is largely about mitigating risks and being able to stay vigilant. If the cards in this article caught your eye, maybe you’d like to explore the Air symbol a bit further in the future! Stay tuned for next time when we go over the deck manipulation that is the All symbol.

    League of Villains Product Overview

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  • It’s time for Villains to take center stage, in “My Hero Academia: League of Villains”, releasing on March 3, 2023!

    League of Villains is the first My Hero Academia set focused on the Villains! Featuring return appearances from Shigaraki, Dabi, Kurogiri and Toga, as well as first appearances from Twice, Moonfish, Spinner, Muscular! League of Villains features 110 new cards, with support for both new and pre-existing strategies across every strategy.

    League of Villains introduces the keyword Echo which allows your attacks to strike again by paying a Momentum, as well as a new cycle of defensive actions used to block and powerful “1-Check” attacks printed at Rare for the first time!

    Join the League… and cause enough destruction to show them all how fragile their justice really is! 


    League of Villains Booster Box

    Each League of Villains Booster Box contains 24 League of Villains booster packs, as well as two “Quirk Pack” promo cards and an extra XR rarity card.

    “Quirk Pack” cards are only obtainable by buying a sealed Booster Box, and the extra XR means that buying entire Booster Boxes is the most efficient way to build your collection.


    All Might vs. All For One Clash Deck

    All Might and All for One face off in an epic showdown with this new Clash Deck! Features two 51-card decks that are ready to play right out of the box and can be expanded with cards from the My Hero Academia booster packs.

    For players entering MHACCG with “League of Villains”, this is the best product for you!

    Clash Decks also include two random Ultra Rare cards from “League of Villains” to help you start your collection!


    Where can I buy League of Villains?

    At your local game store, of course! You can find an LGS near you using our Store Locator: https://play.mhacardgame.com/store-finder

    Hundreds of stores all around the world are running Pre-Release events for League of Villains, starting on Feb 24! You can look for a Pre-Release near you on the UGN app: https://play.mhacardgame.com/events

    Love in Universus? 😍

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  • Ashley Fullerton and Keenan Meadows are UniVersus’s new power couple! After Keenan’s killer Top 8 run in the 2022 HLC (and successful on-camera proposal!), we reached out for an interview.

    Ashley and Keenan are both former UniVersus World Champions (2019 and 2011 respectively), and they have both been cornerstones to the community for years.

    1. How did you two first meet?

    Keenan: We met through a mutual friend who invited us out to boardgame night at a local gaming restaurant/bar called Battle and Brew. We were having way too much fun playing a board game, and we met up later for a date!

    2. What was the first tournament you traveled together to?

    Keenan: We traveled to Las Vegas for Ashley’s first Worlds in 2018 hosted at Level Up Expo. I think that was Ashley’s first trip to Las Vegas, and we had a blast!

    3. You’ve both played Universus for a pretty long time – what are your favorite decks in the history of the game?

    Keenan: Mine was Mad Pierrot with Coffee Samba. I’ve never liked 1 checks until Coffee Samba came along. The insane swings that card can give both positive and negative, make for really exciting games!

    Ashley: Mine was Lord Raptor; apart from the fact that I did well with the deck, all of the components worked together ridiculously synergistically so I always felt like I could think myself out of any situation.

    4. What is your favorite part about traveling to events together?

    Keenan: I love having someone to explore new places with. Traveling for tournaments is like a mini-vacation, and we always try to go out of our way to see something cool while we’re there. 

    Ashley: I really love that I get to travel with someone who is so down to go explore new things but also so social, so every event we travel to is like one half couples vacation and one half meet up with friends and play games.

    5. Have you ever had to play against each other in a tournament

    Keenan: We play during locals a lot, but I can’t remember a time we played at a major.

    Ashley: You’re absolutely right, we get paired literally every locals and most regionals but never at a major!

    6. When you two play, who wins more often? 👀👀

    Keenan: Lately I’ve been winning but if you asked me that question when Ashley was playing her 2019 worlds deck, it would be the exact opposite.

    Ashley: Absolutely agree with Keenan, the fact that I stopped playing during COVID means I got nice and rusty, and he can read me like a dang book when we’re playing so I have to win honestly – mind games will not work!

    We would like to thank Keenan and Ashley for their time on this interview, as well as their support of UniVersus over the years. We wish them the best, and a happy life together! 🥳

    Inspired by their tender moment on stream

    Hero League Championship Recap

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  • The Hero League Championship was a huge success! The strongest MHACCG players from all around the world met together in Las Vegas, Nevada to battle for their cut of the $250,000 prize purse as well as to immortalize themselves as the Number One Hero!


    League of Villains World Premier

    The World Premier of League of Villains was a wonder to behold — the energy in the room was downright electric! Over 100 players gathered to get a look at League of Villains in its entirety for the first time, and the air was thick with excitement as players built decks with cards they’d never seen before!

    If you missed out on the World Premier, worry not! Local Game Stores all around the world are running Pre-Release events for League of Villains, you can find them on the UGN: https://play.mhacardgame.com/events


    Voice Actor Signings

    Over the weekend, we brought in the Voice Actors for Denki (Kyle Phillips), Mt. Lady (Jamie Marchi), and Eraserhead (Christopher Wehkamp)!

    Everyone got a chance to get their favorite cards signed — life is good!


    Love in Universus??? 😍

    After his match in Top 8 of the Hero League Championship, Keenan Meadows proposed to Ashley Fullerton during his post-game interview… and she said yes!

    And remember, Ashley is the 2019 Universus World Champion — what a power couple!


    HLC Main Event

    The Hero League Championship’s main event was incredible to watch. As the day progressed we saw an incredible diversity of strategy, ending in a top 8 with five different characters in it!

    From merciless, all-in aggro decks like Tokoyami to defensive, late-game strategies like Recovery Girl, there were a lot of favorites to root for.

    Kevin Broberg’s run with Midnight was incredible, ending in a to-the-wire match against Philip Chybiorz’s Jiro, leaving Broberg on top! (And $125,000 richer 😲)

    Congratulations Kevin Broberg for becoming the 2022 Hero League Champion!

    You can find the deck lists for Top 32 here:
    https://mhacardgame.com/hero-league-championship-decklists/

    Follow us on Facebook to see highlights from the HLC! https://www.facebook.com/MyHeroAcademiaCCG

    Get ready to join a Pre-Release event!

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  • Greetings, Villains!

    Set 4: League of Villains Pre-Release event is coming to a local game store near you!

    Pre-Release Dates: February 24 – March 3, 2023

    My Hero Academia Collectible Card Game: League of Villains launches on March 3rd, 2023.

    The Pre-Release event allows you early access!

    This Set introduces a slew of dastardly evildoers from the anime, with 8 new playable character cards including fan-favorites like Shigaraki and Toga.

    Why join a Pre-Release event?

    Pre-release events are fun and great for new players, so bring a friend.

    You will get a special Pre-Release paper playmat to take home. It has zones to help you assist your play.

    These events are super casual since the focus is not the competition but a way to check out the new cards. Of course, some of the competitive players will be there, but they are also there for the fun to check out the latest cards.

    And everyone gets a promo card.

    This time it’s Mr. Compress! So make sure to join the event!

    Set 4 Pre-Release Promo Card

    Where can I join a Pre-Release event?

    At your local game store, of course!

    Look for a Pre-Release event near you:

    https://play.mhacardgame.com/

    If you can’t find an event and your LGS would like to host a Pre-Release evet, have them email us at lgs@universusgames.com and we can get them set up!

    Organized Play in 2023

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  • Dear UniVersus Community,

    This past year has been absolutely incredible, but this is just the beginning. We are more excited than ever for what’s to come. Today, we are excited to announce the details surrounding the 2023 Organized Play season. This includes a revamped Organized Play announcements and news structure that will make it easier for everyone to stay up to date with UniVersus. The latest announcements and news can always be found at our new Organized Play homepage.

    Transparency with our community is important to us, so a goal of ours is to check in regularly with the community to discuss the happenings, challenges, and exciting things to come for our game. For this reason, we’ve also included an in-depth summary on our view of the state of UniVersus (past, present, and future).


    To Our Players

    Your overwhelming support for the launch of the My Hero Academia Collectible Card Game has helped us onboard droves of new players to the game that we all love. It’s been heartwarming to witness the growth of local playgroups, where veteran UniVersus players taught this new wave of players our beloved game. 

    To these veterans, thank you for being the foundation that has allowed this community to blossom. We hear it all the time: We have the friendliest community in all of card games. This is all thanks to our kind-hearted “old heads” who have been so accepting and friendly in welcoming all of our new players. We hear your desire to play with all of the cool cards from older sets and we want you to know that we will continue to support your ability to play those cards. 

    To the new players who have joined the game in the past year, congratulations – you’re well on your way to being UniVersus veterans yourselves! Now that you have learned the game and started competing, we are counting on you to usher in the next wave of players who will be joining our community over the course of this year.

    My Hero Academia is just the first of many chapters we have in store for this new era of UniVersus gaming. Get excited, together we’ll be shaping and exploring new ways to experience “UniVersus” in the months, years, and decades to come!


    To Our Retailers

    Thank you for being the backbone that makes this all possible. Whether you are a retailer that has been carrying our game since it was known as UFS, or you are just getting started with UniVersus and My Hero Academia – thank you. We want you to know that we are grateful for your dedication and efforts in supporting our game. You have a busy schedule and a business to run, and we want to make sure that we are providing you with all of the tools and resources you need to build a successful UniVersus community at your store.

    As you look at our Organized Play programs for 2023, we hope that you take note of the extensive support we have for Local Play and the opportunity for stores to be directly tied into Premier Play as well. We are only getting started on this front. Alongside Organized Play, we are also committed to rolling out a best-in-class demo program to help onboard new players and help grow local play groups. More to come on this program separately.

    If you want to contact us, you can reach out to us at LGS@universusgames.com OR if you are attending GAMA this year, please stop by our booth, we would love to meet you in-person too!


    A Look Back on 2022 Organized Play

    It was such a pleasure to see our veterans and new players competing side-by-side at local game stores everywhere. Seeing pictures from Provisional Store Championship events hosting thousands of players from around the world was truly gratifying — keep sending them our way! 

    We started 2022 still wrestling with COVID-19 which caused a lot of in-person play to be restricted to webcam play. Undeterred, hundreds of dedicated players showed up week after week to play in Provisional Showdown and Wednesday Webcam Weekly events!

    With the return of in-person events, things started to get heated with Regional License Exams kicking off. Players competed to earn points towards a qualification to the Hero League Championship event. With just 32 available spots, the race was on to compete for the cash prize of $250,000! 

    The Regional License Exams led into the Pro Hero Nationals where the largest event in UniVersus history was hosted in Dallas with over 300 players in attendance! 

    This all culminated in the Hero League Championship that just drew to a close this past weekend. Thousands of unique viewers tuned in to watch our Twitch stream, making it the most viewed UniVersus event of all time! Congrats to our HLC Champion Kevin Broberg who took it all down – well deserved!


    2023 Organized Play

    In 2023, UniVersus is set to be bigger and better than ever before. We are kicking off the year with the highly anticipated League of Villains set which launches on March 3rd, 2023, kicking off Season One of our Local and Premier Play events. The structure of our events will follow a similar pattern as 2022, which includes familiar events such as Provisional Store Championships, Regional License Exams, Pro Hero Nationals and Hero League Championship. 

    One of the major changes we are implementing for 2023 is regarding how qualifications will work. Looking back on 2022, we felt like we could have improved a few things in order to make Provisional and Regional events more meaningful. Only Regionals had a direct qualification into the HLC, but given it was a point system based across the whole of the Regional system, this system favored players who were able to play in many events over those of equal skill level that  might not have been able to attend as many events due to budgeting or scheduling constraints. For 2023, the Pro Hero National will be invite-only. To qualify, players will either have to earn a 1st place position at a Provisional Store Championship event OR place in the Top Cut at a Regional event. A Last Chance Qualifier right before the PHN will also grant players entry, but they will also have to Top Cut those events to make it into the main event! We believe that these changes will make the Provisional Store Championship and Regional License Exams much more competitive events and drive players to really compete for those coveted Pro Hero Nationals spots. 

    Players may only earn one Nationals invite, and if they would earn a second Invite that invite is “passed down” to next eligible player in the standings.


    Local Play

    Our LGS retailers are incredibly important to us. A vibrant local scene is critical to community growth and quality player experience. In 2022, we supported local events via Plus Ultra Kits, Pre-Release events, and Provisional Store Championships. In 2023, we are tripling down on Local Play support.

    A couple of weeks ago, we announced a new “Sealed Play” event that will be supported by the “Extra Credit” promos. Starting with League of Villains, our newly released “Extra Credit” promos will be available exclusively via “Sealed Play” events at local game stores. Contact our LGS outreach team to learn more!

    As previously mentioned, we are making our Provisional Store Championship events more exciting by providing Pro Hero Nationals invites to the winners of our PSC events. This should make these events much more competitive and provide players with a real reason to compete! Players looking to get their Nationals invite will want to try their shot at multiple events, and to help them reach their goals, we are going to be increasing the number of PSC events we are running during each of our OP seasons.

    Plus Ultra and Provisional Store Championships will continue to offer mechanically unique promos To ensure strong participation, we want to make sure that the primary way to earn these promos will be through participating in events at Local Game Stores. In 2022, we observed a lot of players redeeming them on our online redemption store instead of participating in events. For this reason, we are doubling down on our efforts to prevent unauthorized sales of Plus Ultra Kits and we are adding a 60-day delay between the release of these promos and their availability on the online redemption store to encourage in-store play.

    In-Person Redemption at Premier Events will be unaffected by this change to ensure players have access to mechanically unique promo cards for play.

    We are always looking for more ways to support our Local Play experience. We have more plans for in-store events this year that we are not yet ready to announce, so stay tuned! 


    Premier Play

    This year, we are focused on listening to the feedback we have received from 2022, and implementing improvements to address your concerns.

    What we heard from you:

    • You would like more advanced notice in order to plan your trips to big events.
    • You would prefer in-person play to webcam play, especially for big events
    • If you are in Oceania and Europe, you would like more OP support and events in your region.
    • You would like more side events and prize support outside of the main event after you drop on day 1 or for day 2 (top cuts).

    What we are preparing for this year:

    • As of today, we have confirmed TOs, dates, locations for ALL Season 1 events through June 30. These events have all been announced on our website, and registration links are going to open in the coming weeks. We are currently confirming Season 2 events and will be announcing those TOs, dates, locations once they are ready.
    • We are moving away from webcam Provisionals. All Provisionals will be ran by Local Game Stores starting this year Local Game Stores can choose to run their events in-person or via webcam play. We are also moving all national events to be in-person. We will be keeping two webcam regionals to allow those that prefer webcam play or are unable to make an in-person regional to participate in events.
    • We are working with European and Oceanic TOs in order to have regional and nationals events announced well ahead of schedule. As previously mentioned, these will be in-person events.
    • We know that our OP promos are in high demand, so we are rebalancing our prizing distribution. Our goal is to make these promos more readily available via “side events” rather than solely through the main event itself. We will also have a variety of side event formats, on-demand pods, and more. The popularity of our first Prize Wall at the HLC has prompted us to bring the Prize Wall back for all future in-person Premier events. These Prize Walls will offer an even larger selection of prizes as well as more opportunities to earn and spend Prize Wall tickets.

    We’re excited to move forward with these improvements to our Premier Events and look forward to seeing you at one of our Premier Events this year!


    Formats

    Going into 2023, we wanted to share our current thoughts on UniVersus formats and touch on some of our future plans for them as well — we will not be announcing everything we have planned for the years to come, but want to provide some transparency around how we are thinking about formats going forward.

    We will be supporting 4 formats for OP play in 2023 at various levels:

    1. My Hero Academia Block Constructed
    2. Standard Constructed
    3. Sealed Play (Draft and Limited)
    4. Retro

    Our main format for the competitive year is the MHA Block Constructed format. This format consists of all cards released as part of the MHA IP and any alt-art cards that share the exact mechanics and name as cards within MHA. Yes, this means that starting today, Merciless Rush (Crit, the Origins Promo Card), One With Nature (Capcom Platinum Series) and Sense of Justice (Capcom Platinum Series / Mega Man; Rise of the Masters) are legal for play at all OP events.

    Our second format is Standard Constructed, which consists of the last 10 sets released from UniVersus. Standard will feature primarily at side events at Premier level events, and will be able to be played with Plus Ultra kit support at Local Retailers who want to run Standard local events. We are also working with our TOs this year to plan a Premier Standard Tournament towards the end of the year. 

    Sealed Play is a format supported at Local Game Stores via Extra Credit promos and Pre-Release events. We will also support Sealed Play at Side Events at our Premier Events.

    Retro is a format that includes every single set released in the Jasco Games Era of UniVersus. Retro events can be hosted at local events and will be featured at Side Events at select Premier Events. Dedicated Retro Tournaments may be held by select TOs during the year in combination with dedicated Standard Premier Tournaments.

    We believe that having a multi-format OP system can keep the player experience fresh and interesting by allowing players to experience the game in different ways. Going into 2024 and beyond, we will keep refining and evolving these formats based on player feedback and the newest set releases. 

    Any future changes to formats will follow certain principles that we want to make clear:

    1. We want to support an onboarding experience for new players that is not overwhelming.
    2. We want to support the ability for all printed cards to see play in one or more formats.

    A  dynamic formatting structure should help with player engagement, and allow us to proactively create fresh experiences for both new and veteran players alike. Our team is already hard at work charting out the future of UniVersus over the coming years, and we can’t wait to share with you what that future looks like. 

    You can find more details about our new formats (including a new ban list for Retro) here:

    Organized Play Home Page


    Conclusion

    There is a lot that goes into the planning and execution of a successful OP program, but we are fully  committed to creating the best OP program you can find across any card game. We still have a lot of work ahead of us to get there, but you can rest assured that the UniVersus game is in good hands. We have an awesome community and an awesome team that is working tirelessly to bring you the best card game on Earth.

    See you all at an event in 2023!

    Jasco Games

    League of Villains Toga Character Spotlight

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  • Welcome to the third article highlighting the various Characters within Set 4 of the My Hero Academia Collectible Card Game: League of Villains!

    This week, we’re covering a fan-favorite: Himiko Toga (II)!



    Himiko Toga

    Himiko Toga (II) is a defensive Character whose gameplay is closely tied to momentum. As Toga (II) generates momentum through her fast attacks and momentum-ramping Enhances on her cards, her rivals will struggle to keep up!

    As a 6 hander with 28 health, Toga (II) has enough health to allow her to opt into scrapping and trading attacks as well as playing defensively. Paired with the Life, Water and Death symbols, Toga (II) has a ton of great deckbuilding options to take on even the most fearsome rivals out there!

    Starting with Toga’s First Enhance, Toga (II) lets you re-use your “Momentum Flip” abilities! Cards like Piercing Needle from “Heroes Clash” and Zero Gravity Capture from “My Hero Academia Base Set” synergize very well with this new strategy!

    Her second Enhance is simple, but powerful. Every turn, your first attack gets +2 Speed. This synergizes very well with Toga (II)’s “poke once and pass” strategy, as Toga (II) prefers longer games that can take advantage of this speed and the momentum it creates.

    Lastly, her Response is incredible for both keeping yourself safe and extending your attacking turns. Late game, you’ll be flipping your Momentum often and devastating your rival’s resources with cards like Dual Needle Lunge and Gory Stab (featured below) while simultaneously re-using powerful foundations like Creepy Realization or Prone To Dry Eyes will let you keep Toga (II) in the driver’s seat at all times.


    Dual Needle Lunge


    Dual Needle Lunge is one of Toga (II)’s standout Attacks in her kit, and for good reason! Dual Needle Lunge has below average combat stats, with a +3 Low Block and only 5 damage, but brings immense value with an EX:2 that serves as an effective late-game finisher, as well as powerful Enhance effects.

    The first Enhance lets you Flip 1 Momentum to mill your rival for 2 cards. This may seem trivial, but it’s important to remember that this effect lets you ready foundations with Toga (II)’s Response during your rival’s turn, and can even interfere with cards like Destined for Mainstream Success and Quick Creation!

    The second Enhance is the cherry on top — you can pay 3 health to kick Dual Needle Lunge straight to your momentum when it resolves! Being able to consistently add cards to your Momentum is essential for Toga (II)’s strategy, making Dual Needle Lunge the perfect attack for the job!



    Gory Stab


    If Toga (II) is able to add Gory Stab to her Momentum, her rivals will find themselves falling even further behind!. Defensive foundations like Release, Rescue Completed, and Creepy Realization are put in a very tough spot by Gory Stab’s first Response: if you use them, you lose them! Further, since Toga (II) can un-flip a momentum every turn, the ability to consistently pressure your rival’s resources while being able to dedicate all of your cards and foundations to defense makes Toga (II) a tough character to attack into.

    But the frustration for your rivals doesn’t end there! Gory Stab’s second Response forces your rivals to make a tough decision each time it’s played. Does your rival value their foundations or their momentum more? Whatever their choice, Toga (II) will drain their resources dry. 


    Conclusion
    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!

    My Hero Academia: League of Villains can be seen for the first time at the Hero League Championship this month, but if you can’t make it make sure to attend a Pre-Release at a Local Game Store near you! Find one here: https://play.mhacardgame.com/play/events

    Sealed Play Primer

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  • Unlike Constructed games where you bring your own prepared deck – Sealed Play is all about building an entire deck out of just six booster packs. These events are perfect for building your collection, as well as an excellent onramp for newer players – it’s a great way to learn to play with friends!

    Sealed Play events start with getting everyone together and providing each player six booster packs. If the Sealed event has a promo card associated with it (like with a Pre-Release), any entry promotional card can be part of your Sealed Deck as long as there were enough promos for each player in the event.

    Resource Symbols are ignored for deck construction in Sealed Play – you can play with any of the cards you opened with any character, leading to sweet interactions you’ll never see in Constructed!

    Lastly, you can play with as many copies of any card you open as you’d like – if you pull five of the same card, you can play all five!

    Some quick tips for building a good Sealed deck:

    • In a 40 card sealed deck, you’ll want to play about 24 foundations and 16 attacks for consistency
    • Look for cards that work well together – if you opened a lot of punches for example, look into any foundations you opened that lean toward punches to make your deck as strong as possible
    • Sorting your pulls by difficulty and card type helps analyze what cards you should build your strategy around – don’t play too many 5+ difficulty attacks!
    • As a rule of thumb, start out by reading your Rares and Characters so that you have an idea of your most powerful cards
    • Low difficulty foundations are stronger than they look – don’t underestimate them!
    • For the full MHACCG rulebook, click [here]

    Why Play Sealed?

    Sealed events are a great way for new players to experience the MHA CCG before investing and creating their own decks, but it’s not just that –

    • Alternate deck building rules allow players to experiment in never-before-seen ways to create some exciting combos. You never know what to expect!
    • Super-low barrier to entry is very new player friendly – bring a friend! 
    • Earn the latest Extra Credit promo cards by participating in Sealed events at your local game store!


    Where can I play sealed?

    At your local game store, of course!

    Sealed Play kits are rolling out to hundreds of LGS over the next couple weeks, and you’ll be able to find the nearest Sealed event for you on UGN:

    Play.mhacardgame.com

    If your LGS would like to host Sealed Play events, have them email us at lgs@universusgames.com and we can get them set up!

    League Of Villains Dabi Character Spotlight

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  • Welcome to the second of many articles highlighting the various Characters within Set 4 of the My Hero Academia Collectible Card Game: League of Villains!

    Let’s get things cookin’ with Dabi‘s brand new, fiery-hot kit!

    Dabi is an offensive powerhouse with two Enhance effects that both revolve around removing your own cards from play to get the upper-hand over your rivals. However, Dabi can’t get those cards back — you’ll need to be strategic in using his effects to not run out of steam too early.

    His first Enhance is pretty simple —burn through your deck to burn through your rival! Many of Dabi’s new cards such as Flame Flicker (featured below) also grow progressively stronger for each card you’ve Removed! 

    As a general reminder, Removed cards do not “cycle” back into your deck when you run out of cards. As soon as you start using Dabi’s Enhance, you’re on a clock — you’ll need to take down your rival before you have no cards left to work with.

    Dabi’s second Enhance is what truly makes him unique. Once per turn, during your turn, you can remove an Action from your hand to replace it with an Action from your discard pile that matches two or more of Dabi’s symbols.

    There are a ton of great cards from previous sets that synergize very well with this ability. Think of cards like Summon Dark Shadow, Concentrate, Sugar Rush Power-Up, and Capture Evil-Doers. The flexibility of Dabi’s second Enhance will make it easy to pick the best action for every situation. 

    But this does beg the question — what are the NEW Action cards Dabi has access to?

    Introducing your new favorite Action card, Cremation.

    This new action card for Dabi is a banger – giving your attacks speed always feels great, and it’s important to note that Cremation’s health drain can reduce your rival to 0 life – even on their turn!

    On top of that, the Response is great too – being able to effectively guarantee having at least one momentum going into your second turn feels great since Dabi can also grab cards like Capture Evil-Doers to spend that momentum at the same time!

    Flame Flicker

    Leading with an attack like Twisting Azure Inferno and buffing it with Cremation should set you up perfectly to play Flame Flicker, as Flame Flicker’s Combo Enhance clears your card pool and gives you a momentum to play with at the same time!

    The second Enhance is where Flame Flicker’s power is on full display. Dabi’s ability to burn through his deck will pay tremendous dividends later in the game as Flame Flicker powers up. A late-game Flame Flicker can easily reach over 10 speed; good luck trying to block that 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!

    My Hero Academia: League of Villains can be seen for the first time at the Hero League Championship this month, but if you can’t make it make sure to attend a Pre-Release at a Local Game Store near you!

    We can’t wait to see what kinds of interesting and exciting combos you have in store for these cards. Stay tuned — there are many more Set 4 previews to come!



    Voice Actors at the Hero League Championship!

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  • Greetings, Villains

    We are excited to announce the Hero League Championship will feature guest appearances from the following My Hero Academia Voice Actors:

    January 27thJanuary 28th
    Christopher Wehkamp
    Voice of Eraserhead
    Jamie Marchi
    Voice of Mt. Lady
    Kyle Phillips
    Voice of Denki Kaminari

    All three voice actors will be present with scheduled signings from Noon to 4PM on Friday and Saturday!

    Make sure to sign up for the Set 4 – League of Villains World Premier at the Hero League Championship if you haven’t yet!

    League of Villains World Premier Event Registration

    For any last second attendees wanting to meet their favorite Pro Heroes in-person, there are still hotel rooms available in the Alexis Park Hotel Block. The cut-off date for discounted pricing is Monday, January 16th, so make sure you get your booking in while you still can!

    Alexis Park Hotel Block

    League of Villains Character Highlight – Shigaraki

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  • Welcome to the first of many articles highlighting the various Characters within Set 4 of the My Hero Academia Collectible Card Game: League of Villains!

    We’re starting out on a high note with the infamous leader of the League of Villains, Tomura Shigaraki!

    Shigaraki returns once more at full strength, brandishing a new, incredibly powerful kit!

    This third version of Shigaraki picks up a new Symbol: Order. The Order symbol grants Shigaraki access to new strategies, notably picking up Iida’s “Kick” strategies and Shoto Todoroki’s powerful “Stun” cards allowing players to try more aggressive strategies for Shigaraki!

    Shigaraki III is designed to force your opponent to make some tough choices – forcing your opponent to commit their resources with your Enhance .  To complicate things further for Shigaraki’s opponents, his supporting cards from Set 4, such as Decaying Palm Slam (featured below) force your opponent to decide between committing their foundations or giving your attacks huge bonuses.

    Forcing your opponent to make checks with your Enhance is a very subtle tax, but it can be brutal both offensively and defensively – slowly wither their resources away, and by the time they notice, they’ve already turned to dust.

    Everyone knows how bad it feels when your opponent has the exact amount of resources to launch the attack that defeats you, or they manage a block you thought they had no business succeeding with. Shigaraki’s III’s Response lets you tilt the odds in your favor by reducing your opponent’s checks when they need the resources the most.

    When your opponent finally lets their guard down, use your Once Per Game ability to break through their defenses and secure the win!

    Decaying Palm Slam is a devastating top-end attack used to tax your opponent’s resources via its two Enhance effects, as well as being a potential finisher due to having “Powerful: 2”. Low attacks tend to be difficult to block well, and paying a momentum to pin down three of their foundations can be overpowering alongside Shigaraki’s ability – if they can’t pay up, you’re just going to keep drawing cards and winning games.

    On top of that, the second Enhance on Decaying Palm Slam is outstanding – your opponent is going to be hard-pressed to pass a six difficulty check after having three of their foundations restricted, meaning this attack will consistently remove itself from the card pool. Well worth the 6 Difficulty, if you ask us!

    Vile Seizing is another powerful option within Shigaraki’s arsenal, and follows up on the “Resource restriction / check modification theme from his previous two versions.

    It’s not just damage and cards that your opponent will need to be afraid of though, as Vile Seizing is great on the block as well. With a Block Modifier of +1 High and Breaker: 1, this card can  play a pivotal role in the battle no matter whose  turn it is.

    The Deadlock Enhance on Vile Seizing also provides players an alternate win-condition for Shigaraki into Foundation-based Control matchups. If you stack up enough negative check modifiers on your opponent, you can break through any defensive character’s guard. Scary stuff!


    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!

    My Hero Academia: League of Villains can be seen for the first time at the Hero League Championship this month, but if you can’t make it make sure to attend a Pre-Release at a Local Game Store near you!

    We can’t wait to see what kinds of interesting and exciting combos you have in store for these cards. Stay tuned — there are many more Set 4 previews to come!

    Hero League Championship Prizing

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  • Greetings, Villains!

    We’re thrilled to share the prize structure for the Hero League Championship!

    PlacementPrizing
    Champion$125,000
    Heroic Clash” Champion Prize Card
    Finalist$45,000
    Heroic Clash” Contender Prize Card
    3rd & 4th$14,000
    Heroic Clash” Top 4 Prize Card
    5th – 8th$5,000
    9th – 16th$2,000
    17th – 32nd$1,000

    Participation

    All 32 participants will also receive one of each special ‘HLC 2022’ marked Regional Alternate Art Characters & Hero League Championship playmat!

    Design TBA

    League of Villains – Designer Teasers

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  • Good day to all you UniVersus fans out there!

    My name is Tim Frie and I’m the lead game designer here at Jasco Games. The design team always has a lot of fun working on new cards, but this set in particular has been a blast. Focusing on the bad guys is not a thing we get to do often! We’re nearly ready to begin previewing the next expansion of the My Hero Academia CCG, but before we do, I wanted to give everyone some tidbits of what to expect over the coming weeks. 

    Things you can expect to see in League of Villains:

    • Villains, of course!
    • A cycle of powerful actions for blocking!
    • 2 throwback reprints.
    • 4 never-before-playable characters to build your deck around.
    • An attack that searches your deck.
    • Multiple Rare attacks with a Check of 1.
    • The return of the “3 damage matters” archetype.
    • The first 2-Difficulty attack printed for My Hero Academia.
    • Revisiting counters as part of a character card.
    • A brand new Keyword Ability!

    Some Game Text on cards in League of Villains:

    • Enhance Commit: If you have 5 or more different symbols in your card pool, this attack gets +2 damage or -2 speed.
    • Deadlock First Form Commit: Destroy 1 rival foundation.
    • Response Flip: After your rival adds a card to their momentum, they build it face down committed. Then they add 1 ready foundation to their hand, then add 1 card from their hand to their momentum.
    • Enhance Remove, discard 1 card: Your rival cannot play or block with action cards during this attack.
    • CHARACTER Enhance Flip, remove 1 momentum: Add 1 card from your discard pile to your momentum.
    • Enhance: If this attack deals 3 or less damage, draw 1 card.
    • If you have more health than your rival, this card gets -1 difficulty.
    • Second Enhance Remove: This attack gets +2 damage. If it has Taunt, draw 1 card and it gains Stun: 1.
    • Response Flip: After your attack deals more than its printed damage, gain 3 health.
    • Enhance: Build 1 card with a check value of 6 from your card pool.

    Some Keyword Combinations in League of Villains:

    • EX: 2 • Tech • Weapon
    • Ranged • Combo (Action)
    • Ally · Flash · Weapon
    • Throw · Combo (Combo)
    • Kick · Weapon

    I hope you enjoyed this sneak peek on what’s to come with League of Villains! Any idea what cards these could be? Be sure to comment your thoughts across our official social media channels, and get ready for a fun preview season!

    -Timothy Frie

    Hero League Championship & Set 4 World Premier Overview

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  • Months of fierce competition have been building to this point – the Hero League Championship in Las Vegas, Nevada is almost upon us!

    Thirty-two players from all across the world have earned the right to participate in the Hero League Championship’s Main Event on January 27-29 in Las Vegas, Nevada, a $250,000 prize pool tournament! However, that’s not all – there’s plenty more to be excited about for the HLC!

    The entire weekend is chock-full of amazing side-events you’ll have a blast participating in, such as an early sneak peek at Series 4, a once in a lifetime sealed event, and the last MHA-only constructed event in the “Set 3 Meta”. Plus, we’ll be introducing a new Prize Wall at the HLC, allowing attendees the opportunity to purchase exclusive swag you can’t get anywhere else and a second chance to snag rare Organized Play promos!

    Besides the Championship, here’s what this weekend will look like:


    On Friday, the Hero League Championship will showcase the Series 4 World Premier! This will be the first opportunity for players and collectors to snag Series 4 cards and merchandise before they’re available anywhere else in the world!

    Over the weekend, we’ll be hosting tournaments and events that anybody can partake in!

    On Saturday, we’ll be hosting two constructed tournaments – one will be a “MHA-Only” tournament, and the other a “Standard Format” tournament. Make sure to bring your Standard cards! 

    On Sunday, we’ll have two special events – a “Common Ground Constructed” event where you can only play with Commons and Uncommons, and a special Team Sealed event called the “Dragon’s Hoard!” – where teams of three players will build three decks out of 24 packs that span across the entire  history of UniVersus!


    At the HLC, we’ll be testing out a new method of prizing for our events – the Prize Wall. It’s pretty simple – for every event you enter, and for every win you get in that event, you’ll earn tickets you can spend on all kinds of sweet My Hero Academia Merch! 😲

    The HLC is special, so we’re bringing some pretty cool stuff out of the vaults – there will be limited quantities of previously retired Organized Play promos available on the Prize Wall up for grabs, as well as new, event-exclusive merch!


    We will also be live-streaming the event on our Twitch, so if you can’t make it you can still be a part of the action!
    https://www.twitch.tv/mhaccg

    Go Beyond, Plus Ultra!!

     Quick Details


     
    Date: Friday January 27 – Sunday January 29 2022

    Venue: Alexis Park Resort
    Hotel Block Reservation

    Friday Jan 27

    Start: 11AM

    Cost: $25
    Players each receive 6 “Set 4” Booster Packs to play in a Sealed Format tournament.

    4 rounds of Swiss
    Prizing is prize wall tickets calculated by number of match points

    Saturday Jan 28

    • HLC Main Event
    • Constructed MHA Tournament

    Start: 10AM

    Cost: $10
    4 rounds of swiss
    Prizing is prize wall tickets calculated by number of match points

    • Constructed Standard Tournament

    Start: 4PM

    Cost: $10

    4 rounds of swiss
    Prizing is prize wall tickets calculated by number of match points

    Sunday Jan 29

    • Common Ground Constructed Tournament
      Start: 10AM

    Cost: $10

    Common Ground is a modification of the MHA Only format – players may only include cards of “Common” and “Uncommon” rarity in their deck, and all other bannings or errata still apply. 

    4 rounds of swiss
    Prizing is prize wall tickets calculated by number of match points

    • Team Sealed – “Dragon’s Hoard!”

    Start: 4PM

    Cost: $90 (per team of three people)

    Dragon’s Hoard is a special event we’re running at the HLC – each team of three players receives 24 random booster packs across the history of Universus, including My Hero Academia, Yu-Yu Hakusho, Mortal Kombat, Cowboy Bebop and more!

    4 rounds of swiss
    Prizing is prize wall tickets calculated by number of match points, divided to each player

    Prizing Information


    Prize Wall Ticket Event PayoutTicket Payout
    Event Entry30 Tickets
    Round Win30 Tickets
    Round Draw10 Tickets

    December 2022 Ban & Errata List Update

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  • Greetings, Heroes!

    Following a rigorous Nationals season, we’ve analyzed gameplay data and have found certain decks to have outlier win percentages, whilst either having incredibly high power floors or ceilings. Given the tournament and locals data we’ve been collecting, we’ve decided to make these additions to the Banned & Errata list to balance out the format and open up more characters into the meta. These changes will be effective Monday, December 12th 2022.


    Crow & Frog Takedown – Banned

    This attack brings great stability to the decks it’s strong in, helping to end games much quicker and bring less stress on the attacker’s resources. The decks where this card is most problematic tend to be decks trying to end the game much earlier than we are comfortable with. Winning the game on early turns is a viable strategy, but this card increases the consistency to achieve that result by an unhealthy margin.


    Stronger In Darkness – Banned

    While this only works for a small portion of characters, it is simply too strong for its low risk of play. Compared to the similarly shaped Basic Training was the (#) most played card at the Pro Hero Nationals in Dallas, Stronger in Darkness is drastically stronger in characters who can take advantage of it. It is much more comparable to cards such as Bench Press or Making A Stand, cards that have a higher difficulty and impact on deck building.


    Kirishima 2 – Errata’d

    “Enhance [Twice Once per turn] Destroy 1 foundation: Build 1 card from your hand face down. Draw 1 card. Your attack gets +2 damage.”

    Kirishima’s consistency is higher than where we would like him to be, so we’re trimming his effectiveness a bit. His enhance being Once per turn will help ensure he sees less cards and has access to less ready cards over a turn cycle.


    We appreciate your ongoing support of the My Hero Academia CCG and will continue to work towards creating fun and engaging gameplay experiences across all player types.

    Thank you,
    Jasco Games™ Team

    Heroes Clash Combo Highlights!

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  • Greetings, Heroes!

    Today we’re excited to highlight some combos for you to experiment with in your decks with the release of Heroes Clash!

    Ignoring progressive difficulty is one of the most powerful effects in the game. ‘Heroic Clash‘ is a very powerful Secret Rare that clears your entire card pool, resetting your progressive difficulty to 0 and giving you a fresh opportunity to continue attacking your rival.  It also lets you draw 2 cards, refilling your hand so you can carry out your assault. This immense power is costed by a 1 check, which can be daunting to include in your deck. ‘Mezo Shoji (II)‘ has the power to look at the top card of his deck, scouting his next check he is about to make. This gives you the knowledge if and when you are about to check that 1, and you can effectively bypass checking the 1 by using an ability to draw it, or by using ‘Window Shopping‘ to play it right off the top of your deck! 

    Aggressive Clash‘ is an attack that might fly under the radar for a bit until people realize how destructive it really is.  Foundations with the Unique keyword ability always have strong abilities, and ‘Aggressive Clash‘ rips right through them.  There are also a good handful of foundations that have keyword traits printed on them, such as Ally, Weapon, or Taunt!  Resource destruction is incredibly powerful, and you can pair ‘Aggressive Clash‘ with a character that focuses on foundation denial such as ‘Tomura Shigaraki (I)‘.  Speaking of Shigaraki, he received an amazing foundation in Set 3, ‘Nothing To See Here‘.  This card contributes to his foundation destruction game plan, potentially doubling up on the destruction with ‘Merciless Rush‘!

    Europe Pro Hero Nationals 2022

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    The Pro Hero Nationals are your opportunity to take everything from the competitive season and test it against the best of the best. Fight your way to the top and earn your right to compete at the pinnacle of competitive play at the Hero League Championship!

    More details about these events are coming shortly, stay tuned!

    Event Sign-Up

    EventDatePlayer CapRegistration
    [EU] Pro Hero NationalNovember 26 – 27256Link

    Prizing

    *Prize details are subject to change.

    Participation

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Playmat1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 64

    Pro Hero National Promo Cards
    (1 of each)
    1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 32

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)6x

    Top 16

    Pro Hero National Promo Cards
    (1 of each)
    3x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)12x

    Top 8

    Hero League Championship 2022 Invite1x
    Pro Hero National Promo Cards
    (1 of each)
    4x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)1x

    Top 4

    Hero League Championship 2022 Invite1x
    Pro Hero National Top 4 Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    5x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)2x

    Runner Up

    Hero League Championship 2022 Invite1x
    Pro Hero National Contender Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    6x
    Pro Hero National Contender Playmat1x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Hero League Championship 2022 Invite1x
    Pro Hero National Champion Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    8x
    Pro Hero National Champion Playmat1x
    Booster Box (Current Set 1st Ed.)4x

    Pro Hero National Promos

    Alternate Art Prize Cards

    Playmats

    Oceania Pro Hero Nationals 2022

  • Events
  • Latest news
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  • Details

    The Pro Hero Nationals are your opportunity to take everything from the competitive season and test it against the best of the best. Fight your way to the top and earn your right to compete at the pinnacle of competitive play at the Hero League Championship!

    More details about these events are coming shortly, stay tuned!

    Event Sign-Up

    EventDatePlayer CapRegistration
    [OCE] Pro Hero NationalNovember 26 – 27256Link

    Prizing

    *Prize details are subject to change.

    Participation

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Playmat1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 64

    Pro Hero National Promo Cards
    (1 of each)
    1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 32

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)6x

    Top 16

    Pro Hero National Promo Cards
    (1 of each)
    3x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)12x

    Top 8

    Pro Hero National Promo Cards
    (1 of each)
    4x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)1x

    Top 4

    Pro Hero National Top 4 Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    5x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)2x

    Runner Up

    Hero League Championship 2022 Invite1x
    Pro Hero National Contender Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    6x
    Pro Hero National Contender Playmat1x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Hero League Championship 2022 Invite1x
    Pro Hero National Champion Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    8x
    Pro Hero National Champion Playmat1x
    Booster Box (Current Set 1st Ed.)4x

    Pro Hero National Promos

    Alternate Art Prize Cards

    Playmats

    Webcam Pro Hero National 2022

  • Events
  • Latest news
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  • Details

    The Pro Hero Nationals are your opportunity to take everything from the competitive season and test it against the best of the best. Fight your way to the top and earn your right to compete at the pinnacle of competitive play at the Hero League Championship!

    Due to changes in format for the Hero League Championship, Last Chance Qualifiers have been removed from the 2022 circuit, and the invites have been moved to the Webcam Pro Hero National, making it a Top 8 invite tournament!

    Event Sign-Up

    EventDatePlayer CapRegistration
    [Webcam] Pro Hero National November 19 – 20512Link

    Prizing

    *Prize details are subject to change.

    Participation

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Playmat1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 64

    Pro Hero National Promo Cards
    (1 of each)
    1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 32

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)6x

    Top 16

    Pro Hero National Promo Cards
    (1 of each)
    3x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)12x

    Top 8

    Hero League Championship 2022 Invite1x
    Pro Hero National Promo Cards
    (1 of each)
    4x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)1x

    Top 4

    Hero League Championship 2022 Invite1x
    Pro Hero National Top 4 Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    5x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)2x

    Runner Up

    Hero League Championship 2022 Invite1x
    Pro Hero National Contender Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    6x
    Pro Hero National Contender Playmat1x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Hero League Championship 2022 Invite1x
    Pro Hero National Champion Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    8x
    Pro Hero National Champion Playmat1x
    Booster Box (Current Set 1st Ed.)4x

    Pro Hero National Promos

    Alternate Art Prize Cards

    Playmats

    North America Pro Hero National 2022

  • Events
  • Latest news
  • News
  • Details

    The Pro Hero Nationals are your opportunity to take everything from the competitive season and test it against the best of the best. Fight your way to the top and earn your right to compete at the pinnacle of competitive play at the Hero League Championship!

    Event Schedule

    EventDatePlayer CapRegistration
    Standard Sunset
    Tournament
    Friday, November 11200Details
    Pro Hero National
    Swiss Day 1
    Saturday, November 12512Link
    Pro Hero National
    Top Cut Day 2
    Sunday, November 13512

    Venue

    Renaissance Dallas Hotel

    Hotel Reserved Block (Closes October 17th)

    Prizing

    *Prize details are subject to change.

    Participation

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Playmat1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 64

    Pro Hero National Promo Cards
    (1 of each)
    1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 32

    Pro Hero National Promo Cards
    (1 of each)
    2x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)6x

    Top 16

    Pro Hero National Promo Cards
    (1 of each)
    3x
    Pro Hero National Top 32 Playmat1x
    Booster Pack (Current Set 1st Ed.)12x

    Top 8

    Hero League Championship 2022 Invite1x
    Pro Hero National Promo Cards
    (1 of each)
    4x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)1x

    Top 4

    Hero League Championship 2022 Invite1x
    Pro Hero National Top 4 Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    5x
    Pro Hero National Top 8 Playmat1x
    Booster Box (Current Set 1st Ed.)2x

    Runner Up

    Hero League Championship 2022 Invite1x
    Pro Hero National Contender Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    6x
    Pro Hero National Contender Playmat1x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Hero League Championship 2022 Invite1x
    Pro Hero National Champion Prize Card1x
    Pro Hero National Promo Cards
    (1 of each)
    8x
    Pro Hero National Champion Playmat1x
    Booster Box (Current Set 1st Ed.)4x

    Pro Hero National Promos

    Alternate Art Prize Cards

    Playmats

    GenCon Regional License Exam Live Coverage

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  • The recorded coverage of the tournament will be going live on our social channels shortly after GenCon! To provide all the live details however, we’ll be covering the feature matches live! Keep your eyes on this post as we update it with the highlights from the games throughout the day!

    [Round 1] Ben Shoemaker – Kirishima (II) v. Dillon Bauman – Todoroki (II)

    Game 1

    Dillon starts off game 1 with a build 3 pass. Ben responds on his turn by building 4, holding 3 in hand.

    Dillon kicks off the aggression with ‘Grasping Tape Toss’ and stunning Ben for 3 between the enhances of the attack and Shoto Todoroki. Ben gets a fresh foundation via Kirishima’s enhance. The attack is blocked and deals 4 damage. Dillon ends his attacks there and follows up by building 3 foundations and passing turn.

    Ben starts off his turn 2 with a ‘Hardened Chop’. Dillon uses Todoroki’s enhance to pick up ‘Grapsing Tape Toss’ from his momentum. He opts to not block the attack and takes 6 damage. Back Alley Haymaker is played as the second attack and Dillon responds with ‘Challenging The Fakes’. Ben opts to pay for the cost and proceed with the attack. Dillon’s ‘Shock Treatment’ commits Ben’s ‘Learning The Standards’. The attack is fully blocked. Ben builds a foundation and passes turn.

    Dillon attacks with ‘Grasping Tape Toss’ and stuns Ben for 3. Dillon sends the attack for 9, with Ben taking it and setting him to 14 health. Dillon follows up with ‘Setup Strike’ which Ben full blocks. Dillon builds out 3 foundations and passes turn.

    ‘Hardened Jab’ opens Ben’s turn. Dillon responds with a ‘Fourth Kind’ buddy block! Ben follows up with a ‘Hardened Frenzy’ that sends for 4 High and 7 Damage. Dillon takes setting the life totals to 14 all. Ben builds a ‘Super Regeneration’ and passes turn.

    Dillon goes into his turn by playing all grey, building 2 foundations and passing turn.

    Ben kicks off his turn with ‘Hardened Frenzy’, Dillon responding with ‘Making A Stand’ to force Ben to discard a momentum. Dillon uses Todoroki to draw his momentum, slows down the attack with ‘Ice Gliding’ and then full blocks the attack. A second ‘Hardened Frenzy’ follows from Ben, which once again gets ‘Ice Gliding’ used on it. Dillon full blocks the attack and the turn is passed to him.

    Dillon fires off a ‘Bloodcurddle’ to start his turn, turning off Kirishima’s abilities. Dillon follows with ‘Grasping Tape Toss’ for the third turn in a row. The throw is sent for 11 damage which Ben blocks with ‘Faith’s Shield’. The follow up attack is ‘Indiscriminate Shock 1,300,000 Volts’ from Dillon for 12 Damage, which is half blocked for 6. ‘Super Regeneration’ is used to set Ben to 9 health. Dillon fails to play a foundation to pass turn.

    ‘Hardened Chop’ is the first play of Ben’s turn which is fully blocked by Dillon, forcing him to discard a card leaving him at 1 in hand. Ben does not bite and opts to build 3 and pass.

    Dillon starts his turn with a ‘Searing Glacial Storm’ and sets both stages to 5 foundations. Ben takes the attack for 6, taking him down to 3 Health. Dillon then goes for a build 4 and passes turn.

    Ben starts his turn by cycling his deck and drawing to hand size. His first play is ‘Hardened Frenzy’, which Dillon responds by using Todoroki to add a momentum to his hand. The attack is fully blocked. The ‘Hardened Frenzy’ is built down to stage and a ‘Texas Smash’ follows. The attack is half blocked, setting Dillon to 11. ‘Texas Smash’ #2 is the follow up for 11 damage and is half blocked for 6 damage setting Dillon to 5. Ben continues into ‘Hardened Frenzy’ which Dillon responds by drawing 2 cards via ‘Passing The Torch’, drawing out of his empty hand. He fully blocks the attack and pushes Ben to pass turn.

    Dillon opens with a ‘Bloodcurddle’ to take away any draw options via ‘Kirishima’ which leaves Ben empty handed. Dillon presents 2 attacks which closes Game 1 giving him the first win of the match!

    Game 2

    Ben takes the lead in Game 2, attempting to play 4 foundations but only being able to build 3.

    Dillon follows suite by attempting a build 4 but only managing 3.

    The aggressions starts on Ben’s second turn with a ‘Hardened Chop’, which gets fully blocked and forces Dillon to discard down to 1 card in hand. ‘Hardened Frenzy’ is the follow up which Dillon takes sending him to 19. Ben builds and then passes turn.

    Dillon starts his turn with a Stun 2 from ‘Searing Glacial Storm’ and another Stun 2 via Todoroki’s Stun, committing down all of Ben’s foundations. The attack is taken, setting Ben to 18 Health. Dillon builds 2 and passes turn.

    Ben starts his turn with ‘Hardened Chop’ which sends for 9 Damage that is fully taken by Dillon, setting him to 10 Health. ‘Hardened Pummel’ is the follow up, as Dillon takes his momentum back to his hand. The attack is fully blocked. ‘Hardened Frenzy’ gets sent for 8 Damage and is fully Blocked by Dillon, forcing the pass of the turn.

    Dillon repeats his previous turn by completely stunning down Ben via ‘Searing Glacial Storm’. Ben gets himself a standing foundation via Kirishima and blocks with ‘Faith’s Shield’. Dillon builds 2 and passes turn. Life totals are 18 for Ben and 10 for Dillon.

    Ben sees all grey going into his turn and opts to build 3 and pass turn.

    Dillion responds in kind by building 2 and passing back to Ben.

    Ben finds himself ‘Back Alley Haymaker’ to start his turn, drawing him into additional attacks. ‘Making A Stand’ from Dillon forces a momentum discard from Ben and then the attack is fully blocked. ‘Texas Smash’ is the follow up, which is half blocked setting Dillon to 4. Ben’s aggression continues with ‘Hardened Frenzy’ which forces the concession from Dillon and pushes the match to Game3!

    Game 3

    Dillon starts the game by building 1 and passing turn.

    Ben goes into his first turn building 5 and passing back.

    ‘Electric Jolt’ kicks off Dillon’s turn and is sent for 4 Damage, which Ben fully takes. Dillon repeats the play by pushing a second ‘Electric Jolt’ Ben’s way, which is taken for 6 Damage. Dillon closes his turn by building 1 foundation.

    Ben kicks off his second turn with ‘Back Alley Haymaker’. Dillon uses both ‘Electric Jolts’ in his momentum to commit down 2 of Ben’s foundations, then uses Todoroki to take 1 back into his hand. The attack is fully blocked and Ben follows up with another Haymaker. Dillon takes 7 Damage, setting him to 20 as Ben builds 2 and passes turn.

    ‘Indiscriminate Shock 1,300,000 Volts’ opens Dillon’s turn, however he checks a 3 and is forced to commit out. The 12 damage attack is received with Kirishima’s response, taking half damage and setting Ben to 11. Time is called as Dillon’s second attack gets ‘Faith Shield’ blocked, forcing the build 2 and pass.

    Ben opens once again with ‘Back Alley Haymaker’, DIllon not able to make the block and having his Health set to 15. ‘Hardened Chop’ is the follow up for 7 damage, pushing Dillon down to 8 Health. ‘Hardened Jab’ continues the aggression, which Dillon fails to block and a final ‘Hardened Jab’ seals the deal.

    Ben Shoemaker takes the match 2 – 1 over Dillon Bauman in Round 1.


    [Round 2] James Dye – Tokoyami (I) v John Finn Shigaraki (I)

    Game 1

    Tokoyami takes first turn building 3 foundations and checking a ‘Summon Dark Shadow’.

    Shigarki builds 4 foundations and passes turn.

    Tokoyami opens with a ‘Dark Shadow Ruin’, pumping it with ‘Summon Dark Shadow’. Shigiraki full blocks and activates his ability to destroy a foundation.

    Shigiraki plays ‘Cheerful Uppercut’ without choosing to review. Tokoyami attempts to block and the card fails, taking 4 damage then responds with Shigiraki to put Tokoyami to 11 Health. After poking, a build 2 foundations to end turn.

    Tokoyami builds 2 foundations then plays ‘Giant Ice Wall’ as the third card. Shigiraki confidently takes the 5 Damage going to 23 Health.

    Shigiraki chooses not to review and opens with ‘Acid Chop’. Tokoyami chooses to not block and takes 4, with the response of Shigiraki burning another 5, Tokoyami going to 2. Shigiraki responds to draw a card with ‘Excited For Blood’ and proceeds to play another ‘Cheerful Uppercut’ threatening lethal on half block. Tokoyami unable to block takes the full attack and we proceed to Game 2.

    Game 2

    Tokoyami offers Shigiraki to go second and the players draw up to hand size. Shigiraki opts to mulligan once and Tokoyami is content with their hand. Shigiraki opens with a strong build 4 turn one.

    Tokoyami returns with building 3 foundations of their own.

    Shigiraki choosing not to review, opens the turn with the form on ‘League Interview’ to guarantee pass a ‘Cheerful Uppercut’. Tokoyami blocking with a ‘Frigid Heatwave’ fully blocks the attack and forces Shigiraki to stop attacking to build 2 foundations as the turn passes.

    Tokoyami builds 3 foundations and passes back.

    Shigiraki repeats his previous turn with a ‘League Interview’ into ‘Cheerful Uppercut’. Opting not to block, Tokoyami takes 4 Damage from the attack then another 5 from Shigiraki’s response and draws a card from ‘Excited for Blood’ going to 26 Health. After building 2 foundations, passes back the turn.

    ‘Ice Storm’ is played to open the turn, followed by a ‘Summon Dark Shadow’. Shigiraki takes 5 damage from the ‘Ice Storm’ then gains 3 back from a ‘Super Regeneration’ gaining 3 to be at 24 Health. Tokoyami then plays ‘YEEAAAAAAAAHHHHH!!!’ with plus 3 to the check, commits only 1 foundation to pass. Shigiraki blocks with ‘Plus Ultra’ to full block and destroys a ready foundation with his response. Turn is passed.

    ‘Turn To Dust’ comes down as the first enhance, attempting to destroy a card on Tokoyami’s board. Choosing to lose the health to stop that ability, Shigiraki draws a card and gains 4 Health on ‘Excited for Blood’. After a Stun 2 and EX 2, Shigiraki takes the game with 5 Damage on the card and burn 5 from his character.


    [Round 3] Daniel Buchanan – All Might (II) v Mitchell Cimino – Kyoka Jiro (I)

    Game 1

    Mitchell goes first. Builds 6.

    Daniel builds 4, with double Heroic Lineage.

    Mitchell builds 3, holds 3.

    Daniel plays ‘Crow and Frog Takedown’, it gets ‘Specialist of Sound’ed. All Might damage pumps it, Jiro double ‘Resistance’s and blocks the attack. All Might plays a ‘Frigid Heatwave’, milling attacks and using AM2 to return it to three damage. AM2 draws two cards with Heatwave. Jiro takes the 3 damage and AM2 builds 3, holding 4.

    Mitchell plays Unwavering Slash, pumping it’s stats and the building a Quick Creation. Daniel discards his 1 momentum to draw. Jiro draws with Passing The Torch, then readies it and draws with Unwavering. All Might takes the 5 damage and draws. Jiro plays a foundation and Staff Strike, pumping the damage. Jiro uses the combo enhance. Jiro puts a foundation in with Quick Create, Daniel responds with Lineage for -3 speed. Jiro draws 2 with Staff Strike and the attack is full blocked. Jiro play a foundation, then Unwavering Slash giving it +6/+6. Jiro builds in another Quick Create and readies and draws. Jiro uses Quick Create to make Unwavering 14 damage and put a foundation in. All Might uses In The Typhoon to consider it fully blocked. Jiro plays an Unwavering and gives it +8/+8. Unwavering builds in a 3rd Quick Create. Unwavering hits for 13 damage, putting All Might to 11 health vs Jiro’s 24. Jiro takes no Momentum.

    All Might first Forms on League Interview. Daniel plays Frigid Heatwave, Specialist of Sound makes it 2 speed. All Might draws 2 off of Heatwave. All Might and Heatwave damage pump it to 8 damage and it is fully blocked. All Might plays Giant Ice Wall and stuns 2. Mitchell responds with 2 ‘It Can’t Be Fixed’ and builds 2. Ice Wall is fully blocked. All Might plays ‘Confident Counterstrike’. With All Might’s damage pumps and it’s own enhance, it deals 8 damage. All Might builds 2 and passes with 11 life to Jiro’s 16.

    Jiro plays Cannon Blast and responds for speed and damage, also cycling their deck. Cannon is full blocked. Jiro builds 1 foundation and plays ‘Staff Strike’, responding for +3 speed. Jiro uses Combo Enhance. All Might uses ‘Forcing Surrender’ to clear his ‘Sugar Rush’ block from his card pool. Jiro uses 2 quick creates to put 2 foundation in their card pool. Jiro draws 3 cards for 3 foundations in card pool. Jiro uses ‘Passing the Torch’ to draw a card. ‘Staff Strike’ is full blocked. Jiro plays a foundation and commits 2 to pass it. Jiro plays a ‘Preparing for Battle’ on a 1. Jiro passes turn.

    All Might plays a ‘Frigid Heatwave’ and draws 2. All Might mills with character and Heatwave for to make it 8 damage. Jiro full blocks the attack. All Might plays ‘Exploding Pride’. All Might makes it 7 damage, and uses ‘Ice Gliding’ to give it a speed and responds with 2 Heroic Lineage to make it 11 damage. Jiro takes it and goes to 5 health. All Might plays Ice Storm. All Might makes it lethal at 6 damage, ‘Quick Create’ makes it 4 damage again and Jiro goes to 1 health. All Might plays a ‘Crow and Frog Takedown’ with three ready, checks a 3 and it fails, passing turn.

    Jiro plays a foundation then plays Capture Net. All Might surrenders the game.

    Game 2

    All Might chooses to go first. All Might builds 4 and passes.

    Jiro builds 4, failing the 5th and passes with 2 in hand.

    AM2 plays a Heatwave, it gets -3 speed from Specialist of Sound. All Might mills with his character for damage, getting 6 ranged and draws 2. Heatwave mills with itself bringing it to 6 damage. Jiro half blocks with ‘Resistance’ and Breaker 1s. All Might plays a ‘Confident Counterstrike’. With All Might’s damage pump and it’s own enhance, it hits for 11 damage bringing Jiro to 13 health. All Might builds 3 and passes with 3 in hand and 2 momentum.

    Jiro builds a ‘Quick Create’, a ‘Preparing for Battle’, then plays a ‘Staff Strike’ responding for 3 speed. Jiro combo enhances. All Might uses Ice Gliding for -2 speed. Jiro draws 1 card with Staff Strike’s enhance. All Might uses ‘Evil Gaze’s enhance. All Might full blocks the attack with ‘Confident Counterstrike’. All Might destroys ‘Specialist of Sound’ with Evil Gaze’s floating effect and responds with Counterstrike for Jiro to discard 1 card. Jiro plays a Capturing Net and responds for +3/+3. AM2 uses All Might’s enhance to draw a card, then takes the 8 damage from Capturing Net and draws another card. Jiro plays an Unwavering Slash, responding for +4/+4. Unwavering builds a Quick Create. AM2 doesn’t block and takes 8, going to 15 health. Jiro passes turn with 1 card in hand.

    AM2 plays ‘Giant Ice Wall’. Ice Wall stuns 2 and Jiro responds with ‘It Can’t Be Fixed’. All Might damage pumps it and Jiro takes it, going to 7 health. All Might plays Nitro Explosion. All Might uses ‘Nervous Habit’ and ‘Ice Gliding’ to give it speed, and All Might to damage pump it. Jiro uses Quick Create to give it -2 damage, then takes it and goes to 2 health. All Might plays a second Nitro Explosion and Jiro surrenders the game.

    Game 3

    Mitchell goes first. Builds 6.

    Daniel builds 4, with double Heroic Lineage.

    Mitchell builds 3, holds 3.

    Daniel plays ‘Crow and Frog Takedown’, it gets ‘Specialist of Sound’ed. All Might damage pumps it, Jiro double ‘Resistance’s and blocks the attack. All Might plays a ‘Frigid Heatwave’, milling attacks and using Mitchell to return it to three damage. Mitchell draws two cards with Heatwave. Jiro takes the 3 damage and Mitchell builds 3, holding 4.

    Mitchell plays ‘Unwavering Slash’, pumping it’s stats and the building a ‘Quick Creation’. Daniel discards his 1 momentum to draw. Jiro draws with ‘Passing The Torch’, then readies it and draws with Unwavering. All Might takes the 5 damage and draws. Jiro plays a foundation and ‘Staff Strike’, pumping the damage. Jiro uses the combo enhance. Jiro puts a foundation in with ‘Quick Create’, Daniel responds with Lineage for -3 speed. Jiro draws 2 with ‘Staff Strike’ and the attack is full blocked. Jiro play a foundation, then ‘Unwavering Slash’ giving it +6/+6. Jiro builds in another Quick Create and readies and draws. Jiro uses ‘Quick Create’ to make Unwavering 14 damage and put a foundation in. All Might uses ‘In The Typhoon’ to consider it fully blocked. Jiro plays an Unwavering and gives it +8/+8. Unwavering builds in a 3rd ‘Quick Create’. Unwavering hits for 13 damage, putting All Might to 11 health vs Jiro’s 24. Jiro takes no Momentum.

    All Might first Forms on ‘League Interview’. Daniel plays ‘Frigid Heatwave’, ‘Specialist of Sound’ makes it 2 speed. All Might draws 2 off of Heatwave. All Might and Heatwave damage pump it to 8 damage and it is fully blocked. All Might plays ‘Giant Ice Wall’ and stuns 2. Mitchell responds with 2 ‘It Can’t Be Fixed’ and builds 2. ‘Ice Wall’ is fully blocked. All Might plays ‘Confident Counterstrike’. With All Might’s damage pumps and it’s own enhance, it deals 8 damage. All Might builds 2 and passes with 11 life to Jiro’s 16.

    Jiro plays ‘Cannon Blast’ and responds for speed and damage, also cycling their deck. Cannon is full blocked. Jiro builds 1 foundation and plays ‘Staff Strike’, responding for +3 speed. Jiro uses Combo Enhance. All Might uses ‘Forcing Surrender’ to clear his ‘Sugar Rush’ block from his card pool. Jiro uses 2 quick creates to put 2 foundation in their card pool. Jiro draws 3 cards for 3 foundations in card pool. Jiro uses Passing the torch to draw a card. Staff Strike is full blocked. Jiro plays a foundation and commits 2 to pass it. Jiro plays a ‘Preparing for Battle’ on a 1. Jiro passes turn.

    All Might plays a ‘Frigid Heatwave’ and draws 2. All Might mills with character and Heatwave for to make it 8 damage. Jiro full blocks the attack. All Might plays ‘Exploding Pride’. All Might makes it 7 damage, and uses ‘Ice Gliding’ to give it a speed and responds with 2 ‘Heroic Lineage’ to make it 11 damage. Jiro takes it and goes to 5 health. All Might plays ‘Ice Storm’. All Might makes it lethal at 6 damage, ‘Quick Create’ makes it 4 damage again and Jiro goes to 1 health. All Might plays a ‘Crow and Frog Takedown’ with three ready, checks a 3 and it fails, passing turn.

    Jiro plays a foundation then plays ‘Capture Net’. All Might surrenders the game.

    chooses to go first and builds 5.

    All Might builds 4 and passes with 3 cards in hand.

    Jiro builds 3 and passes with 3 cards in hand.

    All Might builds 3 and passes with 3 card in hand.

    Jiro builds a foundation then plays a Capture Net, responding for +2/+2. Net stuns 2. After using Jiro, ‘Destined for Mainstream Success’s Enhance adds a ‘Staff Strike’ on top of the deck to hand. Jiro uses ‘Self Sacrifice’ to makes Net 7 damage and All Might takes it, going to 22 health. Jiro plays a foundation, then a Staff Strike. Jiro uses combo enhance. Jiro uses a ‘Self Sacrifice’ to give it +1 damage, All Might responds with Lineage for -3 speed. All Might full blocks it with ‘Ice Storm’ and uses Breaker 2. Jiro builds 2 foundations, then plays ‘Unwavering Slash’. Jiro responds for +6/+6. Unwavering builds in a ‘Quick Create’. All Might uses ‘In The Typhoon’ to consider it fully blocked and discards the last two cards in his hand, Jiro responds with ‘Taiyaki Fanatic’ to cancel it. Unwavering hits and brings All Might to 8 health. Jiro plays ‘Cannon Blast’ and All Might surrenders.


    [Round 4] Keenan Meadows – Ibara Shiozaki (I) v Ryan Field – Tsuyu Asui (I)

    Game 1

    Ryan wins the dice roll and kicks off the game with a build 5 and pass.

    Keenan responds in kind by building 6 and passing back.

    Ryan starts his assault with ‘Crow and frog Takedown’ on a 3 check. Keenan full blocks and forces a card pool clog. ‘Frog Lashing’ is the follow up with Asui kicking the ‘Crow and Frog Takedown’ to the discard pile. Keenan takes the attack going down to 11 Health. ‘Crow and Frog Takedown’ returns as ‘Frog Lashing’ gets kicked out of the card pool. ‘Crow and Frog Takedown’ send for 4 putting Keenan down to 7 Health. Ryan plays ‘Frog Kick’ into ‘Tongue Whip’, both of which Keenan is forced to take bringing him down to lethal with Ryan taking Game 1.

    Game 2

    Going into Game 2 Keenan sideboards out of Ibara into Kamui Woods (I). Proceeds to build 3 foundations and pass the turn.

    Ryan responds by building 4 and passing it back.

    Keenan plays out 4 foundations and passes turn.

    Ryan opens his turn 2 with ‘Crow and Frog Takedown’. He opts to bounce it out of his card pool to deny a block from Kamui. He follows up with ‘Tongue Smack’, which Keenan full blocks with Breaker 1. Ryan builds 3 and passes turn.

    Keenan proceeds to build another 3 foundations and passes turn.

    Ryan builds 2 foundations and passes turn.

    Keenan builds 1 foundation and passes turn.

    Ryan breaks the trend and starts his turn with ‘Tongue Whip’, draws a couple of cards via ‘Passing the Torch’ and kicks out his own attack. He follows with a ‘Tongue Smack’ which Keenan blocks and responds with ‘Faith’s Shield’. Ryan builds 3 foundations and passes turn.

    Keenan slings his first attack through ‘Giant Ice Wall’ which is fully blocked. ‘Frog Lashing’ follows suite and gets fully blocked. Keenan pushes through with a ‘Tongue Whip’, clogs Ryan’s board and pushes through for 7 Damage, putting Asui at 13 Health.

    ‘Tongue Whip’ kickstarts Ryan’s turn and pushes a cycle of his deck, removing 6 attacks from his deck. Ryan proceeds to kick it out of his card pool and follow up with ‘Crow and Frog Takedown’. Keenan blocks with ‘Cheerful Uppercut forcing the card pool clog response. Ryan continues his aggression with ‘Tongue Whip’, pushing Keenan’s card pool to 4 cards. Keenan pushes the attack to -2 speed to block via ‘Faith’s Shield’. Ryan plays another ‘Crow and Frog Takedown’ onto a progressive difficulty of 2. Keenan sitting at a card pool of 5 manages to full block with Breaker 2, taking no damage. Ryan doesn’t let go of the gas and attacks with ‘Frog Kick’ committing down to 2 standing foundations. Keenan half blocks with a Breaker 1, taking 3 Damage and going to 17 Health. Ryan plays another ‘Frog Kick’ and commits his entire board to pass the check. Without a hand, Keenan is forced to take and goes to 12 Health. Ryan passes turn at 13 Health.

    Keenan fires off a ‘Tongue Whip’ to start the turn. Ryan blocks and fails the check, taking the damage and going down to 7 Health with no cards in hand. Keenan follows with a ‘Tongue Whip’ and closes out the game forcing a Game 3.

    Game 3

    Ryan begins the turn with a build 3 pass.

    Keenan responds in like with a build 4 pass.

    Ryan opens his turn with a ‘Crow and Frog Takedown’, Keenan failing the block and taking 6 Damage, going down to 14 Health. ‘Tongue Smack’ follows up with Keenan failing the ‘Faith Shield’ block, going down to 7 Health. Ryan continues with another ‘Crow and Frog Takedown’ which goes unblocked, putting Keenan down to 1 Health. Ryan follows through with a ‘Tongue Whip’ and closes out the game, taking the Match 2-1.

    [Round 5] Tim Keefe – Kyoka Jiro (I) v Will Taylor – Endeavor (I)

    Game 1

    Tim wins the die roll and builds 3.

    Will counter builds 4 foundations in kind.

    Jiro opens with ‘Unwavering Slash’ and checks a 3, responding with only a speed buff. Endeavor enhances with ‘Defrosting’ to increase the damage by 2. Endeavor blocks with a ‘Capture Evil Doers’ and responds with Breaker 1. Jiro builds 4 to push back the Breaker and ends turn.

    Endeavor continues to build 3 foundations.

    Jiro Builds 2 foundations and a ‘Quick Create’.

    Endeavor builds 3 more foundations putting him to 10 in stage.

    Jiro opens an ‘Unwavering Slash’, using it to and the stage to draw 2, also building an asset with its enhance. Endeavor chooses to not block and picks up ‘Touch of Decay’ with his Response ability. After a foundation is played, Jiro plays a ‘Create: Capture Net’. After a quick zone change to mid, Endeavor blocks with ‘Ice Storm; and Breaker 2’s Jiro. After eating the breaker with a foundation, Jiro plays a ‘Staff Strike’ and plays the Combo Enhance. Using the Assets to add in 3 foundations to the card pool, Jiro draws 4 cards. Endeavor unphased fully blocks with another ‘Ice Storm’ and once again uses Breaker 2. Jiro plays another ‘Create : Capture Net’ using the Stun 2 to fully commit out Endeavor and scoring a hit for 12 Damage, following it up with a ‘Cannon Blast’ at 14 High for 19 Damage!

    Game 2

    After siding 10 cards, Endeavor goes first and mulligans both times. Jiro tosses back 3 and Endeavor starts his turn building 3 foundations.

    Jiro reviews a ‘Quick Creation’ and builds 5 foundations, committing Jiro to pass.

    Endeavor builds 3 and passes.

    Jiro opens their turn with an ‘Unwavering Slash’, discarding 1 card to build an asset and drawing a card. Jiro sends the attack to be blocked by a ‘Capture Evil Doers’. Jiro eats the Breaker with a foundation build and checks a 3 on a ‘Staff Strike’. Opting to let it fail, Endeavor taunts his opponent.

    Endeavor plays a ‘Nitro Explosion: Ignition’ ignition to open the turn and pumps the attack to 7 High for 5 Damage, dropping Jiro to 22 Health. After scoring a hit, Endeavor plays a second ‘Nitro Explosion: Ignition’. Using the remove, steals a momentum from the top of deck and swings the attack for 8 Damage which Jiro Fully blocks. Endeavor follows up with a ‘Touch of Decay’ that gets fully blocked, returning to hand and stealing a momentum with Nitro. ‘Touch of Decay’ is played again, Powerful 2 used to swing for 8 Damage, putting Jiro to 14 Health.

    Jiro opens an ‘Unwavering Slash’ using Jiro’s responses to pump both Speed and Damage. They discard and build another Asset and draw a card. Endeavor full blocks with another ‘Capture Evil Doers’ and responds with Breaker 1. Jiro cutting her losses builds 2 foundations and passes.

    Endeavor reviews a card and draws a fresh 6. Builds 2 foundations putting him to 10 foundations and passes turn.

    Jiro opens the turn with a ‘Cannon Blast’. Endeavor uses ‘Fulfilled my Duty’ to end the enhance step, opts to not block and takes 6 damage, responding to pick up ‘Ice Storm’ and leaving him at 24 Health. Jiro proceeds to play a foundation and ‘Staff Strike’, combing as the first enhance. Then, 2 foundations are added to the pool to draw 3 cards. Endeavor blocks with an ‘Ice Storm and responds with Breaker 2. Jiro pushes thru the Breaker by playing ‘Create: Capture Net’ and giving it +6/+6. Endeavor fails a block to take 10 Damage going to 14 Health. Jiro plays the ‘Final Cannon’ blast of the game sending a 14 High for 18 Damage attack to end the match 2-0.

    [Round 6] Daniel Nelson – Tsuyu Asui I (Life) VS Christopher Bromley – Momo Yaoyorouzu I (Life)

    Game 1

    Asui goes first. Builds 5.

    Momo builds 5, passes with 2 in hand.

    Asui plays Ready Set Go to draw one card. Builds 4 and passes with 3 in hand.

    Momo plays Future Charge and draws one card off of it. Asui doesn’t block and takes 4, going to 16. Momo builds 3 and passes.

    Asui plays Ready Set Go to draw one card. Asui plays Crow and Frog. Uses Torch to draw a card and then readies it with Crow and Frog. Momo doesn’t block and takes 6. Asui loses 2 health to draw a card with Excited for Blood. Asui plays Ready Set go to draw one card. Asui plays a second Crow and Frog. Momo doesn’t block and takes 6, going to 14. Asui uses Excited for Blood to heal 4, going to 18. Asui plays Frog Kick. Momo blocks with Faith shield, flipping it. Asui plays Tongue Smack. Momo readies 2 Amphibious since Faith Shield left the pool. Asui puts one into the card pool with Smack. Momo puts a checked Rising Starlet into the card pool with Quick Create then builds it down with Momo, gaining 1 to 15. Momo blocks with Faiths Shield, flipping Tongue Smack. Asui plays Tongue Smack and puts one into the card pool. Asui gives it damage for the card pool, making it 8. Momo takes 8 and goes to 7. Asui plays Frog Lashing. Momo full blocks and commits out for it. Asui plays Cannon Blast. Asui commits one foundation to make it lethal damage and wins.

    Game 2

    Momo goes first. Builds 4. Asui responds with Ready Set Go and builds 2. Asui responds with a 2nd Ready Set go and builds 1. Momo builds a 5th foundation.

    Asui plays Ready Set Go to draw a card. Asui builds 4 and passes with 4 in hand.

    Momo builds 4 and passes.

    Asui plays Tongue Smack and puts one into Momo’s card pool. Momo blocks with Faith Shield and flips it. Asui plays Tongue Smack and puts one into Momo’s card pool. Asui pumps it to 7 and Momo takes 7 damage. Asui plays Frog Kick. Momo flips Wall Cling. Asui readies 2 Amphibious. Momo blocks with Plus Ultra. Asui plays Frog Kick. Asui discards the first Frog Kick and responds to ready a foundation. Momo doesn’t block and takes 6, going to 13. Asui plays Frog Lashing, coming in with 3 speed from Frog Kick. Frog Lashing readies 2. Momo uses two Releases. Momo full blocks it. Asui plays Frog Lashing and readies 2. Momo removes to grab a Capturing Net to hand. Momo uses Release and Rescue Completed to minus speed. Momo full blocks and commits out. Asui plays a Cannon Blast. Momo takes 5 and goes to 8. Asui passes with 0 cards in hand.

    Momo plays a foundation and then Capture Net. Momo builds down a foundation from the card pool. Asui takes 4 going to 16. Momo plays Home Run Comet and adds a foundation to momentum. Asui takes 4, going to 12. Momo plays a Home Run Comet and adds a foundation to momentum. Momo gives it +3 to powerful and uses Powerful 4 twice, making it 12 damage. Asui takes 12 and goes to 0.

    Game 3

    Asui goes first. Builds 3.

    Momo builds 5.

    Asui plays Crow and Frog. Momo half blocks and takes 3, going to 23. Asui plays Frog Kick. Momo doesn;t block and goes to 18. Asui builds 3 and passes.

    Momo builds 4 and passes.

    Asui plays Tongue Whip and puts 1 into cardpool. Momo blocks with Faith Shield and flips it. Asui plays Tongue smack and puts 1 into cardpool. Asui gives it damage and Momo doesn’t block, taking 7 and going to 11. Asui plays Tongue Smack. Asui draws a card and gives it damage. Momo blocks with Navel Laser and uses Breaker 2, taking 4 on the half block and going to 7. Asui plays a Tongue Smack and commits out for it. Asui draws a card and gives it damage. Momo removes a foundation and adds a Starlet to hand. Momo uses Release and Rescue Completed. Momo full blocks it. Asui builds 3 and passes with 2 in hand.

    Momo builds 3 and passes.

    Asui plays Cannon Blast. Asui commits 2 foundation to pump it. Momo flips Wall Cling. Momo blocks with Plus Ultra and takes no damage. Asui plays Tongue Smack. Momo uses Release and Rescue Completed to decrease the speed. Momo blocks with Faith Shield and flips Tongue Smack. Asui plays Frog Kick. Momo fully blocks it. Asui builds 2 and passes.

    Momo builds 3 and passes.

    Asui plays Ready Set Go to draw a card. Asui plays Crow and Frog. Momo takes it and goes to 2. Asui plays Crow and Frog. Momo flips Wall Cling. Momo blocks with Quick Creation and uses Breaker 1, taking no damage. Asui plays Frog Kick. Momo fully blocks it. Asui plays Frog Lashing. Momo flips Wall Cling. Momo builds down the Quick Creation from Card Pool. Momo uses Release and Rescue Completed. Momo blocks with Home Run, taking no damage. Time is called in the round. Asui plays Frog Lashing. Momo removes a foundation to pick up Rising Starlet. Momo uses Rescue Completed and Release and fully blocks it. Asui reveals no more attacks in hand and Momo wins by time.

    [Round 7] Cody Auckerson – Uraraka Ochaco (III) v Kevin Ryhmer – Mineta (II)

    Game 1

    Kevin wins the die roll and opts to go first, builds 3 and passes.

    Cody begins his turn one with a Sport Festival Stadium and a build of 2 foundations before passing turn.

    Kevin opens turn 2 with a ‘Grape Rush’, Cody failing the block on a 2 check and goes down to 18 Health. Kevin builds 2 and passes turn.

    Cody starts with a ‘Electric Jolt’ which gets ‘Faith Shielded’ on the block. Cody proceeds to build 2 foundations and pass.

    Kevin begins his turn with a ‘Tongue Whip’, utilizing its enhance and Mineta’s enhance to clog up Cody’s card pool. Cody takes 7 Damage, going down to 11 Health. 1 foundation is built and Kevin passes turn.

    ‘Zero Gravity Lift’ starts the turn, getting blocked by ‘Faith’s Shield’ and flipped in the card pool due to its response. ‘Specialized Soundwaves’ follows which gets half blocked for Breaker 2, dealing 3 Damage setting Kevin’s Health to 28. Cody fails a foundation check and passes turn.

    Kevin attacks with ‘Eat My Sticky Balls’ which gets full blocked, drawing Cody a card via Ochaco’s response. ‘Frigid Heatwave’ is played, milling 0 Ranged attacks and being sent for 6 Damage which Cody takes, setting his Health to 5. Kevin plays a foundation and passes turn.

    Cody starts his turn with 1 foundation, playing ‘Zero Gravity Lift’. The attack sends for 6, dealing 7 damage due to stadium and setting Kevin’s Health to 21. ‘Specialized Soundwaves’ follows dealing 4 Damage. Cody builds a foundation and passes the turn.

    Kevin starts his turn with a ‘Frog Lashing’, using Mineta and ‘Sticky Balls’ to clog up Cody’s card pool. The attack is sent for lethal, taking Game 1 for Kevin.

    Game 2

    Cody runs his first turn similar to Game 1, kicking it off with playing a ‘Sports Festival Stadium’ and building 3 foundations before passing turn.

    Kevin builds 3 foundations and passes turn.

    Cody fires off a ‘Double Jab Pummel’ to start off his turn which gets blocked and flipped by ‘Faith’s Shield’. With 3 progressive difficulty from Mineta’s abilities, Cody sends another ‘Double Jab Pummel’ that hits for 2, bouncing the attack back to hand and playing it out a third time. Kevin takes the damage, going down to 23 Health. Cody builds a foundation and passes turn.

    Kevin starts his turn with a ‘Grasping Tape Toss’ which gets blocked for half, setting Cody’s Health to 29. ‘Tongue Whip’ follows on a failed block, putting Cody to 19. Kevin builds 1 and passes turn.

    ‘Double Jab Pummel’ opens the turn dealing 3 damage and being bounced back to hand to be played once again. The attack is full blocked and followed by ‘Instant Explosive Release’, dealing 4 damage. Cody builds a foundation and passes turn, leaving him at 19 Health and Kevin at 15 Health.

    Kevin starts his turn with a ‘Tongue Whip’ to clog up the board alongside Mineta’s enhance. Cody full blocks the attack, committing out to pass the check. Kevin builds 2 and passes the turn.

    Cody takes the turn to build out 2 cards and passes to Kevin.

    Kevin opens on a ‘Grasping Tape Toss’ that gets blocked to deal half, setting Health total to 15 for both players. Kevin builds 2 foundations and passes turn.

    Cody builds 2 foundations and passes turn.

    Kevin plays ‘Grape Rush’ to start his turn, getting half blocked, putting Cody to 9 Health. Kevin builds 2 and passes turn.

    Cody flashes his first attack with ‘Specialized Soundwaves’, using it’s momentum response to place ‘Double Jab Pummel’ and a foundation into the deck. The attack gets full blocked. ‘Double Jab Pummel’ follows, getting double ‘Creepy Realization’ed to -1 Damage. Cody plays out ‘Home Run Comet’ which gets blocked, passing the turn afterwards.

    Kevin sends out ‘Frog Lashing’ alongside Mineta’s enhance and ‘Sticky Balls’ to clog up Cody’s card pool. The block fails and Kevin takes Game 2, closing out the match 2-0!

    [Round 8] Myles Tyler – Tenya Iida (I) v Nicholas Ragan – Rikido Sato (I)

    Game 1

    Myles starts the match, going into a build 4 and passing turn.

    Nicholas responds by building 5 and passing back.

    Myles sends the first attack with ‘Recipro Extend’, drawing a card and sending 4 Damage, setting Nicholas to 25. The turn ends with a build 4, 3 cards in hand and pass.

    Nicholas plays all gray, building 3 and passing turn.

    ‘Electric Jolt’ starts the turn for Myles, full blocked by ‘Plus Ultra’, dealing 1 Damage. Myles repeats his previous play, pushing through another ‘Electric Jolt’. The attack goes unblocked, setting Nicholas to 14 Health. The turn is wrapped up with a build 2 foundations and pass turn.

    ‘Recipro Extend’ opens the turn for Nicholas, going unblocked and setting Myles to 23 Health. ‘High Engine Kick’ is followed after a ‘Challenging the Fakes’ forces the failed play of an ‘Electric Jolt’. The attack goes unblocked for 10 Damage. Nicholas builds 2 foundations and passes turn.

    Myles starts his turn with a ‘Grasping Tape Toss’ which gets blocked, dealing half damage for 4, setting Nicholas to 10 Health. ‘Recipro Extend’ follows, dealing 3 Damage. ‘Recipro Burst’ pushes through to close Game 1, putting Myles in the lead 1 – 0!

    Game 2

    Nicholas kicks of the game by building 3 and passing turn.

    Myles responds by building 4 and passing it back.

    ‘Grasping Tape Toss’ kicks off the turn, the throw being blocked and dealing half for 3 Damage. The attack is followed by ‘Recipro Extend’, checking into a subsequent 3-check to commit out Nicholas. The attack is fully blocked, followed by a build 1 pass.

    Myles draws all grey, building 4 foundations and passing turn.

    Nicholas repeats his previous turn going into a ‘Grasping Tape Toss’ which gets blocked for half, dealing 5 Damage and setting Myles to 20. ‘High Engine Kick’ is the follow up, with Myles responding with Iida to take the first enhance and using ‘Ice Gliding’ to slow it down. The attack is perfect blocked. Nicholas builds 3 and passes turn.

    Myles starts the turn with a ‘Reverse Throw’ which is blocked and deals half damage for 4, setting Nicholas to 25 Health. Myles builds out 3 foundations and passes turn.

    Nicholas plays out grey for a build 4 and passes turn.

    Myles starts his turn at 11 foundations, drawing into grey, and building out 3 foundations and passing turn.

    Nicholas starts the turn with an ‘Electric Jolt’, forcing the use of ‘Fulfilled My Duty’ and half blocking the attack for 2 Damage. ‘Recipro Burst’ follows, dealing 9 Damage and setting Myles to 9 Health. Nicholas builds 1 and passes turn.

    Myles starts the turn with ‘Recipro Burst’, forcing Nicholas to commit for every enhance he uses this attack. The attack sends for 10 at mid zone, getting blocked by ‘Plus Ultra’. Myles builds 2 foundations and passes turn.

    Nicholas starts his turn by cycling his deck, removing from the game 3 attacks. The first attack of the turn is ‘Electric Jolt’, forcing the end of the enhance step via ‘Fulfilling My Duty’ and getting full blocked. ‘High Engine Kick’ follows, getting full blocked. ‘Recipro Extend’ continues the aggression, getting half blocked for 5, putting Myles to 4 Health. ‘High Engine Kick’ forces the concession, Nicholas pushing the match into Game 3.

    Game 3

    Myles starts the final game building 4 foundations and passing it over.

    Nicholas responds by building 5 and passing back.

    Myles throws the first attack with ‘Grasping Tape Toss’, getting blocked and dealing half damage for 3. ‘Electric Jolt’ follows dealing full damage, setting Nicholas at 22 Health. Myles builds 2 foundations and passes turn.

    ‘Electric Jolt’ starts Nicholas’ turn, going unblocked and dealing 4 to Myles. The turn continues by building 2 foundations and passing.

    ‘Recipro Extend’ kicks off the turn, giving the next kick a boost and getting fully blocked. ‘Setup Strike’ follows, going unblocked and setting Nicholas’ life to 16. Myles continues with ‘Recipro Burst’ and using ‘Plus Ultra’ to amp the attack into a 22 speed attack. Myles uses his momentum to turn the attack into a 20+ damage attack, however Nicholas has the ‘Plus Ultra’ block and takes half, going down to 2 Health. Myles passes turn.

    Nicholas starts his turn with ‘Recipro Burst’, going unblocked and dealing 9 Damage. Time is called, and Nicholas is unable to draw into enough gas to close out the game, closing the Match in a draw.

    [Top 16] Brandon Smith – Shoto Todoroki (II) v Michael Woolwine – Uraraka Ochaco (I)

    Game 1

    Michael goes first. Builds 3 and uses ‘Training Method’ to build a 4th.

    Brandon builds 5, passes with 2 in hand.

    Ochaco plays Back Alley and stuns 2. Ochaco builds Tight Lipped from the discard pile. Shoto blocks with a Faith Shield, flipping the Back Alley. Ochaco builds 3 and passes with 2 in hand.

    Shoto plays a Downward Frost Spike, using it’s enhance to damage pump the next attack. Shoto uses his Stun 2 and +2/+2 on his character, as well as first Villain Encounter. Ochaco uses Training Partner to make it’s speed 4, then fully blocks it. Shoto plays Amphibious Ambush. Ochacho blocks with Faith Shield, using it to flip Amphibious Ambush. Shoto builds 3 and passes with 1 in hand.

    Ochaco builds 2 and Passes.

    Shoto builds 2 and passes.

    Ochaco plays Zero Gravity Lift. Shoto flips Wall Cling and blocks, taking no damage. Ochaco responds to add it to Momentum and uses Wealthy Aspirations to charge another momentum. Ochaco passes turn with 5 in hand.

    Shoto plays Frigid Heatwave, giving it Stun 2 and drawing two cards off of it. Ochaco fully blocks the attack. Shoto plays Amphibious Ambush, using it’s combo enhance and then putting Frigid Heatwave into his Momentum. Shoto uses his character to give it +2/+2. Ochaco doesn’t block and takes 7 damage, going to 20 health. Shoto plays Tongue Whip, stuffing the card pool and giving it damage. Ochaco fully blocks the attack. Shoto builds 2 Amphibious, passing with 3 cards in hand.

    Ochaco builds 4 and passes with 2 in hand, going to 14 foundations.

    Shoto plays Frigid Heatwave, drawing two cards. Shoto uses his ability to give both players one momentum to hand and to give it Stun 2. Shoto flips Making a Stand to discard Ochaco’s last Momentum. Ochaco flips Wall Cling and half blocks the attack, taking no damage and using Breaker 1. Shoto builds 2 and passes with 5 in hand.

    Ochacho plays Zero Gravity Lift. Shoto flips Wall Cling. Shoto uses the Deadlock enhance to put 2 of Ochaco’s foundations into his card pool. Ocacho uses Someone with Style to destroy a foundation, taking himself out of Deadlock. Shoto blocks the attack, taking no damage. Ochaco responds to add it to his Momentum. Ochaco plays Meteor Shower and uses Zero Gravity Lift’s Momentum Enhance. Shoto fully blocks the attack, and it moves into the Momentum. Ochaco plays Back Alley Haymaker, stunning 2 and drawing a card. Shoto uses Struggling with Studies to pick up a high block from his card pool and ready both his Amphibious. Shoto doesn’t block the attack, going to 21 health. Ochaco uses Excited For Blood to draw a card, and Shoto responds with 2 Desperate Times to make him commit 2 foundations. Ochaco builds 1 Release and passes with 4 cards in hand.

    Shoto plays Giant Ice Wall, using it’s Stun 2 and using Shoto to give it another Stun 2 to leave Ochaco with 3 ready foundations. Shoto also uses Giant Ice Wall’s enhance to give the next ranged attack Stun 2. Ochaco fully blocks the attack. Shoto plays Amphibious Ambush and Stuns 2 as well as uses the Combo enhance to stuff the card pool. Ochaco uses Release to increase their Block check. Shoto flips Sticky Balls to put a third card into Ochaco’s card pool, then uses Amphibious Ambush to put their Giant Ice Wall into his momentum. Shoto uses his character enhance to give the attack +2/+2. Ochaco tries to block on a 10, but fails and takes the damage going to 11. Shoto plays another Amphibious Ambush, adding a 4th card into Ochaco’s card pool. Shoto then adds the other Amphibious Ambush into their momentum with it’s own enhance and uses Shoto to add it to their hand. Ochaco takes the attack, going to 6 health. Shoto plays the picked up Amphibious Ambush and combo enhances, adding a 5th card into Ochaco’s cardpool as well as adding the other Amphibous Ambush in his cardpool into his Momentum. Ochaco uses Release to increase their block check. Ochaco tries to block on an 11 and fails, taking lethal damage.

    Game 2

    Ochaco chooses to go first. He builds 4 and passes.

    Shoto builds 5 and passes with 2 in hand.

    Ochaco plays a Zero Gravity Lift. Shoto blocks with Faith Shield, flipping the Zero Gravity Lift. Ochaco plays a Back Alley Haymaker, stunning and building in a Release. Shoto blocks with a second Faith Shield, flipping the Back Alley Haymaker. Ochaco builds 3 and passes with 1 card in hand.

    Shoto plays a Frigid Heatwave and uses his character to Stun 2. Shoto mills 1 attack wit Heatwave and uses his character to make it a 7 high for 8. Ochaco doesn’t block and goes to 19 health. Shoto builds 2 and passes with 3 in hand.

    Ochaco plays Zero Gravity Lift. Shoto uses Sticky Balls to put a card in Ochaco’s card pool. Shoto doesn’t block and takes 7, going to 20 health. Ochaco responds to add it into Momentum and Wealthy Aspirations to charge a momentum. Ochaco plays Back Alley Haymaker, stunning 2. Shoto uses his character enhance to have both players pick up a Momentum, Ochaco picks up the random Momentum and uses his Zero Gravity Life Momentum enhance. Shoto doesn’t block, going to 15 health. The attack moves to Momentum and Ochaco responds with Excited For Blood to draw a card and heal 4, going to 21 health. Ochaco plays Meteor Shower. Shoto fully blocks the attack. Ochaco builds a new Excited for Blood, Wealthy Aspirations, and Release, passing turn with 3 in hand.

    Shoto plays a Frigid Heatwave, drawing 2 cards and using his character to Stun 2. Ochaco uses Release. Heatwave discards 1 ranged attack and Shoto’s character enhance give it +2/+4. Ochaco commits himself to add a Back Alley Haymaker from Momentum to hand. Shoto uses Self Assured to make Heatwave a Low, and Ochaco doesn’t block the attack. He takes 8 and goes to 13 health. Shoto builds 3 and passes with 4 cards in hand.

    Ochaco plays Back Alley Haymaker, stunning 2. Shoto uses his character enhance to add a momentum to hand, Ochaco has no Momentum to add. Shoto fully blocks with Ice Storm and responds with Breaker 2. Ochaco responds to add it to Momentum and uses Wealthy Aspirations to charge a free Momentum. Ochacho plays Meteor Shower, discarding the random momentum for a Meteor Shower. Ochaco discards a card from hand to pick up that Meteor Shower. Ochaco commits his character for +3 speed and picks up the Back Alley Haymaker. Shoto half blocks with a second Ice Storm and uses Breaker 2, taking half damage and going to 11 health. Ochaco plays a Back Alley Haymaker, stunning 2 and using Floating Around My Babies and Tight Lipped to make it 7 damage. Shoto tries to block but fails, going to 4 health. Ochaco plays a Meteor Shower and Shoto surrenders the game.

    Game 3

    Shoto goes first. He builds 4 and passes.

    Ochaco builds 5 and passes with 2 in hand.

    Shoto plays a Giant Ice Wall and Stuns 2. He uses his character for another Stun 2 and for +2/+2. Ochaco doesn’t block, taking 7 and going to 20 health. Shoto plays Amphibious Ambush, adding the Ice Wall into Momentum and Combo Enhancing to stuff Ochaco’s card pool. He uses Shoto’s character enhance to add the Ice Wall back to his hand from Momentum. Ochaco doesn’t block, taking 5 and going to 15. Shoto builds 2 and passes with 3 in hand.

    Ochaco plays Zero Gravity Lift. Shoto doesn’t block, going to 21 health. Ochaco uses Excited For Blood to draw and heal, going up to 17, as well as Ochaco to add it to Momentum and Wealthy to charge a free Momentum. Ochaco plays a Meteor Shower. Shoto blocks with Ice Wall, using Breaker 1. Ochaco builds 3 and passes with 2 cards in hand.

    Shoto plays Frigid Heatwave, giving it Stun 2. Shoto uses his character and discards 1 attack with Heatwave to make it 8 damage, and Ochaco takes it going to 9. Shoto plays Amphibious Ambush and uses it’s Combo enhance as well as putting Heatwave into the Momentum. Shoto uses his character enhance to have both players add a Momentum to hand. Ochaco fully blocks the attack. Shoto plays Amphibious Ambush, stuffing the card pool and adding the previous Ambush to Momentum. Ochaco uses Release and half blocks the attack, taking 3 damage and going to 6 health. Shoto plays a Tongue Whip, putting a 5th card into Ochaco’s card pool and giving it 5 damage. Ochaco uses double Release and half blocks the attack on a 10, taking 5 half damage and going to 1 health. Shoto builds 1 and passes with 1 in hand.

    Ochaco builds 3 and passes.

    Shoto plays Frigid Heatwave and gives it Stun 2 with his character. Shoto flips Making a Stand to discard Ochaco’s only momentum. Ochaco flips a Wall Cling. Heatwave discards 2 attacks and Shoto’s character enhance giving it +2/+6. Shoto uses his character to add an Amphibious Ambush from Momentum to hand. Ochaco blocks the attack, taking no damage from Wall Cling. Shoto plays Amphibious Ambush, using it’s combo enhance and also adding the Heatwave into Momentum. Ochaco flips a Wall Cling, half blocking and taking no damage from Wall Cling. Shoto plays a Cannon Blast and Ochaco shows no High block in hand, surrendering the game.

    [Top 8] Travis Tangemen – Momo Yaoyorozu (I) v Chris Smith – All Might (III)

    Game 1

    Travis wins the dice roll, kicking off the match with a build 6 and pass.

    Chris responds in kind by building 5 and passing turn.

    Travis draws all grey, playing out 3 ‘Excited For Blood’ and finishing by building an additional foundation.

    Chris starts the aggression with a ‘Ricochet Charge’ which goes fully blocked. ‘Hardened Jab’ follows, dealing 5 Damage putting Travis to 21. Chris builds 3 and passes turn.

    ‘Zero Gravity Lift’ starts the turn, with Chris using ‘Destined for Mainstream Success’ drawing into a ‘Hardened Jab’. The attack is blocked, dealing half for 4 Damage. Travis responds with ‘Excited for Blood’ twice to draw 2 cards, and flipping 1 of them to counteract the life loss. ‘Create: Bo Staff’ is played, dealing 4 Damage setting the life totals 22 for both players. Travis closes out by building 3 and passing turn.

    Chris swings with ‘Back Alley Haymaker’, using its enhance to build a 0 difficulty foundation and going to 9 total in stage. The attack gets fully blocked by ‘Frog Lashing’, responding with Breaker 1. Chris fights through the Breaker, attacking with ‘Hardened Jab’ which goes fully blocked. ‘Texas Smash’ finally pierces through, dealing 6 Damage setting Travis to 16 Health. Chris builds 1 foundation and passes turn.

    Travis starts his turn with ‘Instant Shining Flash’ that goes fully blocked. Another ‘Instant Shining Flash’ follows dealing 3 damage. In response both ‘Excited For Blood’ get used to draw 2 cards, and then get flipped to counteract the life loss and net 4 Health, setting the game at 20 Health for Travis and 19 for Chris. Travis builds 3 foundations and passes turn.

    ‘Hardened Chop’ starts Chris’ turn which goes fully blocked, forcing the discard of a ‘Home Run Comet’. A second ‘Hardened Chop’ hits through, setting Travis to 13 Health. ‘Back Alley Haymaker’ is the follow up which goes fully blocked with a responding Breaker 1. A build 1 passes turn.

    ‘Back Alley Haymaker’ opens Travis’ turn, getting half blocked and dealing 3 Damage. A ‘Zero Gravity Lift’ enhance sends ‘Back Alley Haymaker’ to momentum, following with the play of a ‘Zero Gravity Lift’, setting Chris to 15 Health. Travis plays out a foundation and passes turn at 11 foundations in stage.

    Chris starts his turn with ‘Ricochet Charge’ that gets blocked and responded to by ‘Faith’s Shield’. Chris builds 2 to go into deadlock and passes turn.

    Travis slows the paces, building 2 and passing turn.

    ‘Hardened Chop’ is the turn’s first play, cycling the deck and removing 3 attacks from the game. The attack gets fully blocked by ‘Instant Shining Flash’, forcing the discard of a card in Travis’ hand and a momentum from Chris. ‘Setup Strike’ follows which gets blocked and flipped by ‘Faith’s Shield’. Chris builds 1 foundation and passes turn.

    Travis plays his first ‘Quick Creation’ forcing a cycle of his deck and passing turn.

    Chris attacks with ‘Back Alley Haymaker’ which goes fully blocked with Breaker 1 via ‘Quick Creation’. Another ‘Back Alley Haymaker’ follows which goes fully blocked with Break 1 via ‘Frog Lashing’. Chris builds a foundation and passes turn with 6 cards in hand.

    Travis builds 2 and passes turn.

    ‘Texas Smash’ starts the turn going fully blocked. ‘Back Alley Haymaker’ follows, with Travis gaining a life through ‘Rising Starlet’. The attack is fully blocked. Chris builds 1 and passes turn with 5 cards in hand.

    A ‘Release’ is played following a ‘Create: Capture Net; to start Travis’ turn. The foundation is pulled down to stage with ‘Create: Capture Net’s enhance. The attack deals half damage, setting Chris to 13 Health. The 2 ‘Excited For Blood’s that were previously unflipped draw 2 cards and are flipped to net 6 health, setting Travis to 18 Health. ‘Back Alley Haymaker’ is the follow up attack as Chris plays out a ‘Capture Evil Doers’ to take away a foundation from Momo and gaining one of his own. The attack goes through, setting Chris to 5 Health. Travis continues his aggression with ‘Cannon Blast’ for 13 Damage, closing out the game and putting Travis ahead 1-0.

    Game 2

    Chris starts game 2 by building 4 and passing turn.

    Travis builds 4 and passes turn.

    ‘Back Alley Haymaker’ opens the turn, going unblocked and dealing 5 Damage, setting Travis to 21 Health. Another ‘Back Alley Haymaker’ goes unblocked, dealing 5 Damage and putting Travis to 16 Health. Chris proceeds to build 3 foundations and passes turn.

    Travis plays ‘Rescue Completed’ before playing out ‘Create: Capture Net’ and building down the foundation. The attack is fully blocked. ‘Back Alley Haymaker’ follows and goes unblocked, setting Chris’ health to 25. Travis builds 2 foundations, including a ‘Rising Starlet’ to gain 1 life and going to 17 Health.

    Chris starts his turn with ‘Hardened Chop’ which goes unblocked, dealing 5 damage. ‘Texas Smash’ is the next attack which gets fully blocked. Chris attacks with ‘One For All: Full Cowling 5% Strike’, discarding his hand and drawing 3 new cards. The attack is half blocked with ‘Frog Lashing’, responding with Breaker 1, setting Travis to 8 Health. Chris fails a foundation play and passes turn.

    Travis opens with ‘Instant Shining Flash’ which goes unblocked, dealing 4 damage and setting Chris to 21. Travis builds 3 and passes turn.

    ‘Back Alley Haymaker’ kicks off the turn, getting fully blocked with a Breaker 1 from ‘Quick Creation’. ‘Texas Smash’ pushes through the Breaker with a 6 check, which gets fully blocked by ‘Rising Starlet’. ‘Setup Strike’ is played, with Travis building down the ‘Rising Starlet’ that was used to block to gain a life. The attack gets fully blocked, with Chris building 1 and passing turn.

    ‘Create: Bo Staff’ is sent out to be fully blocked with a Breaker 1 response. Travis builds 3 cards and passes turn.

    Chris opens with ‘Hardened Chop’, going fully blocked and forcing the discard of an ‘Excited For Blood’. ‘Heroic Strike’ is played, committing out Travis and dealing 4 Damage, putting him to 5 Health. ‘Texas Smash’ follows, going half blocked and dealing 4 Damage, putting Travis at 1 Health. Another ‘Heroic Strike’ is played, forcing the cycle from Chris and removing 10 cards from the game. Travis fails the check on the block to close out the game, Chris equalizing the match and forcing a Game 3.

    Game 3

    Travis starts the game by building 4 and passing turn.

    Chris in turn builds 5 and passes turn.

    ‘Back Alley Haymaker’ kickstarts Travis’ turn, getting half blocked and allowing Travis to respond with ‘Excited for Blood’ and then flipping it, setting Travis’ Health to 26 and Chris to 28. The aggression continues with another ‘Back Alley Haymaker’ that deals 3 Damage. Travis follows with ‘Create: Bo Staff’ which goes unblocked, setting Chris to 21 Health. Travis builds a foundation and passes turn.

    Chris draws grey, playing out 4 foundations and passing turn.

    Travis builds 3 and passes turn.

    Chris attacks with ‘Back Alley Haymaker’, enhancing with a ‘Capture Evil Doers’ to remove a momentum from Momo and gaining one of his own. The attack gets fully blocked, with Chris building 3 foundations after and passing turn.

    Travis starts his turn with ‘Instant Shining Flash’ to get rid of Chris’ momentum. The attack goes unblocked, setting Chris to 18 Health. He follows by building 2 foundations and passing turn.

    ‘Back Alley Haymaker’ starts the turn, the block failing and setting Travis to 21 Health. ‘Hardened Chop’ follows suite, getting fully blocked and forcing a discard from Travis, leaving him at 1 card in hand. Chris builds 3 foundations, going to 12 in stage.

    ‘Create: Bo Staff’ starts the turn, getting fully blocked into a build 3 and pass turn.

    Chris attacks with ‘Hardened Jab’ which get fully blocked. ‘Setup Strike’ follows, going unblocked and putting Travis to 16 Health. ‘Texas Smash’ continues the aggression, dealing 8 Damage and putting Travis to 7 Health. Chris continues with another ‘Setup Strike’ before having to cycle his deck, removing 2 attacks from his deck. ‘Plus Ultra’ is attempted on its enhance, however fails the check. The attack is fully blocked. Chris continues with ‘Texas Smash’, forgetting the ‘Setup Strike’ speed enhance, going unblocked and setting Travis to 1 and passing turn.

    Committed out, Chris passes all priority to Travis as he attacks with ‘Back Alley Haymaker’ into a ‘Cannon Blast’ to close out the game, winning the match 2-1.

    [Top 4] Ryan Field – Tsuyu Asui (I) vs River Cook – Kyoka Jiro (I)

    Game 1

    Tsu chooses to go first. Builds 5 and passes.

    Jiro builds 5 and passes with 2 in hand.

    Tsu plays Tongue Whip, stuffing the card pool and damage pumping it. Tsu commits for speed and readies their character. Jiro doesn’t block and takes 5 going to 22. Tsu plays Tongue Smack, pumping it and drawing a card after discarding Tongue Whip from the cardpool. Jiro scouts the top two and flips Destined to add a Soundwaves to hand. Tsu flips and readies their character. Jiro doesn’t block and takes 6, going to 16 health. Tsu builds 2 and passes with 4 in hand.

    Jiro plays Back Alley Haymaker, responding for damage and stunning 2. Tsu half blocks and takes 3 damage, going to 17. Jiro plays a Sound Blast, responding for damage and Tsu fully blocks it. Jiro builds 3 and passes.

    Tsu builds 3 and passes with 4 in hand.

    Jiro plays Unwavering and pumps speed and damage. Jiro commits Small & Limber for stats, then builds an Earphone Jack. Jiro scouts the top two and flips Destined, adding a Capturing Net to hand. Jiro readies the Small & Limber and draws another card with Unwavering. Tsu attempts to block but chooses to fail it, taking 6 and going to 11. Jiro plays Back Alley Haymaker, responding for damage and Stunning 2. Back Alley builds in an It Can’t Be Fixed, and Jiro flips Note Taking for 2 speed. Tsu full blocks, committing everything but a Training Partner and Tsu. Jiro plays an It Can’t Be Fixed, then a Capturing Net and responding for +4/+4. Jiro gains Stun 2 off of Combo, then Tsu flips Training Partner to set it to 4 speed. Jiro stuns two, then Tsu removes their Crow & Frog block from the card pool. Tsu flips and readies their character, then readies two Amphibious. Tsu doesn’t block the attack, taking 9 damage and going to 2 health. Jiro plays a Specialized Soundwaves, using it’s responses to stack a Sound Blast and a Bonds of Friendship, drawing the Sound Blast. Tsu full blocks the attack. Jiro plays a Sound Blast, responding for damage and hitting Tsu for lethal.

    Game 2

    Tsu chooses to go first. He builds 4 and passes.

    Jiro builds 5 and passes with 1 in hand.

    Tsu plays Crow & Frog. Tsu gives it 2 damage with 2 Floating Around Babies and Jiro doesn’t block, taking 7 and going to 20. Tsu plays Frog Lashing, Specialist of Sound gives it -3 Speed. Tsu commits and kicks the Crow & Frog for Speed and readies Tsu. Jiro fully blocks the attack. Tsu plays Frog lashing and readies all his facedowns. The Frog Lashing gains damage from facedowns and Babies, then You’re So Obvious resets the damage. Jiro takes 6 and goes to 14. Tsu plays Frog Lashing, readying facedowns and kicking the previous Frog Lashing for speed. Jiro takes 10 and goes to 4. Tsu plays Tongue Whip, stuffing the card pool and readying Tsu to kick the previous Frog Lashing for speed. Jiro acknowldeges the Tongue Whip is unblockable and surrenders.

    Game 3

    Jiro goes first. Builds 4, Tsu plays Ready Set Go and builds 2. Jiro plays a 5th foundation.

    Tsu builds 5 and passes with 3 in hand.

    Jiro plays Unwavering Slash, responding for stats and building in a Compressed Weights. Tsu fully blocks with a Frog Lashing, using Breaker 1. Jiro plays a Sound Blast, Tsu takes the 6 damage and goes to 14. Jiro responds with Weights and locks down an Amphibious. Jiro builds 2 and passes with 2 in hand.

    Tsu plays Ready Set Go to draw a card. Tsu plays Tongue Whip, Jiro responds with Weights to remove it and prevent Tongue Whip from leaving the card pool. Jiro then responds by readying a Small and Limber to Weights leaving the Stage. Tongue Whip stuff the pool and hits Jiro for 5 damage, going down to 22. Tsu builds 3 and passes with 3 in hand.

    Jiro builds 3 and passes with 3 in hand.

    Tsu plays Frog Kick, Jiro responds with 1 of 4 Specialist of Sound to give it -3 speed. Tsu flips Training Partner to set it to 4 Speed and commits to 2 speed. Jiro doesn’t block, going to 15 health. Tsu plays Tongue Smack, coming in at 7 Speed due to Frog Kick and and getting -6 speed from 2 Specialist of Sound. Tsu flips Training Partner to set it to 4 Speed. Tsu kicks the Frog Kick out for +2 speed, readying a foundation with Frog Kick and readying an Amphibious. Tongue Smack gets damage from itself and Floating around Babies and draws a card. Jiro doesn’t block, taking 7 and going to 8. Tsu plays Ready Set Go and draws a card. Tsu plays Frog Kick. Tsu uses Passing The Torch to draw the last card in their deck and cycles, going down to 8 cards in deck. Tsu kicks the Tongue Smack for speed and readies Tsu. Jiro doesn’t block the attack, taking 6 and going to 2. Tsu plays a Crow and Frog Takedown, Jiro responds for -3 Speed on Specialist of Sound to negate the +3 speed from Frog Kick. Tsu kicks the Frog Kick out of the card pool, readying a foundation and then flips to ready Tsu. Jiro full blocks the attack. Tsu plays Crow & Frog Takedown. Tsu kicks for Speed and readies Tsu. Jiro fully blocks the attack by committing out. Tsu plays Frog Lashing for lethal damage and wins.

    [Finals] Ryan Field – Tsuyu Asui (I) vs Chris Bromley – Momo Yaoyorozu (I)

    Game 1

    Chris goes first, playing 4 foundations with Ryan responding with Ready Get Set Go to build 2 of their own.

    Asui answers back with a build 5 as well.

    Momo opens a foundation followed by a Create: Capture Net to stun 2 and build a Rescue Completed down. Asui confidently takes 4 damage going to 16. Chris proceeds to build 1 foundation and a Tres Chic Cape before passing turn.

    Asui plays a Crow an Frog Takedown checking a 3 on it. After pumping the damage with Floating Around My Babies, Momo takes 6 going to 20 health and Asui pays 2 Health to draw a card then immediately flips the Excited for Blood to gain 4, going back to 18 Health. Next comes a Tongue Smack to draw a card and pump itself to 7 damage which Momo chooses not to block going to 13 Health. Asui continues the assault by checking a 3 on a Frog Kick. Momo blocks with a Surprise Net Gun, taking 3 damage on the partial block to got to 10 Health. Asui plays another Frog Kick to which Momo removes the Net Gun to stop the +3 from effecting game and blocks with a Tongue Whip. Third times the charm with Asui playing a Frog Kick. Bromely blocks with a Navel Laser Beam and Breaker 2’s, taking half damage going to 7 Health. Asui plays a Frog Lashing committing all but one foundation. With the speed gained From Frog Kick Momo fails the block by one, taking lethal.

    Game 2

    Momo Takes the all 3 Mulligans and Asui keeps all 7 cards. Momo proceeds to Build 3 foundations and a Quick Create

    Asui reviews Ready Get set go and builds 5 foundations

    Momo builds 4 foundations

    Asui opens with a Ready Get Set Go and then plays Tongue Smack. Momo plays Passing the Torch and draws a Faith Shield, blocking with it to flip the Tongue Smack and taking no damage. Asui then plays Tongue Whip and stuffs the card pool. Boosted up to 5 damage, Momo takes it and goes to 21 Health. Asui calls off the attack, building 3 foundations and passes turn

    Momo opens the turn with a Tongue Whip to stuff the card pool and send a 5 damage attack that Asui takes, going to 15 Health. Chris follows by playing a foundation and then a Create Capture Net to stun 2 and build down a Rescue Completed. After readying 2 foundations, he uses Momo’s once per turn to add a Create Capture Net to hand. Momo plays a second Create Capture Net, checking a 3 and committing all but 1 foundation. Asui partial blocks the attack going to 13 Health.

    Asui opens with Frog Kick. Asui digs 3 Cards into deck during the attack and adds damage with Floating Around My Babies. Momo takes the 6 damage going to 15 Health. Asui plays a Tongue Smack to swing for 7 damage, putting Momo to 8 Health. Asui plays a Frog Kick, Momo taking its speed to 0. Momo removes a foundation to add a Preparing for Battle, blocking with Breaker 1 and taking no damage. Asui plays a Frog Lashing. Momo Gives it -2 Speed builds down their foundation. Asui pumps the attack to 11 Damage. Chris takes 6 From a partial block going to 2 Health. Asui plays a Crow and Frog Takedown. Momo only has the partial block and can’t defend from lethal.

    Ryan Field takes down the finals 2-0 and is the GenCon Regional License Exam Champion!

    Loyalty Program Evolution

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    Regional License Exams 2022 Season 3

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    Regional License Exams will test your mettle in the competitive landscape! Compete your way to the top as you earn your right to reach the Pro Hero National! Participants will be awarded both regular card packs and special Exam Promos of alternate art cards that are only available via Regional License Exams!

    Event Dates

    Tournament OrganizerDateLocationPlayer CapRegistration
    Carta MagicaAugust 20 – 21Canadian Exhibition Center128Link
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    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)14x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Regional License Exam Champion Trophy1x
    Gold Bordered Alternate Art Champion Card1x
    Victory Playmat1x
    Nintendo Switch Console1x
    Pro Hero National Entry + 2 Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)16x
    Booster Box (Current Set 1st Ed.)4x

    *Bye’s are not stackable, a maximum of 2 rounds Bye’s can be redeem per national

    Regional License Exam Promos

    Alternate Art Character Card

    Champion & Contender Alternate Art Card

    Playmats

    Provisional Showdowns 2022 Season 3

  • Events
  • Latest news
  • Details

    Provisional Showdowns serve as your stepping stone into the competitive landscape! Compete your way to the top as you earn your right to reach the Pro Hero National! Participants will be awarded both regular card packs and special promo packs with cards that are only available via Provisional Showdowns!

    Event Dates

    Tournament OrganizerDateLocationPlayer CapRegistration
    Fantasy Books & GamesAugust 27 – 28Webcam256Link
    Carta MagicaSeptember 24 – 25Webcam256Link
    (Registration Aug. 21)
    RochesterCCGOctober 1 – 2Rochester Main Street Armory256Link

    Prizing

    *Prize details are subject to change.

    Participation

    Provisional Showdown Pack2x
    Booster Packs (Current Set Unlimited)4x

    Top 16

    Provisional Showdown Promo1x
    Provisional Showdown Pack1x
    Booster Packs (Current Set Unlimited)3x

    Top 8

    Top 8 Provisional Showdown Promo1x
    Provisional Showdown Pack2x
    Booster Packs (Current Set Unlimited)6x

    Top 4

    Top 8 Provisional Showdown Promo1x
    Provisional Showdown Pack4x
    Booster Packs (Current Set Unlimited)12x

    Runner Up

    Provisional Showdown Playmat1x
    Top 8 Provisional Showdown Promo1x
    Provisional Showdown Pack8x
    Booster Box (Current Set Unlimited)1x

    Champion

    Provisional Showdown Victory Playmat1x
    Champion Provisional Showdown Promo1x
    Free Entry and a 2-Round BYE at a Regional Held in 2022*1x
    Provisional Showdown Pack12x
    Booster Box (Current Set Unlimited)2x

    *Bye’s are not stackable, a maximum of 2 rounds Bye’s can be redeem per regional

    Provisional Showdown Promos

    Champion & Runner Up Playmats

    Regional License Exams 2022 Season 2

  • Events
  • Latest news
  • Details

    Regional License Exams will test your mettle in the competitive landscape! Compete your way to the top as you earn your right to reach the Pro Hero National! Participants will be awarded both regular card packs and special Exam Promos of alternate art cards that are only available via Regional License Exams!

    Event Dates

    Tournament OrganizerDateLocationPlayer CapRegistration
    Jasco GamesJune 11 – 12Origins Game Fair256Closed
    Evans Event Management LLCJuly 9 – 10Osceola Heritage Park512Hero Package
    Pro Hero Package
    Jasco GamesAugust 6 – 7GenCon256Hero Package
    Pro Hero Package

    Prizing

    *Prize details are subject to change.

    Participation

    (Hero Package)

    Exam Promo
    (1 out of 6 distributed at random)
    4x
    Alternate Art Character Card1x
    Booster Pack (Current Set 1st Ed.)4x

    Participation

    (Pro-Hero Package)

    Pro-Hero Playmat1x
    Exam Promo
    (1 out of 6 distributed at random)
    6x
    Alternate Art Character Card1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 64

    Exam Promo (1 out of 6 distributed at random)2x

    Top 32

    Exam Promo (1 out of 6 distributed at random)4x
    Booster Pack (Current Set Unlimited)6x

    Top 16

    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)6x
    Booster Pack (Current Set 1st Ed.)12x

    Top 8

    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)8x
    Booster Box (Current Set 1st Ed.)1x

    4th Place

    Nintendo Switch Console1x
    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)10x
    Booster Box (Current Set 1st Ed.)2x

    3rd Place

    Nintendo Switch Console1x
    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)12x
    Booster Box (Current Set 1st Ed.)2x

    Runner Up

    Silver Bordered Alternate Art Contender Card1x
    Contender Playmat1x
    Nintendo Switch Console1x
    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)14x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Regional License Exam Champion Trophy1x
    Gold Bordered Alternate Art Champion Card1x
    Victory Playmat1x
    Nintendo Switch Console1x
    Pro Hero National Entry + 2 Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)16x
    Booster Box (Current Set 1st Ed.)4x

    *Bye’s are not stackable, a maximum of 2 rounds Bye’s can be redeem per national

    Regional License Exam Promos

    Alternate Art Character Card

    Champion & Contender Alternate Art Card

    Playmats

    Heroes Clash Teasers!

  • Events
  • Latest news
  • Good day to all you MHA CCG fans out there! I’m really excited to be writing this message to you all. I’m a big fan of card games, including following a certain other Head Game Designer’s regular blog posts before a big release. So I asked our media department, and got the go ahead to write up this list, in an effort to emulate another designer I regard very highly. 

    We’re getting ready to start previews for the next expansion of the My Hero Academia CCG, but before we do, I wanted to give you some insight into what you’ll be seeing over the coming weeks. So I hope you’ll enjoy my MaRo style preview teasers for Heroes Clash!

    Things you can expect to see in Heroes Clash:

    • A cycle of attacks that gain Stun: 2.
    • A cycle of foundations that destroy a foundation for a cost.
    • 3 new Terrain assets.
    • A card that breaks deck building rules.
    • A long-awaited character!
    • A common attack with Powerful: 4.
    • A card that helps a “Sticky” archetype.
    • A new (old) effect class joins the game!
    • A character that uses counters!
    • An attack with printed 10 damage.

    Game Text on cards in Heroes Clash:

    • Deadlock Enhance: Your rival loses 1 health for each Ranged attack in your card pool.
    • Enhance: This attack gets +1 damage for every 3 foundations in your rival’s stage.
    • Enhance Commit 1 foundation: This attack gets +1 damage and +1 to its EX rating.  This enhance is playable any number of times this Enhance Step. 
    • After you block a high attack with this card, it deals no damage.
    • Deadlock Enhance Flip: Ready 2 foundations. Add the top card of your deck to your momentum.
    • Enhance Commit, name a card type: Discard the top card of your rival’s deck. If it is the named type, your attack gets +3 speed. 
    • Enhance Commit: If there are at least two different attack zones in your card pool, your next check to play a card gets +2.
    • Enhance Discard 1 card: This attack gets +1 speed and gains Stun:1
    • Enhance Discard 1 momentum: This attack gets -3 speed.
    • Enhance Remove 1 Weapon card from your discard pile: Your rival loses 1 health. This ability cannot reduce your rival to below 1 health.
    • Deadlock Response: After an attack is played, it gets +2 speed.
    • Deadlock Enhance Commit: Your Kick, Punch or Slam attack gets +3 damage and gains Throw.

    Some Keyword Combinations:

    • Charge · Slam  ·  Tech
    • Breaker: 1 · Charge · Fury
    • Punch · Combo (Mid Attack, Mid Attack)
    • Powerful 3 · Weapon  ·  Combo (Weapon, Combo)
    • Slam  ·  Stun: 1

    Hope you enjoyed these insights to Heroes Clash! I can’t wait to see what amazing and creative decks you all dream up with this new expansion. Let’s have a fun preview season! 

    -Timothy Frie

    Regional License Exams 2022 Season 1

  • Events
  • Latest news
  • Details

    Regional License Exams will test your mettle in the competitive landscape! Compete your way to the top as you earn your right to reach the Pro Hero National! Participants will be awarded both regular card packs and special Exam Promos of alternate art cards that are only available via Regional License Exams!

    Event Dates

    Tournament OrganizerDateLocationPlayer CapRegistration
    Carta MagicaApril 30 – May 1Webcam512April 2
    12:00 PM ET
    Link
    Jasco GamesJune 4 – 5Las Vegas,
    Alexis Park
    Hotel Reservations
    512April 2
    2:00 PM ET
    Hero Package
    Pro Hero Package

    Prizing

    *Prize details are subject to change.

    Participation

    (Hero Package)

    Exam Promo
    (1 out of 6 distributed at random)
    4x
    Alternate Art Character Card1x
    Booster Pack (Current Set 1st Ed.)4x

    Participation

    (Pro-Hero Package)

    Pro-Hero Playmat1x
    Exam Promo
    (1 out of 6 distributed at random)
    6x
    Alternate Art Character Card1x
    Booster Pack (Current Set 1st Ed.)4x

    Top 64

    Exam Promo (1 out of 6 distributed at random)2x

    Top 32

    Exam Promo (1 out of 6 distributed at random)4x
    Booster Pack (Current Set Unlimited)6x

    Top 16

    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)6x
    Booster Pack (Current Set 1st Ed.)12x

    Top 8

    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)8x
    Booster Box (Current Set 1st Ed.)1x

    4th Place

    Nintendo Switch Console1x
    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)10x
    Booster Box (Current Set 1st Ed.)2x

    3rd Place

    Nintendo Switch Console1x
    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)12x
    Booster Box (Current Set 1st Ed.)2x

    Runner Up

    Silver Bordered Alternate Art Contender Card1x
    Contender Playmat1x
    Nintendo Switch Console1x
    Pro Hero National Entry + Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)14x
    Booster Box (Current Set 1st Ed.)3x

    Champion

    Regional License Exam Champion Trophy1x
    Gold Bordered Alternate Art Champion Card1x
    Victory Playmat1x
    Nintendo Switch Console1x
    Pro Hero National Entry + 2 Round Bye1x
    Top 16 Playmat1x
    Exam Promo (1 out of 6 distributed at random)16x
    Booster Box (Current Set 1st Ed.)4x

    *Bye’s are not stackable, a maximum of 2 rounds Bye’s can be redeem per national

    Regional License Exam Promos

    Alternate Art Character Card

    Champion & Contender Alternate Art Card

    Playmats

    My Hero Academia CCG Organized Play Formats Primer

  • Events
  • Latest news
  • News
  • This quick guide will help you understand the official formats of play for the My Hero Academia CCG!

    Sealed

    In a sealed event, each player receives 6 packs and will form a deck using a minimum of 40 cards from those packs. The cards in your deck do not need to all share the same symbol with your character, but every card must share at least 1 symbol. If a player does not have enough cards to complete a 40-card deck, they may play a card that does not match symbols with their character face down as a 2-difficulty foundation with no text, and a +3 mid block modifier. (For this reason, we highly suggest players use sleeves if possible for a sealed event). These deviations from the standard deck building rules allow players to create decks from such few cards.

    Your starting character can be chosen from any character opened in one of your packs, a Quirk Pack character available, or additionally the venue may provide draft format characters for players to choose from which are returned to the store at the end of the event.

    In addition to the deck building alterations for sealed, there is one gameplay rule change as well: when you run out of cards in your deck, you only remove 5 cards from your deck instead of the standard 10 when you cycle your deck.

    Additionally, decks are not restricted to only 4 copies of a card as they would be in the constructed format. In limited formats such as Sealed and Draft, players may run as many copies of a given card as they open (or draft) from their packs.

    Draft

    The draft format uses the same rules structure as in a sealed event, but with two major differences; you only use 6 packs in Draft, and you open your packs alongside other players and each time you select a card from your pack, you pass the remainder of the pack to the next player and continue until everyone has run out of cards.

    The first, third, and fifth packs opened are passed to each individual player’s left, and the second, fourth, and sixth packs are passed to the right of the player after they have selected their card.

    Plus Ultra Events

    Plus Ultra events are for players to bring their A-game! These events will be held using the standard deck building requirements for the My Hero Academia CCG, being a minimum 50 card deck and one character. Each participant will receive one Plus Ultra pack for showing up, containing one random card from a pool of Plus Ultra cards for that series.

    An additional pack will be given to the Winner and the Judge after the event, unique to each of those people. The Judge pack contains one card from a smaller pool from the same Plus Ultra cards from that series, but stamped with a foil JUDGE icon! The Winner pack contains one card from a different pool of cards from the same Plus Ultra series, but with a VICTORY stamp instead.

    COMMUNITY CALENDAR MARCH 21, 2022

  • Events
  • Latest news
  • Greetings Heroes,

    This week we have a number of events to highlight! From Learn to Plays’ to a slew of Online Webcam Tournaments! Check out the calendar below!

    Found an event you’re interested in? Here are all the associated links!

    COMMUNITY CALENDAR MARCH 14, 2022

  • Events
  • Latest news
  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘Tam Talks’ to a slew of Online Webcam Tournaments! Check out the calendar below!

    Found an event you’re interested in? Here are all the associated links!

    COMMUNITY CALENDAR MARCH 7, 2022

  • Events
  • Latest news

  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘Tam Talks’ to a slew of Online Webcam Tournaments! Check out the calendar below!

    Found an event you’re interested in? Here are all the associated links!

    Weekly Webcam Results March 2, 2022

  • Latest news
  • News
  • 31 players fought in this week’s webcam weekly, with Plus Ultra packs being given to any players who played for 2 of the 3 rounds, and a Victory pack was given out to each of the 4 players who went undefeated after 3 rounds. Hanta Sero makes a great showing this week, with two very different decks under Sero going undefeated!

    Hanta Sero on Order

    UVS Ultra



    Foundations

    4 Requesting Assistance
    4 Gotcha
    4 Tape
    4 Think Fast!
    4 Heroic Lineage
    4 Calling For Backup
    3 Bonds of Friendship
    3 Passing the Torch
    3 Desperate Times
    2 Self Sacrifice

    Attacks

    4 Grasping Tape Toss
    4 Tape Swing
    4 Electric Jolt
    4 Rapid Tape Strike
    3 Indiscriminate Shock 1,300,000 Volts

    Actions

    2 Plus Ultra!

    Sideboard

    1 Denki Kaminari
    4 Electric Surge
    4 Engine Rush
    1 Recipro Burst

    Order Sero brings consistency with sixteen total attacks that cannot be completely blocked, as well as a healthy amount of draw between Calling for Backup and Passing the Torch. Be careful to keep the right zones on-hand, or you’re going to get swung out of the game with the amount of momentum he’ll be building up!

    Eraser Head on Death

    UVS Ultra


    Foundations

    4 Late Riser
    4 Mediator
    4 Tight Lipped
    3 Night Watch
    3 Aggressive Temper
    3 Apathetic
    3 Shock Absorption
    3 Super Regeneration
    2 Brute Strength
    2 Capabilities
    2 First Day of Class

    Attacks

    4 Binding Kick
    4 Turn To Dust
    3 Binding Cloth Assault
    3 Binding Cloth Capture
    3 Expert Flurry

    Actions

    4 ERASE!
    2 Plus Ultra!

    Sideboard

    1 Brute Strength
    1 Apathetic
    1 Night Watch
    3 Instant Shining Flash
    2 Someone With Style
    2 Evil Gaze

    Eraser Head returns to our undefeated list with a Death list strong on the control game, especially momentum denial and discard! The 3 copies of Night Watch in the main deck are going to be seen quite often, so be careful about what abilities you activate against this deck!

    Hanta Sero on Void

    UVS Ultra


    Foundations

    4 Manly Passionate Guy
    4 Gotcha
    4 Tape
    4 Think Fast!
    4 Calling For Backup
    4 Heroic Lineage
    3 Harden
    3 Resistance
    3 Night Watch
    2 Natural Leader

    Attacks

    4 Tape Swing
    4 Flying Thruster Kick
    4 Recipro Extend
    4 High Engine Kick
    2 Grasping Tape Toss

    Actions

    4 Plus Ultra!

    Sideboard

    1 Grasping Tape Toss
    4 What’s Their Plan?
    2 Fulfilled My Duty
    3 Villains Defeated

    The Void symbol serves Sero just as well as Order, providing the same support cards from Tenya Iida as well! Recipro Extend is an incredibly efficient card, and the stats that it transfers to the next kick can be used on enough attacks in this deck that it is to be respected! Watch out for when he has momentum, because 4 copies of Plus Ultra is nothing to scoff at!

    Nomu on Death

    UVS Ultra


    Foundations

    4 First Day of Class
    4 Apathetic
    4 Latent Skill
    4 Arrogant Disposition
    4 Let’s Fight Bad Guys!
    4 Agitation
    4 Tight Lipped
    3 Villainous Entrance
    2 Someone With Style
    2 Super Regeneration
    2 Night Watch

    Attacks

    4 Turn To Dust
    4 Merciless Rush
    4 Howitzer Impact
    3 Berserker Blow
    2 Navel Laser Beam
    2 Decaying Grip
    2 Signature Right Swing

    Actions

    4 Evil Gaze

    Sideboard

    3 Exploding Pride
    2 Super Regeneration
    2 Plus Ultra!
    2 Decaying Grip
    1 Night Watch

    Nomu thrashes through the competition with a 62-card deck full of Fury attacks to gain synergy with Bakugo & Shigaraki support. Agitation provides Nomu an advantage that he surely needs, as a way to consistently draw when his rival is put in a rough position of blocking his incredibly damaging attacks!

    COMMUNITY CALENDAR FEB 28, 2022

  • Events
  • Latest news
  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘Tam Talks’ to a slew of Online Webcam Tournaments! Check out the calendar below!

    Found an event you’re interested in? Here are all the associated links!

    Weekly Webcam Results 2/23/2022

  • Latest news
  • News
  • 39 players fought in this week’s webcam weekly, with Plus Ultra packs being given to any players who played for 2 of the 3 rounds, and a Victory pack was given out to each of the 4 players who went undefeated after 3 rounds.

    Kyoka Jiro on Good

    UVS Ultra



    Foundations

    4 It Can’t Be Fixed
    4 Manly Passionate Guy
    4 Destined For Mainstream Success
    4 Specialist Of Sound
    3 Passing the Torch
    3 Bonds of Friendship
    2 Resistance
    2 Self Sacrifice
    1 Coordinated Effort

    Attacks

    4 Amplified Sound Blast
    4 Specialized Sound Waves
    4 Unwavering Slash
    4 Create: Capturing Net
    2 Delaware Smash

    Asset

    3 Earphone Jack
    1 Quick Creation

    Action

    1 Capture Evil-Doers

    Sideboard

    3 You’re So Obvious
    1 Capture Evil-Doers
    1 Plus Ultra!
    1 Coordinated Effort
    1 Resistance
    1 Bonds of Friendship
    1 Planning Ahead
    1 Self Sacrifice

    Our first undefeated this week is a Jiro deck focusing on Flash attacks! Be careful not to have too many defensive enhances, or you will find them useless as she slings Flash attacks at you on every zone!

    Mashirao Ojiro on Fire

    UVS Ultra


    Foundations

    4 In Danger
    4 Calling For Backup
    3 Latent Skill
    3 Heroic Lineage
    3 Nervous Habit
    2 Frozen
    2 Irrefutable Force Of Nature
    2 Fulfilled My Duty
    2 Precise Control
    2 Keen Observation
    2 Clever Distraction
    2 Natural Leader

    Attacks

    4 Ice Storm
    4 Flying Thruster Kick
    4 Recipro Extend
    4 Corrosion Lunge
    3 Recipro Burst

    Sideboard

    3 Turn To Dust
    1 Irrefutable Force Of Nature
    1 Heroic Lineage
    1 Tomura Shigaraki
    1 Fulfilled My Duty
    2 Evil Gaze
    1 All Might (II)

    Ojiro makes a strong appearance this week, featuring lots of situations where he forces his opponent in to lose/lose situations, and possibly the FASTEST Recipro Bursts that you can see in the wild!

    Fumikage Tokoyami on Fire

    UVS Ultra


    Foundations

    4 Stronger In Darkness
    3 Heroic Lineage
    3 Arrogant Disposition
    3 Calling For Backup
    2 Clever Distraction
    2 Latent Skill
    2 Irrefutable Force Of Nature
    2 Self-Assured
    2 Fulfilled My Duty
    2 Back To Back
    2 Nervous Habit
    2 Keen Observation
    1 Encouragement
    1 In The Typhoon
    1 Cool Student

    Attacks

    4 Dark Shadow Ruin
    4 Crow and Frog Takedown
    4 Ice Storm
    3 Frigid Heatwave
    2 Dark Shadow Talon
    1 Giant Ice Wall

    Actions

    4 Summon Dark Shadow
    2 Evil Gaze

    Sideboard

    2 Capture Evil-Doers
    2 Exploding Pride
    2 Signature Right Swing
    1 Irrefutable Force Of Nature
    1 Massive Flash Freeze
    1 Arrogant Disposition
    1 In Danger

    Fire Tokoyami is a popular deck, and he has access to a wide variety of attacks! The 1x Giant Ice Wall here can push through late-game defenses, allowing his strong offense of Crow & Frog and Dark Shadow Ruin to demand submission from his opponent!

    Tsuyu Asui2 on Water

    UVS Ultra


    Foundations

    4 Amphibious
    4 Gotcha
    4 Tape
    3 First Villain Encounter
    3 Desperate Times
    3 Sticky Balls
    3 Wall Cling
    2 Irrefutable Force Of Nature
    2 Rescue Completed
    2 Self-Assured
    1 Observant Student

    Attacks

    4 Tongue Whip
    3 Grasping Tape Toss
    3 Sticky Ball Toss Tackle
    3 Eat My Sticky Balls
    2 Tape Swing
    1 Amphibious Ambush
    1 Crow and Frog Takedown
    1 Frigid Heatwave

    Action

    1 Plus Ultra!

    Sideboard

    1 Tsuyu Asui
    4 Frog Lashing
    4 Tongue Smack
    1 Frigid Heatwave

    The underrated DLC Asui takes a top spot this week with an extremely aggressive build! With nothing other than just your character, Tongue Whip comes in for 4 speed low for 9! With a few other attacks that put cards in its opponent’s card pool, or cards that really need to be blocked, Asui2 is going to be ensuring that +4 damage often!

    MHACCG Ban & Errata Update 2/23/22

  • Latest news
  • News
  • We had a great weekend with our Provisional Showdown being the largest event in Jasco Games’ history! Hundreds of players battled out to reach the top 16 spots, but it was easy for any player to see that there was an issue in the format. Once we reached the top 16, half of them were the same character, Kirishima. This was compounded with the top 4 finalists all playing Kirishima.

    We at Jasco Games have decided that, effective March 1st, Coordinated Effort will be banned. In addition, we are giving Kirishima an errata to limit him. One of our goals is to provide the most enjoyable play experience for the community. We have tested an incredible number of games with this changed version of Kirishima, as well as the regular version of Kirishima without Coordinated Effort being available to him.

    We have kept our eyes on Kirishima for some time, and we were even concerned about him during the release of Set 1. He has been the top contender since release, and we wanted to wait until after the first big major event to get the proper data before making a decision. (numbers and statistics are listed further down)

    For Kirishima’s errata, we have been testing the following and are comfortable with these changes:

    Enhance [Once per turn, your turn]: Build the top card of your deck face down.

    Enhance [Once per turn] Add 1 foundation from your stage to your hand: This attack gets +2 or -2 damage.

    The primary issue with his top enhance was that it felt very discouraging to attack Kirishima at any point. If you wished to attack him, he would gain board advantage for free and obtain another option for him to add to his hand.

    As for his bottom enhance, Kirishima had the freedom to effectively block with any two cards from his stage. He could recklessly play his hand out without the fundamental need to hold blocks in hand. This allowed him to be an incredible defensive wall that was extremely hard to break through. Kirishima’s bottom enhance also gives him the ability to recycle attacks such as Hardened Frenzy or the randomly built face down attacks from his own enhance and Hardened Jab/Chop. This gave him far more consistent attack turns than most characters who fundamentally rely on naturally drawing their attacks. Kirishima can also “unflip” foundations easier than any other character by adding flipped foundations to his hand and replaying them. His stage acts as an additional hand with amazing options every turn, so we are limiting that addition to once per turn.

    Concerning Coordinated Effort, this card does way too much for a reusable commit cost. It clears the card pool, eliminates progressive difficulty, builds a ready foundation, stores an attack in the stage, and has a 6 check with a decent block. Most importantly, this card provides a negative play experience (NPE) as soon as it hits the stage. Blocking is one of the fundamental mechanics of the game, and players are discouraged from blocking out of fear of being punished by Coordinated Effort, either on the same turn or on a future turn. Although Kirishima played this card the best, it still found itself maxed out at 4 copies in an astounding number of decks, even as a 3 difficulty with the Unique keyword.

    A lot of characters gravitated towards the Coordinated Effort + Hardened Jab package because it was much stronger than their own respective support kit. With Coordinated Effort gone, Kirishima decks become less consistent and other decks become more inviting. Players were already maindecking answers for Coordinated Effort (such as Electric Jolt and Irrefutable Force of Nature) and now may have more freedom with their deck space.

    Here are a few key stats that led us to this decision:

    • 37 Players brought Kirishima to the Provisional Showdown, with an additional 25 players bringing Kirishima in their sideboard. This grants us a sample size where we can look past individual player skill
    • Kirishima played a total of 165 matches against other characters, finishing with a combined record of 92-53-20 (63% winrate in matches with a result)
    • Kirishima had a winning matchup against 18 of the 21 other characters present at the provisional (with a low sample size on the other 3 “losing” matchups)
    • Out of 114 decks running under the Earth, Good, and Void symbols only one deck did not run Coordinated Effort. Decks that ran coordinated effort also had a positive win rate on the whole though not quite as dominant as Kirishima

    These changes are not entirely permanent. We at Jasco Games can unban or un-errata cards. We will continue to track tournament data because we wish for the game to be the best that it can be.

    COMMUNITY CALENDAR FEB 21, 2022

  • Latest news
  • News
  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘Tam Talks’ to a slew of Online Webcam Tournaments! Check out the calendar below!

    Found an event you’re interested in? Here are all the associated links!