Our second Weekly Webcam event brought in 66 players, with Plus Ultra packs being given to any player who players for 2 of the 3 rounds and a Victory pack given out to any players who went undefeated after 3 rounds. A total of 8 players went undefeated at this event, and have been placed accordingly with their percentage of games won.
2 Clever Distraction 3 Cool Student 4 Stronger In Darkness 2 Arrogant Disposition 4 Latent Skill 2 Irrefutable Force Of Nature 4 Calling For Backup 3 Heroic Lineage 2 Frozen 2 Precise Control 1 Self-Assured 3 Fulfilled My Duty
4 Dark Shadow Ruin 4 Frigid Heatwave 4 Giant Ice Wall 4 Ice Storm 2 Dark Shadow Talon 2 Monster Blast
4 Summon Dark Shadow 1 Capture Evil-Doers
3 Capture Evil-Doers
After not managing to make top 8 last week, Tokoyami comes back strong and secures 2 slots in the undefeated list! This deck includes 4 copies of Frigid Heatwave to let Tokoyami draw in to additional attacks and push further in the late-game than other builds of Tokoyami.
4 Amplified Sound Blast 4 Specialized Sound Waves 4 Unwavering Slash 2 Instant Explosive Release 2 Home Run Comet 3 Zero Gravity Lift
3 Earphone Jack
2 Home Run Comet 2 Exploding Pride 2 Wall Cling 1 Zero Gravity Lift 3 Encouraging Training Partner
Jiro brings her consistency to the table with a lots of foundation readying featuring Unwavering Slash, Requesting Assistance, and even Earphone Jack helping to ensure that she can push the extra mile. A variety of attacks in the sideboard lets this Jiro play by the matchup and change her style on the fly!
4 Cool Student 4 Stronger In Darkness 4 Latent Skill 4 Heroic Lineage 3 Arrogant Disposition 4 Calling For Backup 1 In The Typhoon 3 Keen Observation
4 Dark Shadow Ruin 4 Dark Shadow Talon 4 Flying Thruster Kick 4 Recipro Extend 3 Engine Rush
4 Summon Dark Shadow
2 Capture Evil-Doers 4 Fulfilled My Duty 4 Irrefutable Force Of Nature
Our second Tokoyami list of the week may also be on Fire, but is inherently quite different. With a sideboard full of control pieces and an efficient attack lineup featuring some choice Iida kicks, this deck will certainly be bringing pain time and time again!
2 Agitation 3 Latent Skill 4 Apathetic 2 Keen Observation 4 Villainous Entrance 2 Glamorous 2 Tight Lipped 2 Late Riser 4 Arrogant Disposition 4 Let’s Fight Bad Guys! 1 Super Regeneration 1 Night Watch 3 Encouragement 2 Mediator
4 Blast Rush Turbo 2 Navel Laser Charge 1 Signature Right Swing 2 Touch of Decay 3 Turn To Dust 1 Nitro Explosion: Ignition 2 Navel Laser Beam 2 Exploding Pride
4 ERASE! 3 Evil Gaze
1 Tres Chic Cape
2 Someone With Style 1 Exploding Pride 1 Katsuki Bakugo 1 Signature Right Swing 1 Night Watch 2 Howitzer Impact 1 Agitation 1 Navel Laser Charge
Eraser Head on Death has access to the bottom enhance on Blast Tush Turbo than even Bakugo does! Eraser Head simply needs only to respond with a copy of Erase!, which is then discarded from the card pool, and he has an easy 7 speed low for 8 damage! The defensive capabilities of Evil Eye in Eraser Head is nothing to scoff at, either.
1 Charged Up 4 Requesting Assistance 1 Shock Treatment 1 Short Circuit 4 Arrogant Disposition 1 In Danger 3 Latent Skill 4 Destined For Mainstream Success 4 Specialist Of Sound 1 Encouraging Training Partner 3 Infinite Potential 3 Release 2 Wealthy Aspirations 2 Wall Cling
2 Amplified Sound Blast 4 Specialized Sound Waves 4 Home Run Comet 2 Zero Gravity Lift 3 Long Lasting Explosion 3 Electric Jolt
1 Earphone Jack
2 Amplified Sound Blast 2 Plus Ultra! 2 Wall Cling 1 Electric Jolt 2 Encouraging Training Partner 1 Zero Gravity Lift
Jiro proves to be a consistent deck as well as a consistent competitor. This deck can take advantage of the sizeable bonus given by Long Lasting Explosion to ensure some enormous hits, or even the fastest of Home Run Comets you could even see!
This 67 card deck comes in at a hefty size in order to keep Todoroki’s enhance live for as long as possible. +2 damage on a throw may be cool on turn 2, but how about +8 damage on to that throw on turn 6 or 7? Strong control cards combined with Todoroki’s game-changing Response ability can help this deck survive until that turn 6 or 7 win if it needs to!
4 It Can’t Be Fixed 4 Destined For Mainstream Success 4 Self Sacrifice 3 Harden 4 Specialist Of Sound 4 Coordinated Effort 2 Bonds of Friendship 3 Celebrity Status 2 Passing the Torch 1 Gift From Mom 2 You’re So Obvious
Asui’s own unique brand of quick kicks and lasers rounds out our list this week. An entire playset of Rescue Completed ensures that her Stage never runs out of usefulness, even while entirely face down!
This week Jasco held our first Weekly Webcam event with 92 entrants competing for chances at Plus Ultra prize packs and a chance at a raffle for a playmat! Today we are going to showcase the top 8 performing decks at the event, including highlighting some key cards in each deck and discussing their strategies!
17 Players signed up as the defensive Kirishima, making sure that several people would have a run for their money in order to try and stay undefeated, while the second most represented character Tokoyami ended up not making the top 8 at all! Between Eraser Head and Kirishima’s prominence in the event, it is becoming more clear that while a strong offence wins games, a consistent defence wins championships.
This was also the first Jasco-run tournament where the new mulligan & start of game rules have been implemented, and the results have been very positive so far! Our players had achieved a nearly 50/50 win-rate between player 1 and player 2 during the event, and while this may not be the largest sample size and we will continue to monitor games going forward, this may very well be the closest that the parity between 1st & 2nd player has been.
This Kirishima deck proves that Kirishima is viable on every one of his symbols! Kirishima can recycle Villains Defeated to pressure the rival’s deck, Tape Swing brings a solid win condition, and he has access to Heroic Lineage for some fantastic speed reduction. Kirishima’s consistency combined with the longevity granted through Void’s cards make it clear why this deck took the #1 spot!
1-A’s homeroom teacher comes in at a close second place, also undefeated, bringing a strong lineup of kicks mixed with the consistency of Void’s attacks. Aizawa’s consistent speed pump makes Flying Thruster Kick a strong contender in any matchup. Eraser Head’s speed reduction combined with cards like Heroic Lineage, Gotcha, Tape, and Mediator will help ensure that this 7 hander never gets hit!
Kamui Woods ended up just snatching third place, having received no losses but a tie instead. This versatile deck can earn its wins with strings of Meteor Showers earned through turns of aggression, or it can push out a quick win when it needs to with a huge Home Run Comet or two! Sideboarding in to Jiro allows the deck to build up a more consistent offense if its needs to push faster than Kamui Woods is capable of.
The second Kirishima on our list, but the first on Earth! This build focuses heavily on strong punches, and brings a strong offensive suite with playsets of both Texas Smash and Relentless Barrage provide a huge threat on the opponent while Kirishima gets to set up his board. Apathetic is one of the most potent pieces of foundation control in Series 1, and Kirishima’s ability to recycle it can help make sure to protect his Coordinated Effort when any threat to it is placed on the board!
Our third and final Kirishima to make top 8 is also on a different symbol than the others, this time showing off what the Good can do. This build can play much better towards a long game, with Earphone Jack allowing the deck to consider pressuring a win through deck out, and 4 copies of Reverse Throw being able to be returned to Kirishima’s hand through either Coordinated Effort or Celebrity Status allows the deck to consistently chip damage through.
Our second Eraser Head deck this week also comes in on the Void symbol, but with a heavier focus on the kick lineup. Recipro Acceleration Kick from the Plus Ultra packs can clear a long strings of attacks and allow Eraser Head to continue attacking even further! This just goes to show that if you are fighting against an Eraser Head, you should consider bringing cards that reset the speed of his attacks.
A well rounded Jiro with strong defenses comes in 7th place with a side of Wall Clings allowing it to survive the largest throws known to man. Lots of Flash attacks and consistent speed coming from Earphone Jack means that you are going to need to do more than rely on some speed reduction to block these attacks!
This Jiro deck brings a stronger focus on Home Run Comet than our 7th place finisher. Each of the attacks in this deck are designed to generate momentum to create the BIGGEST Home Run Comets that you’ve ever seen!
As the first organized play season for the My Hero Academia CCG is starting to launch, we at Jasco thought it would be pertinent to make certain that the parity between the players going first and second in the game should be as close to 50/50 as possible.
In order to do this, we had multiple internal tournaments with members of our design team, playtest team, and even assorted Jasco employees of multiple skill levels joining in to pitch and try out several different ideas. We tested using different rules, decks from different formats, and all kinds of ideas in order to come to the rules changes that we have implemented now, and every change was brought to a vote. The rules changes that we are now implementing may be confusing at first, but it is one that was unanimously voted in and we all believe in it, so let’s look at it as a whole, then I will break it down to further explain it.
Start of Game Procedures
Player 1: This is the player to go first in the current game.
Player 2: This is the player to go second in the current game.
Neither player may attack on their first turn.
– If player 1 chooses to mulligan, they must mulligan their entire hand, but may mulligan up to 2 times, shuffling only after they have accepted their final starting hand.
– Player 2 may choose any number of cards to mulligan, but may only mulligan once.
On their first turn only, Player 2 may draw 1 extra card during the draw step.*
*This will exceed the starting hand size as written on their character’s card by 1.
Drawing the 1 extra card during their first turn is Optional.
Starting with the biggest change, player 2 may draw one additional card during their first turn’s draw step. This one was essentially non-negotiable among the teams, and we knew that player 2 needed assistance but we didn’t know just how much. We had tested player 2 drawing two additional cards during their first draw step, but the difference between that and 1 card was fairly negligible.
The reason for this change is to help player 2 to defend against the turn 2 attacks that player 1 is able to throw out. Far too many people have had games where they went 2nd in the game and they didn’t get to see any cards beyond what they drew in their first hand, because player 1 won the game on turn 2 with a lucky hand and great checks. The difference between how player 1 and player 2 can build on their turn 1 can be massive. Player 1 is allowed to throw down all of his foundations with reckless abandon, whereas player 2 needs to consider which ones to hold for blocks when he might not even know what zones his rival will be throwing. Player 2 might have to decide between playing your copy of Tight Lipped or holding it for its great block, whereas player 1 would have just played it without caring and is now at an advantage. With the additional card in hand, we hope that player 2 will be able to defend better against these aggressive decks, and will be able to have an enjoyable game.
Next up is the change to how mulligans work. While this change can certainly be confusing to explain, it is fairly intuitive once you get used to it.
Player 2’s mulligan remains unchanged, they still can choose any individual cards they don’t want in their opening hand and draw replacement cards before shuffling them back into the deck. Player 1’s mulligan is much more risky now, with them having to make an all-or-nothing decision to place their entire hand on the bottom of the deck and draw a new hand.
Through some testing and data gathering, it was pretty obvious that while this is definitely weakening player 1’s opening hand, it could accidentally force them into unplayable situations. For example, player 1 could draw into a hand that is 60% or more attacks, and then mulligan into a hand that is 60% or more attacks. This would basically an entire game where player 1 had a large disadvantage, so we came to the conclusion that while the all-or-nothing mulligan is certainly the way to go for player 1, we should allow them one extra use of that mulligan in case some bad luck forces them in to a bad hand. Our data showed that with the double mulligan in place, player 1 only had unplayable hands a fraction of the time they would have with a single mulligan. In this game where you see so many cards every turn, it is extremely important that we ensure that our players have viable turn 1 hands in every game.
The last thing to discuss is that player 2 can no longer attack on turn 1, just like player 1. All of these changes have been geared towards making player 1 and player 2’s chances to win as close to 50/50 as possible, and player 2 being able to attack on turn 1 felt a bit unbalanced. If a player truly wants to consistently attack on turn 1 it is usually not for reasons that would be healthy for the game, and this rule helps keep things just a bit more consistent and easy to teach. We do not want to see a world where players are actively looking for ways to justify attacking on turn 1.
We hope that these changes help to ensure everyone has a play experience where they feel like they got to participate in each and every game!
Meet Frank Debrito MHACCG’s Head of Organized Play
By Paul Wharshavsky - December 16, 2021
Jasco Games has appointed KONAMI’s former Organized Play Manager Frank Debrito as Head of Organized Play for the My Hero Academia CCG, a role in which he will spearhead Jasco’s competitive tournaments.
Prior to Jasco Games, Frank has been in the TCG/CCG industry for over 20 years. He spent the last 12 years as a member of the Yu-Gi-Oh! Organized Play team at KONAMI, most recently as the Organized Play Manager. In addition to his behind the scenes experience, he has experience as a Tournament Organizer (tournaments ranging from 4 to 4,400 players), Event Manager, Scorekeeper, Head Judge, all other roles at an event, and as a player at both casual events and competitive national level events. He has worked alongside hundreds of local gaming stores over the last decade, working individually with each store to help them grow their events and work with them towards hosting more prestigious events.
“Frank Debrito is truly the King of Games, when it comes to organized play,” said Alex Alexopoulos, Jasco Games’ COO in a release, before going to explain: “the My Hero Academia Collectible Card Game could not be in better hands given Frank’s unbridled knowledge of the gaming industry and his finger on pulse of the TCG/CCG player base pertaining to their collectible & gaming needs.”
Debrito’s appointment as Head of Organized Play coincided with the launch of the My Hero Academia in October. Together, Jasco Games and Debrito are preparing to unveil the exciting plans for the 2022 season of organized play in the coming weeks!
Nomu BARRAGES through all comers in the My Hero Academia CCG!
The bio-engineered anti-symbol of peace is available in booster packs from Series 1.
“I’m not the final boss. He is.” – Tomura Shigaraki
Nomu is the result of extensive body experimentation and DNA injections, and as such he has received multiple quirks with the express purpose of defeating All Might. Aside from his obvious hulking strength, the two most prominent of Nomu’s quirks are Super Regeneration, and Shock Absorption. The intention of these are for Nomu to be able to take a Detroit Smash straight to his face and keep punching back, and he works just the same in the My Hero Academia CCG!
Every single one of Nomu’s attacks are guaranteed to pack an absolute wallop, so his opponents need to be able to avoid everything he throws at them or they are going to end up in the hospital faster than Nomu can string together a coherent sentence! Conversely, Nomu barely needs to hold a block himself. If he does not block a single time during the game and only relies on his Response ability to carry him through, then he still needs to get hit by a minimum of 6 attacks to be taken down, and that certainly cannot be done in just one turn!
“I think he’s as strong as All Might” – Eraser Head
Nomu’s attacks each give him strong advantages for his playstyle to help him assert his dominance over his rival. Gale Force Punch and Merciless Rush each destroy his rival’s foundations in a different manner. Gale Force Punch simply requires you to currently have less foundations than your rival, which is pretty easy to do when you are a 5 hand size character, and this is in addition to it generally being quite fast and a huge 12 damage. If a character whose maximum health is 20 is facing down even one Gale Force Punch each turn, they are going to be in a rough situation having to block it! Merciless Rush takes this strategy a bit further by putting Nomu’s rival in a lose/lose situation of either having to take 10 damage to the face, or to destroy a foundation, and certainly neither of these choices are ideal. Well, they sure are ideal for Nomu!
Nomu’s Ultra Rare attack is Relentless Barrage, and it just gets stronger for the longer the game goes on! Every copy of Relentless Barrage in Nomu’s discard pile becomes a more increasing threat that he can continue to unleash every single turn, and for no less than a huge 9 damage each! At only 3 speed this attack is fairly easy to block but that isn’t the end of the game for Nomu as his attacks will just keep coming over and over, and since this is his flashiest move that may mean that his rival will be keeping mid blocks all game and will walk into a huge Berserker Blow when they aren’t expecting it!
“KRWAAAAAAW” – Nomu
Three of Nomu’s most prominent abilities are represented across his foundations, Brute Strength, Super Regeneration, and Shock Absorption! Brute Strength allows Nomu to push even further to take out someone with only a couple of hits! Destroying a foundation or losing a health to deal an extra damage may not seem to be the most ideal strategy, but does that extra health really matter when you are winning on this turn anyway? If you really do need to get some of that health back, then Super Regeneration has your back covered. Furthering Nomu’s desire to just apathetically take attacks directly to the chest and not care, this will help Nomu stay alive longer than he has any right to.
Speaking of apathetically, allow me to present Nomu’s most competitive foundation. Apathetic allows him to take on anyone regardless of what defenses they have! If your rival has defenses to reduce your Gale Force Punch down from a whopping 12 damage, you can simply flip it and get rid of it permanently. Speed reduction? Extra draw power? A key foundation that is necessary to their game plan? Each and every one of those will be face down, as Nomu simply does not care what his rival has to say.
Even at only being a 5 hand size character, Nomu is one of the most explosive characters in series 1 of the My Hero Academia CCG! If you enjoy keeping your opponent on the backfoot and continuously applying pressure, then Nomu is the character for you!
You can pick up packs of Series 1 of the My Hero Academia CCG in order to pummel everyone you meet with the Anti-Symbol of Peace: Nomu!
It’s not rude to brood! Embrace the darkness within yourself as you awaken your abyssal powers alongside the Jet-Black Hero: Tsukuyomi in the My Hero Academia CCG!
Collect his dark cards and more in the Series 1 booster packs.
“Revelry in the dark” – Fumikage Tokoyami
The cool and stoic darkness dweller of Class 1-A, Fumikage Tokoyami is here to drag evildoers into the abyss where they belong! His quirk, Dark Shadow, allows him to manifest a monstrous shadow from his body that fights alongside him. The darker it is, the stronger Dark Shadow grows; and together the two faithful allies are ready to show villains that they should, indeed, be afraid of the dark!
Tokoyami is a 7 hand size character that will rely on strings of attacks to successfully bring his rivals into the realm of shadows. He is able to reduce and increase the damage of all attacks by 1 when he’s committed, providing support while he concentrates on his quirk. This is alongside his main ability, which allows him to pick up the card core to his strategy: “Summon Dark Shadow” in order to bring true ruin to his enemies. Tokoyami is never truly alone, and his ability to bring his friend back from the discard pile proves it!
“…Another who communes with the abyss.” – Fumikage Tokoyami
Unleash the darkness within with the Action Card: Summon Dark Shadow! This card will give all of your attacks speed and damage as long as it is in the card pool, and its powerful enhance ability will allow you to string attacks together with ease! Although that powerful enhance comes at the disadvantage of committing your character; but of course, a true lurker in the dark like Tokoyami has no qualms about being committed; he prefers it!
Now, let’s see what this Jet-Back Hero can do on the offensive. His Dark Shadow Slash may start off slow, but it picks up considerable speed when it’s helped by faithful allies! Not to mention the extra punch it will pack if your character is currently in darkness. Meanwhile, Tokoyami’s Dark Shadow Talon will ensure that his faithful quirk enters the fray, providing further bonuses to his attacks by adding it to the card pool! And let’s not ignore a Deadlock Enhance that is sure to inspire fear on your rivals by slashing at their health!
Tokoyami is great at working together with others, as he is used to having to work in tandem with his own shadow. This ability to work well in a team is demonstrated by how he takes advantage of the Ally keyword, which is also found in his Action Card! Stand Back To Back with your allies to mitigate some damage and fight another day. In the moments where you are alone, do not forget that you are Stronger In Darkness to buff up your attacks and push the pain through!
“With your positions revealed, you’re in my crosshairs. And there’s no hiding from the coming storm.” – Fumikage Tokoyami
Villains are a superstitious and cowardly lot, and no move is more prepared to make them cower in fear than Tokoyami’s signature move: Dark Shadow Ruin! This powerful move will make your action cards in your card pool not count towards progressive difficulty, further increasing the value Tokoyami obtains from Summon Dark Shadow! To further prove how far Tokoyami has mastered his quirk, once this attack has received both a speed and a damage bonus, it will increase its power further and leave your opponent stunned! When combined with its Breaker: 1 keyword, this attack is sure to bring ruin to your rivals both on the offense and the defense. Your villains will be nevermore!
That’s it for our beloved bird of darkness. Look forward to playing as him and spreading the dark hand of justice alongside his shadow in the My Hero Academia CCG, available now!
Denki Kaminari CHARGES UP the fight in the My Hero Academia CCG!
You can collect the Stun Gun Hero’s cards in booster packs from Series 1.
“I can cover my body in electricity, but if I try to shoot it out it’ll go everywhere!” – Denki Kaminari
Denki Kaminari’s quirk, Electrification, gives him the ability to charge electricity and surround his body with a shocking aura that electrocutes anyone who makes contact with him, paralyzing them for a short time. If he further powers up his power, it automatically discharges in all directions, shocking anyone close to him. Kaminari is able to consistently release 1.3 million volts of charge, albeit at the cost of short-circuiting his brain for a time.
While this may not come as a shock, Kaminari’s character card encourages you to use attacks with the Charge or Stun keywords as you play towards the goal of building up enough momentum to unload an enormous attack or two on your opponent! Kaminari’s response ability should be handled with care, as it can be an absolute game-changer that both players will be playing around for most of the game. Denki’s enhance ability will cover most of the ground to help you find a prime opportunity to use your response ability, as the targeted foundation committal from this ability can certainly go a long way in many matchups!
“You’re my human stun gun!” – Kyoka Jiro
Kaminari takes great advantage of his pair of Electric attacks going to his momentum, with both of them having a strong ability while in your momentum. Electric Surge allows you to double down on the momentum gained by it and Electric Jolt provides a great targeted committal ability in the same vein as Kaminari’s enhance, and it can even be used on your rival’s turn in order to lock down an offensive foundation of theirs! Furthermore, Electric Jolt is nearly guaranteed to go to your momentum when you attack with it, and you can even use it to force Kaminari’s response to trigger if your opponent is quite proficient at blocking.
You may be wondering how Kaminari plans to use this horde of momentum that he is building up, and the answer within his own attack suite is Blitz Rush. It’s already coming in at a significant enough amount of damage to justify playing it before using Kaminari’s response, but with some momentum it can certainly put an end to anyone unfortunate enough to be on the receiving end! Kaminari does not exclusively have one win condition, though! Indiscriminate Shock, 1,300,000 Volts turns his stuns across his abilities into a game-ender itself! It has the ability to stun down a pair of foundations itself, and grows only more devastating with how much you can keep your opponent down.
“You guys are fried!” – Denki Kaminari
Shock Treatment is a fantastic outlet for Kaminari’s built up momentum, helping to make sure that your rival will have no defensive foundations available to stop your shocking attacks. If you have accumulated a good amount of momentum, Shock Treatment will prove invaluable as it forces down your rival’s stage across your entire attack turn, allowing your 1,300,000 volts to be the strongest that it can be!
Kaminari’s attacks aren’t the only way for him to charge up his momentum, either! The aptly named Charged Up helps you build up further, and it even allows you to add attacks like Electric Jolt and Electric Surge to your momentum face up if you have them available, leading to greater interactivity and pressure! In order to make up for the lost foundation from Charged Up, Requesting Assistance helps by readying one of your foundations as you move further into your turn. It has the stipulation that you need to have at least 1 momentum to use it, but that shouldn’t be too difficult, right?
Kaminari has a lot of moving pieces in his cards, and it allows him a great degree of versatility! You can try to make an extremely aggressive Kaminari and try to fry your rival on turn 2 of the game, or you can build up your defenses while shocking down theirs to push your way to victory. The choice is yours!
You can pick up packs of Series 1 of the My Hero Academia CCG in order to shock your friends with your own deck for the Stun Gun Hero: Chargebolt!
Minoru Mineta STICKS all adversaries in the My Hero Academia CCG!
You can collect the Fresh-Picked Hero’s cards in booster packs from Series 1.
“What do you mean “FIGHT”, are you CRAZY?!” – Minoru Mineta
Minoru Mineta’s quirk, Pop Off, allows him to produce sticky balls from his head that he can remove at will. These balls will stick to all surfaces that they are adhered to, except for Mineta himself, as he just bounces off. If he Pops Off several balls too quickly he begins to bleed from his scalp, so he needs to be careful to not waste his uses.
Mineta’s primary game plan is to clog up his rival’s card pool and slow them down as quickly as possible, be it on his turn or their turn. His response ability is quite potent, but it does require more tact than it appears at face value. If he commits down a few rival foundations as they are attacking him and he can’t take advantage of it on his following turn, then he has essentially harmed himself for little reason. Knowing when to and when not to use this response ability will go a long way towards making you an efficient Mineta master!
His bottom enhance ability goes a long way in helping his survivability, letting him stick down the speediest characters and force them to play at his speed. Well-timed use of this ability can force some of the strongest around to have to admit the superiority of Minoru Mineta!
“I had a big poop this morning, which makes my balls even stickier.” – Minoru Mineta
Mineta’s sticky balls are surprisingly strong, and in large quantities they certainly are uncomfortable for anyone to deal with. Mineta’s offensive turns hinge on if he can get a card in his rival’s card pool in order to get his free +2 damage to work consistently, and Eat My Sticky Balls is the key to get him there! Whether this attack is blocked or not, there will always be a card in his rival’s card pool to slow down their defenses and force through some extra damage from mineta’s enhance!
Grape Rush Attack takes a much more offensive stance on this strategy. It does not have the upside of clogging your rival’s card pool if it is unblocked, but it certainly has the upside of dealing a significant amount of damage if your rival chooses to let it hit them! This can certainly put people into a strenuous situation, especially if you use copies of Eat My Sticky Balls in your momentum to pay for Grape Rush Attack’s Powerful, making it even more threatening and allowing you to get further value from it being blocked! Sticky Ball Toss Tackle takes Mineta’s game plan to an extra level, granting damage for each time he has clogged his rival’s card pool this turn. Even if you only played a single copy of Eat My Sticky Balls prior to this attack, it is at minimum a 6 damage throw for only 4 difficulty, which is already very efficient!
“Ewww, what ARE these things?” – Sea Villain B
Mineta’s sticky balls may be a bit weird and unorthodox, but they prove their worth very quickly! His rare foundation, Sticky Balls, gives him the ability to clog up his rival’s card pool on their offense, slowing them down immensely. This puts a larger hamper on combo decks than others, so Eraser Head and Momo had better look out to not step in any sticky balls anytime soon!
Creepy Realization and Classmate Introductions take further advantage of his primary strategy. If your rival is pushing too far on their turn, or if you have clogged their card pool quite deep, then Creepy Realization is far and above the strongest foundation in your Stage. Classmate Introductions, on the other hand, helps you out at the beginning of your turn. It stacks damage on to your first attack, making your rival have to block the attacks that you want them to block, and punishing them with compounding speed pump across your attacks if they choose to ignore you!
Mineta has one of the most unique play styles in Series 1 of the My Hero Academia CCG, which will very much appeal to players who enjoy taking a slower game and making their rival play at their pace. If you are facing a Mineta player, make sure to not take his sticky balls for granted!
You can pick up packs of Series 1 of the My Hero Academia CCG and try to pop off with your own deck for the Fresh-Picked Hero: Grape Juice!
Hanta Sero SWINGS past the competition in the My Hero Academia CCG!
You can collect the Taping Hero’s cards in booster packs from Series 1.
“He’s got skills, but at the expense of some REALLY creepy looking elbows!” – Present Mic
Hanta Sero’s quirk, Tape, allows him to shoot powerful lengths of tape from his elbows which are strong enough to support his own weight, or immobilize most opponents! Sero uses his quirk to quickly move along the battlefield, and has earned a reputation as Class 1-A’s fastest student. In the My Hero Academia CCG, you can use this ability to attack your rival from any angle during the battle, and if your rival isn’t completely successful in stopping your attacks then they are going to find themselves in an even stickier situation!
Sero’s Once Per Game ability is where his versatility shines, and proper usage of it will vary greatly in each game you play. Some games you may wish to use it on your rival’s turn to get rid of one of their attacks in their hand, but make sure to take note of their block zones for your own turn. Other times you will want to use it on your own turn to make sure that your rival isn’t trying to sculpt an offensive turn, or even just make sure that your rival’s options are limited if they have access to some defensive draw!
“Elbow guy, tape ‘em!” – Katsuki Bakugo
Sero may not be the most popular person in Class 1-A, but he is known to be a consistent and extremely useful support hero to those in need of his aid! Sero’s attacks are viable in their own right when used in other character decks, providing valuable Stun abilities and versatile abilities, but they certainly each have their way of shining through when used by Sero himself.
Sudden Tape Shot is a card that anyone can take advantage of Any character can have this be a 6 speed high attack, or a 6 damage low attack, but in Sero you can make it both 6 speed and 6 damage with greater ease. Since the choice of its zone is entirely up to you, you can certainly throw a tape in your rival’s plan! Rapid Tape Strike functions similarly as a strong utility attack, and puts Sero’s rival in a very sticky situation. Sero can force his rival to decide where either they have to discard a card or he is going to draw 2 cards, and I would call that a win-win with only a small spin-spin of the tape dispenser!
Tape Swing is the strongest attack in Sero’s arsenal, and his rival needs to be aware of it throughout the game so as to not get swung clear into the next game! The static ability on this does work twofold; it has face value of it not being able to be completely blocked, so if it is a high attack during the block step Sero’s rival will have to block with a mid block, but if Sero spies that his rival only has a single block zone in their hand, then he can change this attack to match that zone and make it completely unblockable! Tape Swing takes the momentum you have built up during the game to a very literal point by converting each momentum you wish to spend to +2 damage, and on top of the free +2 damage from using the enhance on Sero’s character, you can tell that this card very much earns its risky 2 check!
“Just because my team passed didn’t mean I scored high enough not to fail…” – Hanta Sero
Sero’s foundation base emphasizes that he may still have a lot of work to do on his offense and discipline skills, however he provides fantastic defensive options to any team he works with! His common foundations, Gotcha and Tape, will happily fit in most/any deck and they have a little extra shine in Sero himself. Since his two workhorse attacks Rapid Tape Strike and Sudden Tape Shot both require him to commit foundations to use their abilities, he can commit copies of Gotcha for an extra speed to help slip them past his rival’s defenses! Gotcha also works very efficiently against Stun decks, as it reduces the speed of any attack that stuns it down, and is reusable all throughout the game, unlike other anti-stun options!
Think Fast! is a very essential card to Sero’s gameplan, to the point where you may find yourself playing multiple copies of it in your deck even though it is a Unique foundation. It basically adds on to Sero’s already useful enhance with free stat bonuses, which are never really useless! The top enhance basically provides Sero’s help to other characters, but it’s not going to go unused in a Sero deck itself. The ability can be activated to trigger Gotcha in a pinch if you find yourself needing a bit of extra speed, or it can be used on Tape Swing to push an extra 2 damage onto it if you have to push just a little bit further.
Each Sero deck you encounter could be completely unique from the one you saw before it, as this tapehead can make great use of attacks from any of his classmates on his symbols!
You can pick up packs of Series 1 of the My Hero Academia CCG and try to wrap up your own deck for the Taping Hero: Cellophane!
Kyoka Jiro and Momo Yaoyorozu perform a dazzling duet in the My Hero Academia CCG! Collect these young heroines’ cards in the Series 1 booster packs.
“Can you turn it down a notch? Right now, we need to worry about getting away from these enemies!” – Kyoka Jiro and Momo Yaoyorozu
These two ladies have a harmonious relationship in Class 1A, working together as students, friends, and as heroes! Becoming fast friends right from the start, with Momo leading study groups with Jiro and the other Class 1A freshmen, and Jiro coming to the aid of Momo and the other girls when Mineta gets too handsy.
Momo and Jiro’s friendship is apparent even in the world of the My Hero Academia CCG! Jiro and Momo both utilize Weapons and Assets, albeit in different ways. Sharing two symbols, their kits work in perfect symphony with each other, complementing each others’ abilities just as much as their own.
Create: Capturing Net and Unwavering Slash have both Charge and Weapon keyword traits, giving Jiro the opportunity to respond with both of her offensive abilities, and also allowing Momo to interact with them with all of her cards. Create: Capturing Net naturally plays after a foundation that you’d like to build off its own enhance and activate its combo ability, saving valuable Momo activations for later. Meanwhile, Unwavering Slash can build any asset card from your discard pile, ready a card, and draw a card— and both characters have an asset in their kit that they’d love to have in their stage.
Jiro and Momo are definitely Destined For Mainstream Success, and while Jiro certainly uses the card well because of her scouting mechanic, any good player should know the construction of their deck to maximise the odds of naming the right card type. When the dynamic duo are Preparing For Battle, they try their best to complement each other’s fortes—and this card reverberates echoes of Jiro’s own 1 difficulty foundation.
Whether you play Momo, creating opportunities against your rival, or as Jiro, planning ahead and executing a stellar riff, you’ll find their cards work in consonance with each other, reflecting the special friendship these two characters have.
You can find Momo, Jiro, and many other heroes and villains in the My Hero Academia CCG, available now!
Kyoka Jiro shreds her way to the stage in the My Hero Academia CCG! Collect her cards and more in the Series 1 booster packs.
“Strength doesn’t make a hero, true heroes stand up for what they believe.”
– Kyoka Jiro
Jiro is a pragmatic, organized, demure member of Class 1A, settling scores with her Quirk, “Earphone Jack”, which allows her to plug into any object they can pierce and hear even the smallest vibrations passing through them. Not only that, she can channel the sound of her own heartbeat through whatever she plugs into, attacking evildoers with soundwaves and leaving them in discord! Jiro prefers to plan ahead and create favorable situations, and her quirk is key to scouting and to bringing conflicts to a close.
With her character card, you can plug in and scout ahead of both players’ decks, giving you valuable information over the course of the game. When you need to go on the offensive, Jiro allows you a unique deck-building decision: Will you create a crescendo with super strong Charge attacks? Slice through defenses with super fast Weapon attacks? Or create a delicate harmony between the two?
“I’m sorry, next time I’ll ask before saving our butts.” – Kyoka Jiro
Lucky for you, Jiro’s attack lineup is a chorus full of charges and weapons that will bridge the gap for you! Jazz things up with Specialized Sound Waves, drawing a card whether you play it as an attack or a block. On offense, you can lay a nasty trap on top of your rival’s deck, stack your own to draw off its own effect, or create a safety net for later. Jiro isn’t just a musical prodigy, though, as she uses the Improvised Blade created by her friend Momo Yaoyorozu, letting you double up on damage and speed for each card in your card pool with this major Weapon attack!
Jiro’s boots and gloves aren’t just stylish punk-rock apparel, they’re also UA-designed hero gear, functioning as amplifiers for her already powerful heartbeat distortion waves! Use her Earphone Jack asset to discard cards you’d rather your rival didn’t have later, while enhancing your own charge attacks—and when the time is right, ready a foundation that you’ve used earlier in the combat phase!
“Jiro, why not use your skill to make other people smile?” – Koji Koda
Jiro is a talented musician, an experienced vanguard and acts as Class 1A’s Specialist of Sound. Using this card, you can bring your rival’s attacks to a slower tempo, and using Jiro’s own ability, stack it in such a way that you can peek at a 3rd card from the top of your own deck!
Kyoka Jiro is a versatile and unique character, able to use several different lineups of attacks on 3 different symbols. Try combining her charges with Ochako Uraraka’s on the Air symbol, or her weapons with her best friend Momo Yaoyorozu’s on the All or Good symbol!
Whatever you choose for your concerto, you’ll find Jiro and her classmates in the My Hero Academia CCG, available now!
Momo Yaoyorozu creates a new way to play in the My Hero Academia CCG! Collect her cards and more in the Series 1 booster packs.
“Start with the basics and devote oneself wholeheartedly to learning, it’s the only way to become a top hero.”
– Momo Yaoyorozu
Momo Yaoyorozu is a dedicated, kind, natural leader to the other members of Class 1A. Although her genius intellect is not her quirk, it only enhances its use; “Creation” allows her to convert lipids within her body into non-living material of any kind, as long as she understands and can replicate the molecular structure of the material she’s creating.
Use Momo’s character card to “create” weapons and build crucial foundations and assets on the fly! Her enhance allows her to build in foundations that are in her card pool on offense and defense, making her extremly deft at keeping an empty card pool for more blocks and attacks! Once per turn, she can add a Weapon card from her discard pile to her hand, giving her limitless options for what she can do.
One of only 4 freshman students to have been admitted on recommendation, Momo is expected to be a star pupil at UA. Quick thinking and smart planning allow her to keep on top of her studies, and using Quick Creation, you can modify the damage of an attack and fuel Momo’s top enhance! Should your rival go beyond into deadlock, commit this versatile asset to double the speed and damage of your weapon attack, and pack a wallop!
“Wait, your clothes got super punk!” – Kyoka Jiro
Momo knows her quirk alone can’t subdue villains, so she became a student of hand weapon combat, Bukijutsu. Slam your rival with Staff Strike, drawing a card for each foundation in your card pool. If you plan ahead and meet the combo requirement, the pay-off can be devastating, allowing your next 2 Weapon cards to be played without adding in progressive difficulty! Use the Powerful ability to create a world where your rival is at 0 health!
“This girl has a good eye on her!” – All Might
Any budding hero-to-be knows that they should Start With The Basics, and the basics of the My Hero Academia CCG tell us that adding speed and damage to our Weapon attacks are a good thing! Knowledge is power, kindness is preservation, and beauty is a Weapon—this Rising Starlet uses all the tools at her disposal (including her good looks!) to get ahead of the competition. This card lets you gain 1 health after building it (whether or not it is with Momo’s enhance!) and flips to double up on Momo’s own effect, allowing other characters to use a facsimile of her own ability.
Creativity is key when playing Momo, and using her support, the sky is the limit! Build your deck using the All symbol to fill your hand with resources, or the Good symbol if you’d like stock up on valuable foundations to convert into creations later.
Remember to start with the basics when you get into the My Hero Academia CCG, available now!
Shoto Todoroki FREEZES the competition in the My Hero Academia CCG!
Be careful not to get freezer burn when you collect his cards in booster packs from Series 1.
“Never forget who you want to become” – Shoto Todoroki
Shoto Todoroki’s quirk Half-Cold Half-Hot may not have the most creative name, but he is certainly one of the most competent students in Class 1-A, having gotten into the hero course on special recommendation. Shoto’s power is perfectly divided down the middle of his body, with the ability to emanate fire from his left side and to create powerful ice from his right side.
Shoto’s character card is equally split between the two elements. You can use Shoto’s Response ability to lean more into a control style of deck, or perhaps to just cancel key defensive pieces that your rival needs to survive. His enhance ability leans into the Fire symbol by getting stronger the larger your discard pile is, so this could encourage you to build your deck to be larger than the minimum of 50 cards as there is no maximum deck size in the game!
Early in My Hero Academia, Shoto avoids using his Fire abilities out of disdain for his father, the #2 hero Endeavor. Most of Shoto’s cards in Series 1 of the My Hero Academia CCG represent this as well, with each of them generally representing his Ice abilities and granting him stronger control abilities, such as the defensive ability Breaker appearing on half of his attacks. Because of this, Shoto’s enhance is less powerful than his full capability, but perhaps as the series goes on he will receive more cards that allow him to fill his discard pile quickly?
“Aren’t you embarrassed to lose to a child?” – Shoto Todoroki
As Shoto Todoroki’s quirk is an Emitter type, it means that each of his attacks will generally be Ranged attacks, and his kit of attacks supports his Ranged theme quite well. Giant Ice Wall is fantastic for shattering through defensive walls that your rival sets up, and Massive Flash Freeze comes in at a very fast speed and helps your future Ranged attacks get played as well! Usage of the correct Ranged attacks in their proper order will be key to learning to play Shoto Todoroki well.
Frigid Heatwave is the only attack that Shoto has in Series 1 where he begins to use his left side to its full potential. Because of its affinity with Fire, it quickly burns cards off of the top of your deck and gives great benefits for the size of your discard pile. This can be the card that truly enables a Shoto deck to function at its prime if you wish to be aggressive in Series 1, so be on the lookout for it when fighting against Shoto!
“You were woefully unprepared” – Shoto Todoroki
Shoto’s foundations each bring out the control elements from his right side to freeze his rival’s strategies before they can get off the ground. If you are attempting to push for victory on your rival and you need to keep their Stage committed for your attacks to be able to force through, Frozen may be what you want to use. You can destroy the foundations that you committed for Shoto’s enhance ability, thus losing no immediate resource, and force your rival to commit a foundation. With the high natural speed on Shoto’s attacks, this can certainly be the difference between a victory and your rival blocking your final attack and living!
Self-Assured is a card that can be used to great effect to block your rival’s attacks completely, regardless of which zone you are holding, and when paired with the Breaker: ability on Ice Storm or Precise Control, this can freeze your rival’s attack turn in place. While this foundation may be Unique, meaning that only 1 copy is allowed in your Stage, this is a great card to include multiple copies of in your deck as Shoto is very happy to see this card early in the game.
Irrefutable Force of Nature is Shoto’s final foundation, and it has the fantastic ability to seal cards in your rival’s Stage. For clarity, to “seal” a card means that the sealed card is considered to have no abilities for the rest of the turn, so you can seal down important offensive pieces on your rival’s turn to let you survive turns that your rival figured would have been a sure win!
That’s it for Shoto for now, and you can pick up his cards in series 1 of the My Hero Academia CCG, available now!
The heroes of Class 1-A, joined by the Symbol of Peace All Might, continue the fight for justice in the My Hero Academia CCG Deck-Loadable Content box! This DLC box is a great addition to your collection, and provides support for characters and decks from the base set, as well as brand new cards and strategies to battle your friends! Purchase two and you’ll have a playset of every card, as well as extra characters to share with friends.
“Just believe in yourself, and you can become a hero!” – All Might
This version of All Might forces your rival to make tough decisions on when to block his mighty punches. All of your attacks get +2 damage, and if that attack is blocked your next attack will become more powerful. Then, by discarding one momentum, you can draw up to two cards if your rival chooses not to block. This gives All Might the chance to draw even more attacks and continue pummeling his rival.
Mighty Punch has a similar ability to All Might, drawing two cards if it isn’t blocked. Combined with All Might’s second enhance, this means you can draw up to 4 cards if your rival doesn’t block it. But with a whopping 7 damage, that isn’t a choice your rival will make lightly! If your rival dares to go into Deadlock, a huge chunk of their deck will go straight to the discard pile!
All Might’s foundation, Staggering Positivity, keeps pumping up your damage, and shuffles up to 3 cards from your discard pile back into your deck!
“Giving up isn’t an option for me!” – Ochako Uraraka
The gravity defying hero Uravity returns with a brand new character card! She shares the air and chaos symbols of her previous version but switches out the life symbol for death. This lets her now use cards from Eraser Head, Bakugo, and even the villainous Shigaraki and Nomu.
Ochako’s once per turn response is incredibly powerful and complements her playstyle of looping her attack cards multiple times. She is able to clear a successful non-throw attack from your card pool back into your hand, and make your next attack easier to play. This pairs extremely well with Meteor Shower, which can then be put back into your hand again after being put into your momentum! Throw your rival for a zero-g spin!
Ochako’s new attack, Float Combo, combos with another high attack, and will still do 1 damage even if fully blocked! This lets you use Ochako’s response ability to pick the card up and play it again for even more damage! Her foundation, First Day of Class, ensures that your chain of attacks starts strong, giving your next attack plus 2 to its check when used during your first attack. The response ability can also be used in response to itself, flipping and readying itself to be used again. It also works great against stun attacks!
“I have to stand up! Never again will they, or my brother, leave me behind in the dust!” – Tenya Iida
The Class 1-A President races back onto the battlefield with a brand new character card. Swapping out the fire symbol for earth, Iida can now use cards used by All Might and Eijiro Kirishima. Once per turn Iida can replace a card in his hand to give his attack up to 4 extra speed! Then, if your attack’s speed is doubled, it gets an extra 2 damage. Combine this with Heroic Lineage, and you can potentially give your attack a massive plus 4 speed and damage!
Between Recipro Extend and Engine Rush, Iida already has some of the best attacks in the game, and High Engine Kick continues that trend! On top of its amazing stats, its enhance lets it reach up to EIGHT extra speed as soon as it hits the field. Not only is this great for Iida, but his homeroom teacher, Eraser Head, might enjoy it as well…
Iida’s foundation mirrors his character’s enhance, giving an attack with double speed an extra 2 damage. Iida’s offensive potential is extremely powerful, and his rivals can only hope they’re fast enough to see him before he strikes.
“This class is intense…” – Tsuyu Asui
Rounding out the class is Tsuyu Asui, trading the air symbol for evil. Her enhance punishes your rival for not blocking by giving her next attack an extra 2 speed. Then, by discarding a card from her rival’s card pool, like a block that was used on her previous attack, she gives her current attack an extra four damage. This synergy between both her enhance abilities forces her rival into a difficult decision with every attack.
Her attack, Tongue Whip, gets more powerful the more her rival tries to block. Use the bottom enhance to clog your rival’s card pool, and then combine it with her second character enhance! Lastly, her foundation, First Villain Encounter, gives your current attack 1 extra speed and damage, and your next attack minus 1 difficulty just for committing itself.
Look forward to joining Class 1-A for yourself with the My Hero Academia CCG Deck-Loadable Content box coming soon!
Eijiro Kirishima ROCKS the fight in the My Hero Academia CCG!
You can find this manly hero’s cards in booster packs from Series 1.
“I’m always down for a challenge!” – Eijiro Kirishima
His quirk, Hardening, gives him the capability to withstand serious threats such as bullets, explosions, and metal. Hardening becomes stronger as he withstands more and more damage, giving him more options and offensive capabilities. His hardened body becomes rough and sharp like a rock, increasing his strength and allowing him to go on the offensive without damaging his body.
In the My Hero Academia CCG, Kirishima will be adding more and more cards to his Stage as the battle goes on, increasing his options immensely. He can add cards from his Stage to his hand every turn in order to block attack after attack efficiently, and he can even reduce the damage of his rival’s attacks and absorb the hits!
“My Hardening’s super strong and can destroy bad guys in a fight…” – Eijiro Kirishima
Kirishima’s offensive package is very aggressive, and allows him to change around the face down foundations that he accumulates, usually with the intention of getting attacks down there that he can pick up later to keep the attacks flowing!
Hardened Jab and Hardened Chop are great examples of this as they both allow Kirishima to try to find better cards from the top of his deck, and keep his options changing. Since he can only pick up his foundations twice per turn, you may need to be careful about when to time the use of his enhance ability. The damage bonus from his ability is definitely something to consider as well, as you don’t want to use it too early in your attack string on moves that are simply going to be blocked with ease.
Hardened Frenzy, on the other hand, is extremely glad to be blocked! Kirishima can open with this attack and make it a significant 7 damage to threaten his opponent, and punish them by re-playing it if it gets completely blocked! Kirishima can efficiently play this multiple times in a turn, and really go on quite the frenzy to the point that blocking it is futile, and that the only way to keep up with him would be to have damage reduction on his level.
“…but it doesn’t look all that impressive.” – Eijiro Kirishima
Kirishima’s foundations are extremely efficient at supporting his gameplan of keeping up a large Stage, but they certainly aren’t the flashiest or most diverse set of cards.
Coordinated Effort can speed up Kirishima’s attack turns considerably. If Hardened Frenzy seemed quite efficient with the ability to be added to your Stage, then this foundation is certainly one to look out for. The capability to bring ANY attack down to his Stage is a huge boon, and can be expanded beyond his own attacks to make some strong and threatening turns!
Kirishima’s quirk materializes as the card Harden. This foundation can boost any of Kirishima’s own attacks considerably, and then you can pick it up during your rival’s turn in order to block with it and further decrease the damage of your rival’s string of attacks. When combined with Kirishima’s strong Resistance, he makes his rival’s attack worthless before they even play them!
If you enjoy efficient blocking and attacking, you can look forward to playing as Red Riot in the My Hero Academia CCG, in stores now!!
Eraser Head BINDS the enemy in the My Hero Academia CCG!
You can collect the homeroom teacher’s cards in booster packs from Series 1.
“Which one of you gutter punks is next?” – Eraser Head
Shota Aizawa’s quirk Erasure is such a core part of his character that even his character card in the My Hero Academia has full access to the card Erase from the beginning of the game. Erasure gives Aizawa the ability to disable someone’s quirk as long as he keeps his eyes on them without blinking, and in the card game this means that if he wishes to keep his rival’s ability turned off he will have to continuously discard cards from his hand to keep using Erase repeatedly.
Since Erasure is essentially a purely defensive quirk, Aizawa has trained himself for 6 years to use a unique weapon called the Binding Cloth to defend himself with. His skill and combos with this weapon allowed him to take down hordes of henchmen during the U.S.J. incident. In the My Hero Academia CCG you can play as Eraser Head and perform fantastic combos to bind your rival’s hand and achieve victory!
“That power is amazing!” – Class 1-A
Once you start an attack turn with the Binding Cloth, you can continue to attack in a variety of ways to perform different Combo abilities. The Combo ability only needs the card immediately preceding it to meet its condition, so Eraser Head can easily flow in and out of different combos with ease!
Binding Cloth Assault is Eraser Head’s most consistent attack. If you have simply played an action during your turn, then Binding Cloth Assault will have a higher speed than any of Eraser Head’s other attacks. The ability to cycle a card out of your hand to draw two more will keep Eraser Head consistently ahead, and able to keep up the pressure with his Erasure quirk!
Binding Kick and Expert Flurry each have very easy combo requirements, only needing to be preceded by an attack. These two common attacks both can make great opening attacks as their combo abilities aren’t as impactful as Binding Cloth Capture or Binding Cloth Assault, but can each help in their own unique ways. For example, Expert Flurry’s ability to discard your rival’s momentum will prove invaluable against several opponents, especially those who rely on face up momentum for their tricks! These simple attacks will help provide Eraser Head with the damage output that he will need to take out the trash!
“You really are so cool, Eraser Head.” – Tomura Shiguraki
Since Aizawa is class 1-A’s homeroom teacher, his foundations provide excellent control for keeping those kids in line! Night Watch will prove invaluable in keeping your students in check when they start to get out of hand, and Mediator provides stellar defense on a low difficulty foundation, even drawing you an additional card to help keep playing Erase and blocking as often as possible!
Late Riser is a multi-functional card that you can decide how to use at different points of the game. If you get a copy or two of Late Riser in your Stage early, you can add a significant amount of damage across your combos, or you can discard copies that you have drawn during the late-game using Eraser Head’s enhance in order to give your rival’s attack a huge speed reduction. You can even keep a copy in your hand until you need the additional speed, and your rival won’t see it coming. Better late than never!
You can look forward to playing as Eraser Head and wrapping up the competition in the My Hero Academia CCG, in stores now!
Hello! Today we’ll take a look at how the first set of the My Hero Academia CCG is laid out, and what you can expect from a booster pack. Good things to know!
The booster set is composed of 16 groups of 9 cards, plus 2 additional Secret Rare cards. Each character in the set has 8 cards that feature them – attacks they use, foundations that represent their personality or key moments, and so on.
These support cards have all three of their character’s symbols. That means each deck can always play the character’s own support, no matter which symbol you choose to build them on.
You don’t have to use every support card for your character, but they’re a good starting point as you learn the game. They tend to work well with that character, and often have similar mechanical themes.
For the rival decks, Midoriya and Bakugo get 18 cards each – the characters themselves, plus 17 support cards. This gives you a lot of room to explore deck building just from a pair of Rival Deck boxes!
Now, let’s break down the number of cards at each rarity level in the set. You can find the rarity of a card at the bottom, next to the set number.
The set contains:
49 Common (C)
47 Uncommon (UC)
29 Rare (R)
19 Ultra Rare (UR)
2 Secret Rare (SR)
There are also 36 Starter Exclusive (SE) cards (the cards in the Rival Decks), to make up the total of 182 cards in the set.
Each booster pack has 10 cards in it. 6 of those cards will be Commons. Commons are often useful in a wide range of decks, and can be nice to have several copies of. Every card is meant to be useful, and commons are no exception.
One card in each pack is always either a Rare, Ultra Rare, or Secret Rare. Rares appear about 3/4 of the time, and Ultra Rares 1/4. So an average booster box (24 packs) has 18 Rares and 6 Ultra Rares. (note that this is just an average, and can vary)
Both Rares and Ultra Rares are foiled, and URs get a special foiling treatment to match the art on that card. Pictures can only do it so much justice – you should see these for yourself – but we can try:
Ultra Rares can be key attacks for their characters, potent actions or assets, or just intriguing cards to build a deck around. There are no UR foundations though; this is to reduce the chance of having URs that players want to put in every deck that can feasibly run them.
In roughly 1 out of 3 boxes, one Rare or Ultra Rare card will be replaced by one of the two Secret Rares. What those are like… well, it’s a secret!
The remaining 3 cards in a booster pack are the Uncommon slots. Character cards are Uncommon, so it shouldn’t be very hard to get your favorites.
The characters in the booster set are:
One very special thing about the Uncommon slots is that, in 3-5 packs per box, one card in an Uncommon slot will instead be an Extra Rare!
Extra Rares are foiled, expanded art versions of existing cards. Every card in the set, including Starter Exclusive cards, has an Extra Rare variant. Below you can see an example of the regular version of the card, and the Extra Rare version.
Among Extra Rares, all cards are equal. Your chances of getting a XR version of a specific Common are the same as your odds of getting a particular Ultra Rare, or even one of the Secret Rares!
If you’re doing the math, this means that any one specific XR appears in 1 out of 1,092 packs – they’re really special, and should be great cards to trade with friends.
That wraps it up for today’s article – make sure to get a Rival Deck box (or two!) to get started with the game. Then when you’re ready to expand your options, or try some other characters, you’ll know what to expect from your booster packs.
Sacré bleu! The Shining Hero himself is ready to navel-blast his way to victory in the My Hero Academia CCG!
Collect his dazzling cards and more in the Series 1 booster packs.
“I Cannot Stop Twinkling, meaning you can’t stop my sparkles!” – Yuga Aoyama
The flamboyant oddball of Class 1-A, Yuga Aoyama is here to face his doubts and insecurities with grace, style, and panache! His quirk, Navel Laser, allows Yuga to blast his opponents away with spectacular beams of light; but if overused his abilities will lead to him clutching at his stomach in pain! Make sure to keep an eye on your resources, and don’t leave yourself open as you power through your rival’s defenses!
As a character with a hand size of 6, Aoyama must make the most out of the cards that he draws. Take further advantage of powerful flip cost effects with his response ability, making the speed and damage of your attacks rise to truly resplendent heights! And when the time comes to play that final coup de grâce his enhance will allow you to play a high difficulty attack even late during a turn! Just don’t get caught on the defensive with all your cards face down, or you’ll end up with issues worse than tummy aches!
“C’est la vie” – Yuga Aoyama
Although taking advantage of his foundations being flipped is Aoyama’s raison d’etre, one must be ready for any upcoming villain attack. Make use of his stylish Tres Chic Cape to unflip your committed foundations, either to ready them for further use or to simply flip them again! And if anyone is foolish enough to go into deadlock against you, make sure to blind them with your cape’s powerful Form ability, which will add two ranged attacks you already played back into your hand so you may use them against your opponent once again!
And speaking of attacks with range, Aoyama is always willing to lead with a couple far-away feints in order to ensure his main move strikes true! His Navel Laser Charge will ensure he stays healthy and fashionable while transferring one of his +1/+1 buffs to the next attack; while his Panache Shining Navel Blast will be big and fast enough to make your opponent sweat their hard-earned momentum right off their character! Simply diabolique!
Aoyama needs to be able to flip foundations in order to promote his bedazzling plan; and that’s where his reliable Tight Lipped comes in! Serving as a 0 difficulty foundation that is always ready to turn some frowns upside-down. And when it comes to making the most out of these face down foundations, leave it to Someone With Style to solve that problem by simply blowing them up! And of course, if your rival tries to ruin your beautiful day with stun, this card will make sure they are properly punished.
“Unless we can face that which pains us… we can never truly sparkle!” – Yuga Aoyama
Once the time comes to go all out, Aoyama is prepared to unleash his signature, splendid and sparkling Navel Laser Beam! The two flip enhance abilities on this card, when combined with Aoyama’s response, is bound to terrify your rival with its sheer splendor! And the powerful First Enhance on the card will allow you to reuse some of your own very dear flip effects. And of course, let’s not forget the striking Breaker:2 which is bound to blindside your rival. Comme d’habitude for you, but a terrifying surprise for them!
That’s it for our beloved Shining Hero: Can’t Stop Twinkling for now! Look forward to playing as him and stunning all your rivals with your confident, eternally shining style in the My Hero Academia CCG, Coming this November!
Tsuyu Asui LEAPS into battle in the My Hero Academia CCG!
You can collect The Rainy Season Hero’s cards in booster packs from Series 1.
“Ribbit!” – Tsuyu Asui
The quirk, Frog, gives Tsuyu Asui the proportionate abilities of a frog, including but not limited to a powerful prehensile tongue and incredible leaping power. She utilizes these abilities in the My Hero Academia CCG by moving fast at all times and keeping ahead of her rival.
Whether on offense or defense, Froppy can get the jump on her rival by keeping her card pool clear at all times. While attacking, she can string together longer combos than anyone else can keep up with, or she can continuously block attacks much more efficiently than her classmates by clearing her card pool after every attack which effectively reduces the difficulty of any further blocks.
Asui’s great speed and card pool clearing comes at a cost. As she flips more of her foundations to continuously use these abilities, she finds herself with fewer and fewer resources left. This not just to activate their own abilities, but she might even corner herself and not be able to leap anymore! Learning careful use of her abilities will be the key to playing the most efficient Froppy deck!
“Ribbit?” – Tsuyu Asui
Tsu’s talent for speed and leaping is very evident in her attacks, with her lineup being balanced in every attack zone, and each of her tongue lashes coming in at high speeds. A very efficient start to Asui’s attack turns is 20 Meter Tongue Strike. This attack will help streamline your turn by slapping away a piece of your rival’s defensive tech for the rest of the turn. Once their defenses are down, you can re-ready your own pieces with a well-timed Frog Kick and continue attacking!
As the fight goes longer, Asui will have more and more face down foundations, but this isn’t always a hindrance. Her attack strings can be greatly bolstered with a well placed Frog Lashing or two! This attack only gets stronger as the game goes on, and it’s potent ready ability is not restricted to foundations that have not been readied this turn, as Frog Kick is. Whether it’s used to help continue your attack string, or to set yourself up for a stronger defensive turn, Frog Lashing is going to spin your rival’s plans out of control!
“This class is intense” – Tsuyu Asui
One of Asui’s core strengths is her amphibious nature, and that will be incredibly relevant in her deck as well. You can use Amphibious to remain afloat and make sure that your foundations remain ready, be it on defense or offense! When used in conjunction with the versatile Rescue Completed, Asui can put extra pressure on the speed of any attack that she cares about.
If you find yourself able to take down the speed of an attack but you don’t quite have the right block zone that you need, or if you find yourself facing down an especially rough Throw attack, then Asui’s ability to cling to walls has you covered! This can get you out of many sticky situations, and when combined with the excellent block on Frog Lashing you can disable any attack thrown your way with ease.
That’s it for Tsuyu Asui now, but you can look forward to playing as her and leaping all around the battlefield in the My Hero Academia CCG, coming this November!
“Symbol of Peace? Ha! You’re just an instrument of violence… and violence always breeds more violence.” – Tomura Shigaraki
Just as All Might serves as a paragon of good, truth and justice, Tomura Shigaraki shows what the dark underbelly of the hero world looks like. A malevolent and twisted villain, Shigaraki sees the unfairness in the world of My Hero Academia, and instead of seeking to improve it, simply wants to see it destroyed. Somewhat aptly, Shigaraki’s Quirk “Decay” allows him to disintegrate whatever he touches to ash.
Much like in the series, Shigaraki’s character card takes advantage of any “contact” with the opponent—-withering away health from his rivals upon a successful hit, and destroying valuable foundations upon a successful block! Heroes beware, as any misstep can spell doom against this powerful, unhinged villain.
“Every living, breathing thing just rubs me the wrong way. So why not destroy it all?” – Tomura Shigaraki
Just like Shigaraki, you can use Turn to Dust to create a horrifying dilemma for your rival: Will they lose 4 health and save vital foundations? Or sacrifice crucial resources to stay topped up on health? Use the Ex and Stun abilities to pressure your opponent’s board and connect a hit so that Shigaraki’s response can deteriorate your rival’s health total!
Shigaraki’s fury-ous assault doesn’t end there—Make a Villainous Entrance to remember, and use Shigaraki’s Touch of Decay to disintegrate any do-gooders that might get in your way! Combo together Shigaraki’s devastating arsenal of Fury attacks to rot away your rival’s defenses and score a win for the League of Villains.
Quandaries abound for heroes facing Shigaraki—allow this villain’s attacks through and his response will wither away your health total, but block and these tricky cards will leave Shigaraki with more than he started with!
Shigaraki’s Decaying Grip will leave your rival rotting on both offense and defense, readying your character on block and allowing Shigaraki’s character ability to be used a second time! On offense, Decaying Grip’s combo enhance can catch your rival without a block, as it limits their options for what they can attempt to play
“That’s why we need a symbol like you, Tomura. Next time, the world will know of the terror you represent!” – ???
Any villain worth his salt never leaves anything up to chance though, and just one look into Shigaraki’s Evil Gaze will send shivers down the spine of any would-be hero. Surprise your rival with this versatile action card from hand, and either make your own attack fast enough to race past defenses, or slow down the competition. Adding injury to insult, Shigaraki can respond with his own ability to destroy an additional rival foundation on block!
Shigaraki is a versatile character that can allow for many avenues to success. For blistering speed and damage output, try playing on the Fire symbol to blaze past your rival’s defenses, or if controlling the game is your preference, play him on Death to destroy resources and create favorable board states.
Whatever the case may be, you’ll be able to find Tomura Shigaraki and many more Heroes and Villains alike this fall in the My Hero Academia CCG!
Tenya Iida BURSTS on to the scene in the My Hero Academia CCG!
You can collect his cards in booster packs from Series 1.
“The Class Representative’s duty is to lead others! Be concise, clear, and confident” – Tenya Iida
Iida’s quirk, Engine, gives him mechanical engines that protrude from his calves and bestow him with sudden bursts of speed for incredible kicking power. His character card enables you to act quicker than your rival, gaining the first enhance during your rival’s attacks! His speed doesn’t just mean efficient plays, because he can apply a substantial speed bonus or penalty to an attack and even force down your rival’s board during your attack.
His assertive and stern personality shines through in his gameplay with his capability to command the enhance phase, as well as the ability to take foes down quicker than most. Let’s rush in to his cards and see how he can win the fight!
“He was able to get everyone’s attention and get everyone in line!” – Izuku Midoriya
His ability to act first during the enhance phase likely brings the question of how best to press the advantage, so let’s take a look at his foundations that give him command of the fight.
Fulfilled My Duty is the cornerstone of Tenya’s defensive gameplan. The ability to skip the enhance phase on any attack is never to be underestimated, and can make many attacks not seem meek ! If you need to get through your rival’s foundations, then Tenya’s ability as a Natural Leader is exactly what you are looking for. Careful use of this card, and a bit of studying your opponent, can help ensure that you don’t lose your footing.
Tenya isn’t all about control of the game of course, and the versatile Heroic Lineage of the Iida Family provides exactly what Tenya needs when he needs it. If your rival makes an attack threatening, this will help protect you. If you need to throw a huge haymaker before the enhance phase has even begun, this card will help you out.
“My actions are also the shape of my dreams.” – Tenya Iida
Iida’s attack suite packs quite the kick, and these kicks benefit greatly from the speed pump that his Engine can give him.
Recipro Extend is a fantastic utility attack for any Iida deck. While the power of it is nothing noteworthy, it works great as a setup strike to open a string of kick attacks. Its ability to boost your following attack is especially useful when you have an attack that you would like to improve before your rival even can play a single enhance, such as Engine Rush which can end its own Enhance Step at your whim to prevent any meddling by your rival.
If your rival tries to build up their defenses to fight against your substantial speed, then Flying Thruster Kick has got exactly what you need. Its Deadlock ability to fuel your momentum can be a gamechanger, especially with the EX keyword appearing on 3 of his 4 attacks!
That’s just about wraps up the spotlight on Tenya Iida, and you can look forward to playing as him and showing the competition the emergency exit in the My Hero Academia CCG, coming this November!
Ochaco Uraraka drops the GRAVITY of the My Hero Academia CCG, and you can collect her cards in the booster packs of Series 1.
“I’ll focus on working just as hard as he does!” – Ochaco Uraraka
Uraraka’s quirk, Zero Gravity, allows her to remove the effects of gravity on an object or person by touching them with her fingers, effectively making the target weightless. When she activates her ability on her own attack, it will float directly over to her momentum without having to wait for the end of the turn. She can easily pick back up an attack that she has floating in her momentum, even if she just added it there this turn!
Her biggest motivating factor is the willpower of her peers, and she refuses to get left behind! Inspired by Midoriya’s seemingly endless ambition, she forces herself forward against adversity and finds increasingly creative ways to use her quirk when backed against the wall. She is carrying the weight of her family’s well- being on her shoulders, and she has strong Wealthy Aspirations to become a pro hero to help her family and loved ones.
“Giving up isn’t an option for me!” – Ochaco Uraraka
Some of Uraraka’s attacks have additional abilities while they are floating in your momentum, such as Zero Gravity Capture being able to drop an additional +3 damage on one of your attacks. Successfully juggling the abilities in your momentum, and using them correctly when your rival is not prepared, can be your key to victory when playing as Uraraka!
Zero Gravity Lift is an excellent setup attack that can help your attack strings come together a lot easier. A simple use of this would be to add it to your momentum with Uraraka, then to remove it on your following attack to make that attack float to your momentum after it resolves. This keeps your card pool free and will let you push even further than you could have otherwise.
If you would rather keep your attacks in your card pool, you can unleash a huge Home Run Comet at the end of your attack string to get a Powerful ability that might even make All Might jealous! With its ability to generate momentum from your stage combined with Uraraka’s own momentum, you need to be very careful when fighting against Uraraka to not get launched to the moon.
“INFINITY?! How’s that possible?” – Denki Kaminari
Zero Gravity can be put to great use defensively as well. You can use her Infinite Potential to negate the gravity on your rival’s attack to swap it to high zone so as to not get caught off-guard. This card conveniently includes a great high block itself, so it encourages running multiple copies to work well with itself!
Uraraka’s defensive abilities aren’t exclusively limited to floating her opponent’s, either. She has found creative ways of floating various objects or even herself in order to evade attacks. This comes to like with the fantastic card, Release. This card can help you during all times in the game, just be sure to not over-use it and end up vomiting all of your foundations into your discard pile!
How you put Uraraka’s deck together is up to you, and you can focus on different aspects of her abilities based on how you would like to play! You can build your own deck around keeping a neat and clean card pool, or you could focus on momentum generation in order to try and blow away enemies with huge attacks. Some of her classmates may even have cards that synergize well with her to amplify her abilities, but that is a discussion for another day.
You can look forward to playing as Ochaco Uraraka and floating the competition away in the My Hero Academia CCG, coming this November!
All Might SMASHES his way into the My Hero Academia CCG!
“It’s fine now. Why? Because I am here!” – All Might
Toshinori Yagi is known to the world as the symbol of peace and justice, All Might, and he has retained the title of #1 Hero for many years with a smile on his face. The Quirk “One for All” allows All Might to achieve amazing feats of speed and strength, up to and including launching a being into the stratosphere with his bare hands! Unfortunately, due to an injury, All Might can only maintain his hero form for a short time each day, and so he needs to budget his time and energy accordingly.
All Might’s character card allows you to permanently reduce the number of cards you draw each turn in order to draw 3 cards. This is a strong amount of card draw, but the price is very real and if you push All Might too far he will end up worse off than he started! The strength of his cards is ever present through his enhance ability that allows him to give his attacks a large damage boost based on the number of cards in his hand.
“Hey villain, have you ever heard these words? Go beyond! PLUS…ULTRA!” – All Might
All Might can use his iconic Detroit Smash to exert himself even further for more draw, and to add cards from his hand to his momentum. This allows you to fuel both the EX ability to grant it a large speed boost, and the Powerful granted by his All Might’s enhance. You can make his your Detroit Smash strong enough to plow through anyone’s defenses, short of Nomu.
The rest of All Might’s assortment of Mighty Punches are sure to put sizable dents into your rival’s health. A furious Texas Smash can pack a wallop, and you could follow it with a swift copy of Smash to end your rival with style. All Might is prepared to Pull No Punches when it comes to any villain who dares stain the streets with their presence!
“A hero can always break out of a tough spot.” – All Might
While All Might has a solid use for momentum through his ability to grant Powerful to his attacks, he can also use his glorious Celebrity Status to add one of his momentum to the top of his deck. Once this is done, he can draw it back with his Form, and have even MORE Mighty Punches to launch at your rival!
All Mights defensive capabilities barely relent either! You can use You’re So Obvious to reduce any attack down to its printed damage or speed. If your rival is planning to take you out with a huge hit, they need to pay attention to how much of their attack you may disable with just this foundation!
You can build your own All Might deck to focus on different aspects of him, depending on your preferences. You can try him on the All symbol to fuel your Powerful ability with lots of draw, or perhaps you would like to play him on Earth to have an incredibly tanky deck and be able to absorb all kinds of damage!
You can look forward to playing as All Might in the My Hero Academia CCG, coming this fall!
“We’re not here to make friends, we’re here to fight!” – Katsuki Bakugo
Welcome to the My Hero Academia CCG!
In the My Hero Academia CCG you can play as Bakugo, and learn to EXPLODE down the path to victory!
This 50 card deck comes pre-constructed with enough cards for you to pick up and play your first game of the My Hero Academia CCG!
Katsuki Bakugo’s quirk Explosion gives him the ability to ignite the sweat from his palms and create of a variety of sizes. Bakugo has learned to use these explosions in ways, such as speeding towards his opponent with one blast, dodging around them with the next, stopping his speed with a third blast, and then hitting his opponent from behind with a fourth.
“There’s no way I could beat you without taking risks” – Katsuki Bakugo
Bakugo tends to care much more about attacking than making strategies, or even working with allies. You can see this in his character card allow you to destroy one of your foundations on any attack for an explosive +2 damage pump. Bakugo’s lack of foundations doesn’t necessarily hinder his ability to attack either! Between the Bakugo’s response ability and a little Encouragement from All Might, Bakugo possesses the ability to continuously discard his attacks from his card pool, allowing him to play without progressive difficulty.
Bakugo’s ace maneuver lends itself well to the My Hero Academia CCG, providing him a fantastic attack zone mixup game. Your opponent won’t know which zone to properly block when you have viable attacks coming in on each attack zone, and some of his attacks like Long-Lasting Explosion or Point Blank Incineration reference your next attack’s zone, but there’s nothing forcing you to actually follow what the attacks say. You could use this as a bluff, and then attack in a zone that your opponent wasn’t expecting, and possibly get them to waste a block!
“Our Katsuki, he’s rash in everything he does” – Mitsuki Bakugo
Since Bakugo’s game plan focuses so heavily on destroying his own foundations and then moving on, most of his foundations are either use or they specifically trigger when destroyed. Cards such as Latent Skill, Let’s Fight Bad Guys, Encouragement are all one-time use, themselves to being destroyed without worry. Just don’t go too all-in and find yourself in a position where you can’t defend yourself, even if that is Bakugo’s style.
This brings us to a pair of cards the absolute core of your Bakugo deck. Aggressive Temper Burst Speed are great cards with multiple uses that can be incorporated into different styles of play. Of course, you can destroy them from your Stage with Bakugo to trigger their respective abilities, but there is more that you can do with them! You can use Bakugo’s Signature Right Swing to discard these from your hand in order to draw more attacks, , or you can use Bakugo’s finisher Howitzer Impact to destroy an additional copy of one of them to make it much more impactful!
Look out for your chance to pick up the 2-Player Rival Decks to get both Katsuki Bakugo and Izuku Midoriya My Hero Academia CCG, coming November!
“I want to be strong enough, so no one will worry about me.”– Izuku Midoriya
Welcome to the My Hero Academia CCG
This 50 card deck comes pre-constructed with enough cards for you to pick up and play your first game as Deku and SMASH your way to victory in the My Hero Academia CCG!
Izuku Midoriya, also known as Deku, possesses the quirk One for All, which allows him to access a stockpile of power to increase his strength to incredible levels! Additionally, Midoriya has made a hobby out of studying heroes, and this has given him the ability to assess an enemy’s fighting style with ease.
Midoriya is still very early in his hero studies and has quite a while to go before he has mastered his quirk, and it tends to leave him in tatters when he uses it. A +10 damage bonus is enormous, but he does have to lose his entire hand in order to pay for it! Midoriya has to do a lot of training to learn to control his power, and it will take some effort to overcome this weakness. Don’t worry too much, though, as he has access to cards like Passing the Torch, Future Charge, and Reverse Throw to help recover your hand after pushing through!
“Whether you win or lose… you can always come out ahead by learning from the experience.”– All Might
Izuku Midoriya’s time spent idolizing and studying heroes has not gone to waste now that he has a quirk of his own – in fact it helps him analyze and react incredibly fast to his opponent’s actions! Every time your opponent plays an attack, you can attempt to predict the attack zone of your opponent’s next attack. If you are correct then that attack becomes dramatically easier to block. This can cause your opponent to stumble on their plays and attack sub-optimally as Midoriya is able to parry their attacks with ease.
Midoriya can play mind games and bluff which zone he is able to block, or he can hedge his bets by activating Planning Ahead to cover his bases! Planning Ahead can reduce the damage of most attacks down to nothing, so this could even stop your opponent’s attack string completely if you’ve been paying attention and studying techniques!
“I want to become the greatest hero, like you!” – Izuku Midoriya
Midoriya’s fighting style emulates the Number 1 Hero, All Might, so his repertoire of attacks are all based on All Might’s arsenal of moves. Expect to see lots of punches flying!
Midoriya’s play style is about opening up his opponent for a large SMASH, allowing for some great burst turns to pummel his opponent. You can use attacks like Heroic Strike or the aptly named Setup Strike to help ensure that your big attacks, such as Determined Victory Smash, will hit their mark and secure your victory.
Even if you can’t pull off a long string of attacks to take down your opponent, Midoriya still has plenty of options at his disposal! With foundations like his lovely Gift From Mom and his Self Sacrifice, Midoriya can build up quite an offense in the late-game to power through even the most defensive of opponents.
“The deeper the darkness the more dazzling the light shines.” – Izuku Midoriya
The My Hero Academia CCG will be available this November, and you can purchase the 2-Player Rival Decks to get both Izuku Midoriya and Katsuki Bakugo.
Izuku Midoriya and Katsuki Bakugo face off in this explosive 104 card starter set for the My Hero Academia Collectible Card Game!
Each deck is ready to play right out of the box, but can also be expanded with cards from My Hero Academia Collectible Card Game booster packs. These decks also include exclusive cards not found in the Series 1 booster packs.
This Rival Box contains two 51 card starter decks and two random Ultra Rares from the My Hero Academia Collectible Card Game.
You can find the spotlight articles for each of the two Rival decks at the following links:
Use these My Hero Academia Collectible Card Game booster packs to join All Might, Izuku Midoriya, Katsuki Bakugo, and the rest of Class 1-A for exciting battles!
There are 16 different Character Cards to collect in these booster packs, and each character has 8 individual cards of their own to collect and help you create your perfect deck!
This display contains 24 booster packs of 10 cards each for the My Hero Academia Collectible Card Game. Players need at least one My Hero Academia Collectible Card Game Rival Deck to use the cards within.
My Hero Academia collectible card game accessories
By marcin - June 16, 2021
My Hero Academia Collectible Card Game Official Worldwide Distributor Asmodee NA .
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