Welcome to the Jasco Games’ Design Team Symbol Primer! We are going to dive deep into the Chaos symbol today, so those who love momentum will want to keep their eyes peeled on the cards we feature here. If you’re interested in stockpiling momentum, or in boosting your checks to have a long attack string, then you’ve come to the right place!
Momentum Generation
Acquiring momentum is the most commonly seen theme for cards on the Chaos symbol. This momentum can be gained from a multitude of places, and it’s up to you to choose the most fitting ones for your deck.
Uses the theme
Sometimes it isn’t enough to just get a pile of momentum for a big use of EX or Powerful, so many Chaos cards also use Momentum as a resource for devastating effects!
Plays with the theme
If your opponent is getting momentum at a faster rate that you can handle, check out these ways to slow their momentum down to a halt! Take special note of the abilities that can be used during your rival’s turn, as this will put a hamper on any plans they may have had.
Interacts with, or restricts rivals playing the theme
Control Check Boosting
The next most common theme for Chaos is one that appeals to aggressive players, and it gives you the ability to reliably play your attacks while keeping your defensive options available.
Uses the theme
Boosting your checks lets you play more cards per turn without committing Foundations!
Plays with the theme
While there are not many ways to directly cancel check boosting, you could look into the Evil symbol to reduce their checks the opposite way or Death to destroy their foundations that boost their checks.
Interacts with, or restricts rivals playing the theme
In addition to momentum generation and check boosting, Chaos has another theme that lives up greatly to its name. If you activated an ability and don’t know what will happen yet, you’re likely playing a Chaos card.
Minor Theme: Uncertain Effects / Unreliable Effects
Chaos can be quite chaotic, imagine that! Many “Chaos” effects have variance baked into them, that you’re never quite sure what you’re going to get… but the payout can be huge!
Lastly, here are some characters who encapsulate the feeling of the Chaos symbol. You can consider building some of them if you want to get consistent uses out of momentum abilities, or combine multiple momentum-costed abilities to get extra use out of your attacks that other characters could not achieve!
Characters who represent the symbol
That about does it for the Chaos symbol! I hope that reading this has helped your deckbuilding become just a bit less chaotic. Next time we’re going to explore the depths of the foundation destroying Death symbol. Until then, keep your momentum flowing!
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.
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.
My Hero Academia CCG Organized Play Formats Primer
By Clint Badger - March 23, 2022
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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.
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!
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!
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
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!
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!
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
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!
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.
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
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!
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!
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!
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!
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.
62 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. If you are a fan of Asui1, make sure to check out these lists!
The first Asui deck today is the only one on the Life symbol, which brings it unique benefits from Aoyama’s support! Release and Self Sacrifice help you keep your foundation base face up as you approach deadlock, and Passing the Torch is a fantastic card on any of its symbols!
DLC Ochaco returns again this week, with slight differences over the previous week’s deck. Night Watch is a huge card to look out for, it gives this deck strong control capabilities!
2 Irrefutable Force Of Nature 1 Ice Storm 2 20 Meter Tongue Strike 1 Sticky Balls 2 What’s Their Plan?
Our first Water Asui of the event is showcasing some more recently release cards, such as Crow and Frog Takedown, & Tongue Whip as new ways for Asui to push further and faster!
4 Tape Swing 2 What’s Their Plan? 1 Shoto Todoroki 1 Precise Control 1 Self-Assured 1 Plus Ultra!
A solid Water build of Kamui Woods ran supreme, even including the ability to side out to Todoroki if it needs a bit more control & damage for the late game. Tongue Whip at a 4x really pushes Kamui’s gameplan forward, allowing him a consistent pseudo-speed buff throughout his turns to compliment his floating damage pumps
2 Giant Ice Wall 2 What’s Their Plan? 1 Amphibious Ambush 1 Irrefutable Force Of Nature 2 Wall Cling 2 Grasping Tape Toss
Our second Water Asui this week is a bit more aggressive than the first, featuring 20 attacks in its lineup and twice as many Sticky Balls to slow down the rival on their attack turns!
4 Specialist Of Sound 4 Destined For Mainstream Success 4 It Can’t Be Fixed 4 Bonds of Friendship 3 Coordinated Effort 3 Harden 3 Manly Passionate Guy 2 Passing the Torch 2 Celebrity Status 2 Self Sacrifice 2 You’re So Obvious 1 Pull No Punches
All Might returns again, prepared for all comers with cards such as You’re So Obvious, Capture Evil-Doers, and It Can’t Be Fixed to provide him a variety of defensive and offensive tools!
73 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.
Kirishima returns to the undefeated list, this week off of Void and producing a variety of throws. Tape Swing comes in a big lose/lose for his rival, especially if Kirishima has a ready Coordinated Effort to use!
4 Heroic Lineage 4 Stronger In Darkness 3 Arrogant Disposition 2 Irrefutable Force Of Nature 2 Self-Assured 2 Latent Skill 2 Fulfilled My Duty 2 Keen Observation 2 In Danger 1 Nervous Habit 1 Clever Distraction 1 Calling For Backup 1 Cool Student
Attacks
4 Dark Shadow Ruin 4 Crow and Frog Takedown 4 Ice Storm 2 Frigid Heatwave 2 Signature Right Swing 1 Giant Ice Wall
Actions
4 Summon Dark Shadow 2 Evil Gaze
Sideboard
1 Capture Evil-Doers 2 Exploding Pride 2 Irrefutable Force Of Nature 2 Plus Ultra! 2 Giant Ice Wall 1 Arrogant Disposition
Tokoyami is a popular character, but only 1 of him is going undefeated this week! Learning how to manage a low health pool with a 7 handsize character is very important to earn the title of undefeated!
3 Super Regeneration 4 Shock Absorption 3 Glamorous
Nomu barrages his way to an undefeated position this week! Be careful of his Chops, Blows, and Rushes that are all coming in for at least 10 damage a piece. At that rate of damage, you’re going to need to find the right blocks quickly to deal with him!
4 Requesting Assistance 4 Clever Distraction 3 Encouraging Training Partner 3 Irrefutable Force Of Nature 2 Shock Treatment 2 Short Circuit 2 Release 2 Wealthy Aspirations 2 Frozen 2 Self-Assured 2 Precise Control 2 Infinite Potential
Attacks
4 Electric Jolt 4 Indiscriminate Shock 1,300,000 Volts 4 Home Run Comet 3 Zero Gravity Lift 3 Ice Storm
Actions
2 Plus Ultra!
Sideboard
1 Ochaco Uraraka 4 Meteor Shower 1 Irrefutable Force Of Nature 3 Giant Ice Wall 1 Short Circuit
Mina Ashido enters the undefeated circle for the first time this week! This deck can stumble into Indiscriminate Shock, Home Run Comet, Ice Storm, or Zero Gravity Lift and cause huge issues for her opponent!
4 It Can’t Be Fixed 2 You’re So Obvious 3 Coordinated Effort 4 Manly Passionate Guy 4 Bonds of Friendship 4 Note Taking 2 Passing the Torch 4 Destined For Mainstream Success 4 Specialist Of Sound 1 Recovery Girl’s Kiss
Attacks 4 Reverse Throw 4 Setup Strike 4 Texas Smash 4 Hardened Jab 2 Heroic Strike 1 One For All: Full Cowling 5% Strike
Sideboard
2 Capture Evil-Doers 2 Planning Ahead 3 Hardened Pummel 1 Plus Ultra! 2 You’re So Obvious
All Might announces his presence with a resounding “I AM HERE!” He is going to Throw, Jab, and SMASH his opponent into next week! The less blocks you hold against him, the less speed or damage he can pump, but that also just leaves you open to a TEXAS SMASH to the face!
DLC Ochaco appears undefeated again this week, but this time off of Death instead of Air! Be prepared to accept that you are going to be Turning to Dust in a Long Lasting Explosion, because this deck is pack with lose/lose situations for its opponent!
42 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. Every undefeated character is one that was not undefeated last week!
2 Apathetic 2 You’re So Obvious 1 Someone With Style 1 Eijiro Kirishima 1 Nomu 3 Merciless Rush
The deck features strong defenses and the ability to sideboard in to different defensive characters on the Earth symbol, allowing the deck to have different strategies and different handsizes.
The new DLC All Might makes his first undefeated appearance in the webcam weeklies! He is here with a large variety of Smash attacks that make you unsure which zone you need to hold to block!
4 Requesting Assistance 4 Destined For Mainstream Success 4 Specialist Of Sound 2 Latent Skill 3 Release 3 Infinite Potential 2 Amphibious 4 Arrogant Disposition 2 First Day of Class
Attacks
4 Amplified Sound Blast 4 Specialized Sound Waves 4 Unwavering Slash 2 Instant Explosive Release 2 Home Run Comet 3 Zero Gravity Lift
Assets
3 Earphone Jack
Sideboard
2 Home Run Comet 2 Exploding Pride 2 Wall Cling 1 Zero Gravity Lift 3 Encouraging Training Partner
Jiro rocks the stage again, with a heavy focus on her Flash attacks and some copies of Ochaco’s DLC foundation to help Jiro string further!
40 players fought in this week’s webcam weekly, with Plus Ultra packs being given to any players who played for 2 of the 3 rounds, and a Victory pack was given out to each of the 4 players who went undefeated after 3 rounds.
Be sure to keep your low blocks on hand, because this Bakugo is going to destroy any that get in its way with copies of the brutal Blast Rush Turbo taking you out, or he can use Nitro Explosion: Ignition to give any attack Powerful: 2 and make it something special.
1 Eijiro Kirishima 4 Hardened Chop 3 Fulfilled My Duty 2 Villains Defeated
A kick-centric Eraser Head proved unbeatable this week, featuring 3 copies of the new High Engine Kick from the DLC packs! This deck can Recipro Burst you so hard that you might be knocked out and miss the next webcam weekly!
1 Tenya Iida 1 Plus Ultra! 1 Tape Swing 2 Natural Leader 2 Calling For Backup 1 Night Watch 1 Villains Defeated 1 Fulfilled My Duty
Kirishima remains a meta pillar, finding himself undefeated again. This deck feature a strong focus on throws and Hardened Chop to consistently place its opponent in bad situations, and a few copies of Plus Ultra to secure the win!
44 players fought in this week’s webcam weekly, with Plus Ultra packs being given to any players who played for 2 of the 3 rounds, and a Victory pack was given out to each of the 4 players who went undefeated after 3 rounds.
2 A Precious Lesson 2 Encouraging Training Partner 1 20 Meter Tongue Strike 1 Instant Shining Flash 1 Planning Ahead 2 Preparing For Battle 1 Bonds of Friendship
An aggressive Tsuyu ran through the ranks this week! Perfectly accepting that her entire Stage will be face down, she plays cards like Self Sacrifice and Release to clear out the trash to bring in new foundations.
1 Fulfilled My Duty 2 Natural Leader 1 Tenya Iida 2 Villains Defeated 2 Calling For Backup 2 Tape Swing
Only a single Kirishima remained unbreakable this week, and he was throwing his opponents around with those copies of Grasping Tape Toss and Tape Swing! This deck looks to prove how valuable Plus Ultra! can be!
2 Short Circuit 2 What’s Their Plan? 2 Sudden Tape Shot 2 Passing the Torch 2 Fulfilled My Duty
After missing the goal the last two weeks, Sero swings his way to an undefeated position this week with a deck focused around throws and forcing his opponent in to lose-lose situations!
4 It Can’t Be Fixed 4 Celebrity Status 3 Bonds of Friendship 3 Self Sacrifice 4 Destined For Mainstream Success 4 You’re So Obvious 4 Plug-In 4 Specialist Of Sound 3 Pull No Punches 1 Coordinated Effort
Attacks
4 Texas Smash 4 Setup Strike 2 Velocity Punch 4 Hardened Chop 3 Reverse Throw 1 Detroit Smash
Actions
1 Plus Ultra! 2 Capture Evil-Doers
It’s only fitting that the Symbol of Peace would go undefeated on the Good symbol! This All Might is prepared to Punch, Smash, Chop, and SMASH any foe!
Our second Weekly Webcam event brought in 66 players, with Plus Ultra packs being given to any player who players for 2 of the 3 rounds and a Victory pack given out to any players who went undefeated after 3 rounds. A total of 8 players went undefeated at this event, and have been placed accordingly with their percentage of games won.
2 Clever Distraction 3 Cool Student 4 Stronger In Darkness 2 Arrogant Disposition 4 Latent Skill 2 Irrefutable Force Of Nature 4 Calling For Backup 3 Heroic Lineage 2 Frozen 2 Precise Control 1 Self-Assured 3 Fulfilled My Duty
Attacks
4 Dark Shadow Ruin 4 Frigid Heatwave 4 Giant Ice Wall 4 Ice Storm 2 Dark Shadow Talon 2 Monster Blast
Actions
4 Summon Dark Shadow 1 Capture Evil-Doers
Sideboard
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
Assets
3 Earphone Jack
Sideboard
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
Attacks
4 Dark Shadow Ruin 4 Dark Shadow Talon 4 Flying Thruster Kick 4 Recipro Extend 3 Engine Rush
Actions
4 Summon Dark Shadow
Sideboard
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
Attacks
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
Actions
4 ERASE! 3 Evil Gaze
Asset
1 Tres Chic Cape
Sideboard
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
Attacks
2 Amplified Sound Blast 4 Specialized Sound Waves 4 Home Run Comet 2 Zero Gravity Lift 3 Long Lasting Explosion 3 Electric Jolt
Asset
1 Earphone Jack
Sideboard
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
1 Earphone Jack 2 Capture Evil-Doers 2 You’re So Obvious 2 Planning Ahead 1 Bonds of Friendship 2 Plus Ultra!
A well rounded Kirishima deck that brings consistency, punches, and lots of blocks. Be on the lookout for Texas Smash coming in at upwards of 11 or 13 damage with ease!
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.
Mulligan Update
– 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!
Starting this week we are going to begin a series of advanced deck building articles for some characters in Series 1 that we’ve received requests for help building. These decks may not each be extremely competitive, but they should help to get you back on the path to winning! We will be using https://uvsultra.online/ for the deck builds, and each deck will be publicly available for viewing through the site on the same account.
These deck builds will each be on different symbols to try and highlight the differences, but by no means is that us trying to tell you what the best symbol is for each character. The My Hero Academia CCG has lots of options for each character, and generally there is no one “best” symbol for each character. You can explore lots of options, and even bring a different version of your favourite character to your local game shop each week!
With each article we will go over a few essential choices when building your own deck. These include deciding which symbol is best for your deck, if your deck should be more than the minimum of 50 cards, and let’s not forget that some symbols have access to some actions and assets so we’ll have to figure out how to slot those in accordingly as well.
Additionally, lots of players have had problems identifying how many copies of a given card to run in a deck. A 0 difficulty foundation that synergizes with your character is an easy card to run 4 copies of, but what about a unique 2 difficulty foundation that works well, but not astoundingly with your character? What if you reshape your game plan AROUND that card? There is a lot more work that goes in to the creation of a deck than some would expect, so it is crucial that you make the right choices both in game and out of the game.
We are going to start off with our two rival decks, Izuku Midoriya and Katsuki Bakugo. These two characters have access to twice as many cards as every other character in Series 1, so we will have to start by discussing which cards won’t make the final cut and which cards to focus on to create a competitive deck!
We hope you check out our advanced deck building articles over the coming weeks, and we welcome any experienced players to give advice through the comments of these articles as well.
It can certainly be overwhelming to see 3 different symbols on every card in the My Hero Academia CCG, so today we’re going to clear up the differences between them by helping you identify the strengths of each symbol. Since you have to select one symbol when you construct your deck, you are going to need to know which symbols provide what you are looking for for your dream build!
Air excels at getting cards out of its card pool through any means, and readying their own foundations. These abilities can provide some of the clearest benefits to your attacking turns, and can lead to some very aggressive decks.
All’s specialty is efficient card draw, and manipulating your own deck to set up ideal checks or draws. This doesn’t mean that other symbols are devoid of draw, but it does mean that the All symbol does tend to draw cards slightly easier than the others.
Chaos is the symbol for you if you want to earn piles of momentum, or wish to use boosts to control checks to help you get through your attack string!
Death is the choice for people who want to be destroying their rival’s foundations, or burning their health down with effects. Death can be a much slower symbol than most, but it brings its rival down to its speed!
Earth is generally the go-to symbol for the strongest of competitors. Choosing Earth gives you access to hefty damage reduction & damage pump, as well as the ability to flip lots of foundations in your rival’s stage!
Evil tends to skew towards the control side of the game, or it can also burn down your own health in an attempt to end the game quicker! Keep an eye out for the kinds of abilities that force your rival in to a lose/lose decision.
Fire is one of the most clearly aggressive symbols, with its cards usually including lots of speed or damage pump. Fire also enjoys having a large discard pile, and will reward you for keeping your discard pile intact!
Good decks tend to build up their Stage faster than most, and can usually build quite the wall to break through.
Life is around the middle in terms of gameplay speed, as it can be built to defend with abilities around keeping you alive, or Life can be used aggressively to fight against progressive difficulty and attack more than you have any right to!
Order is an excellent choice for players who wish to keep your rival locked out of options. The Stun ability is very prevalent on the Order symbol, and it will also provide you with ways to even target commit some foundations you may be having trouble with!
Void is a symbol that control players should pay attention to! Void features abilities that discard cards from their rival’s hand, and ways to interact with your rival’s abilities!
Water is the symbol for card recursion, efficient speed reduction, and clogging your rival’s card pool. This is a great symbol for players who love card combinations to explore!
Since every card has three symbols, that means that not necessarily every card in a character’s kit is going to be focused around one of their symbol’s strengths, but you can also see that several cards have their symbols’ identities flowing in and through their abilities. Unwavering Slash is a card that clearly uses all 3 of its symbols virtually independently of each other, whereas Recipro Burst fuses the strengths of Order and Fire in to one card. This provides both symbols a card that can be an excellent win condition and still have great synergy!
This is only the first set of the My Hero Academia CCG, and we are looking to expand on the strengths and further diversify the symbols as we move forward, so look forward to an exciting game as we grow!
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!
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!
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!
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!
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!
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.