Provisional Store Championship Schedule

  • Events
  • News
  • North America

    Store NameDateAddressEvent Link
    Ala Tompkins TCG10/15/202213 North Ave, Store 8, Milestone Square, Pleasant Valley NY
    Canada’s collectible games10/15/202233 b carriage house dr Jackson TN 38305
    Mez comics & Games10/17/20228208 Cortez rd west unit 1 bradenton Florida 34210
    Mistscape Gaming and Collectibles10/17/2022801 East Fourth Street, DeQuincy, LA, 70633
    217 Comics, Cards, & Games10/18/20221820 Adlai Stevenson Dr
    Springfield, Illinois 62703
    Nerdvana Cards and Collectables10/18/2022349 El Dorado Blvd Webster Tx 77598
    Spectralgamingandelectronics10/19/202210790 Grant Rd houston tx 77070
    The Gamer’s Haven10/19/20221403 W Broadway Ave, Spokane WA 99205
    CoreTCG10/21/2022770 S. Arroyo Pkwy Ste. #110
    Cryptid Gaming LLC10/21/20221504 Falls Blvd N, Wynne, AR 72396
    GuuBuu Hobby10/21/20223334 Stone Mountain Hwy Suite E, Snellville, GA, 30078
    War Room Games10/21/20222510 E Sunset Rd, Ste 3 Las Vegas, Nevada 89120
    weevil cards and collectibles10/21/2022621 Boll Weevil Circle Ste 32B Enterprise, Al 36330
    Asgards Gate10/22/2022406 Pennsylvania Ave, holton, KS 66436
    Dragon’s Lair Comics and Fantasy Houston10/22/202221155A State Highway 249 Houston TX 77070
    ACS Gaming10/22/20226941 SW 196th Ave, Unit 20, Pembroke Pines, FL, 33332
    All About Games10/22/20227079 West Overland Road, Boise, Idaho, 83709
    Andyseous Odyssey10/22/20222910 S Beckley suite 175 Dallas Tx 75224
    Black Mage Games10/22/202217600 Collier Ave F149 Lake Elsinore CA 92530UGN Link
    Boar’s Hat Gaming10/22/2022140 Tyler Creek Plaza – Elgin, IL 60123
    Board Game Paradise10/22/2022109 E State St, Redlands, CA 92374
    Carta Magica Ottawa10/22/20221179 St-Laurent Blvd, Ottawa, ON, K1K 3B7, Canada
    Fantasy Books & Games10/22/20221977 W US HWY 50 Fairview Heights, IL 62208UGN Link
    Final Round Game Shop10/22/20224530 Ladson Road Summerville SC 29485UGN Link
    Frost Giant Games10/22/20222201 S Oneida St. Ste 7, Green Bay, WI 54303UGN Link
    Gamers Guild AZ10/22/20222223 s 48th st
    Games of Antioch10/22/20222635 Somersville Rd. Antioch, CA 94509
    Geeks & Games10/22/20221656-C Beavercreek Rd, Oregon City, OR 97045
    Holidae Fun & Games10/22/2022458 N 4000 E, Suite 3, Rigby ID 83442
    JAC Games10/22/20222130 W Brandon Blvd suite 201 Brandon FL 33511
    JWW Sports Cards & Gaming10/22/20223902 13th Ave S Ste 100 Fargo, ND 58103
    Legendary Wolf Games10/22/20223001 S 144th St #2035, Omaha, NE 68144
    Mayhem Comics and Games DSM10/22/20227500 University Ave STE D Clive, Iowa 50325UGN Link
    RC Games10/22/20222725 Northwest Blvd, STE P, Newton NC 28658
    Remis Arcane Exchange10/22/2022810 Park Avenue, Suite 14, Muscatine, Iowa 52761UGN Link
    The Adventure Game Store10/22/20226895 Stirling Rd, Davie, FL 33314
    The Geekery LLC10/22/202212616 W. 62nd Terrace, Suite 117, Shawnee, KS 66216
    The King’s Court Gaming and Collectibles10/22/2022388 Bay street Taunton MA 02780
    The Local Game Store10/22/2022970 N Coit rd Suite 3080 Richardson Tx 75080
    The Portal10/22/202260 Hilliard Street, Manchester, CT 06042
    The Uncommons10/22/2022230 Thompson Street, NY NY 10012
    Versus Games & Events10/22/20221320 Oviedo Mall Blvd
    Kobold’s Keep10/22/20221188 Victorian Plaza Cir, Suite 100, Sparks, NV 89431
    Pro-Play Games10/22/20221405 SW 107 AVE STE202C Miami, FL 33174UGN Link
    The Danger Room10/22/2022833 E 53rd St Anderson Indiana 46013UGN Link
    A to Z Cards and Comics10/23/202232647 Ford Rd, Garden City Mi 48135
    Alterniverse10/23/2022870 Rte 9g Unit 7 and 8, Hyde Park, NY 12538
    Atomic Empire10/23/20223400 Westgate Drive, #14b, Durham, NC, USA 27707
    Big Human Gaming10/23/202217220 N 19th Ave Suite 3, Phoenix AZ 85023UGN Link
    Checkmate Games and Hobbies10/23/20226725 W. Central Ave. Suite L, Toledo, Ohio, 43617
    Empire Games10/23/2022Empire Games. 118 N Mcduffie St. Anderson. SC. 29621
    For the Win LLC10/23/2022248 Seville Street, Florence, AL 35630UGN Link
    Fun N Games Hobby Shoppe10/23/2022801 University City Blvd Ste 1 Blacksburg, VA 24060UGN Link
    Hammerhead Games10/23/20224811 Chippendale Drive. Suite 706. Sacramento, CA 95841UGN Link
    Miso’s Game Room and Collectibles10/23/20228603 Citadel Way Unit 108, Louisville, KY 40220
    Mox Boarding House Portland10/23/20221938 W BURNSIDE ST
    PORTLAND, OR 97209
    Psycho Turtle Collectibles10/23/20229547 Telegraph rd. Pico Rivera, CA 90660
    TBS Comics Pensacola10/23/20226895 North 9th Ave Suite A, Pensacola, FL, 32504
    The Otaku Hangout LLC10/23/2022555 us hwy 70 sw
    Top Deck Towers Cards & Games10/23/20223805 W River Rd Ste 151 Tucson, AZ 85741UGN Link
    Edmond Unplugged10/24/2022117 S Broadway, Edmond OK 73034
    Darkside Games10/25/20229620 South Las Vegas BLVD Unit N-9, Las Vegas Nevada, 89123
    Deadly Seven Games10/25/20224504 W Overland RD. Boise, ID 83705
    GamerzRUs10/26/2022801 Dixon BLVD Suite 1133 Cocoa,FL 32922
    King Slayer Cards10/26/20228705 SW 129th Terrace, Miami, FL 33176 United StatesUGN Link
    Meeple Madness10/27/20227400 Spout Springs Rd Suite 205, Flowery Branch, GA 30542UGN Link
    White Flag Games10/28/2022402 South Indiana Street Mooresville, IN 46158UGN Link
    Cardfighters Underground10/28/2022346 N Justine St #202, Chicago, IL 60607
    Dreamers Vault Games – Champlin10/28/202211591 Theatre Drive N, Champlin, MN 55316
    The Haven Games10/29/20223385 S US Hwy 19 92, Suite 269, Casselberry FL 32707
    Action TCG10/29/2022572 Robert Blvd, Slidell, La 70458
    Aegis Creative Company10/29/20229637 FM 1960 Road West, Unit A Houston, TX,77070UGN Link
    Alchemist’s Cove Games and Comics10/29/202225 W Main St, Ste 4, Schuylkill Haven, PA 17972UGN Link
    Cardboard Gaming & Accessories LLC10/29/20224074 US-231 South Suite C Ozark, Alabama 36360UGN Link
    Final Round West Ashley10/29/20222408 Ashley River Road Unit D, Charleston SC 29414UGN Link
    Game Kastle Reno10/29/20226340 Mae Anne Avenue, Suite 6, Reno, Nevada 89523UGN Link
    Game Time Hobbies10/29/2022Game Time Hobbies
    3909 Pepperell Pkwy Suite E
    Opelika AL 36801
    UGN Link
    Grails gone wild toys & collectibles10/29/20222140 W Artesia Blvd
    Unit E
    Torrance, CA 90504
    United States
    UGN Link
    HobbyTown Lincoln10/29/20224107 Pioneer Woods Dr Ste 108, Lincoln NE 68506
    Hometown Comics and Games10/29/20221040 N State Street, Greenfield, IN 46140UGN Link
    House Rules Gaming10/29/202228 Boardway Ste 211 Kissimmee FL 34741
    One Stop Anime10/29/2022121 24th Ave NW Norman, OK 73069 United States
    Pink Elephant Games and Hobby10/29/20222431 W Pawnee St, Wichita, KS 67213
    Showtime Cards and Games10/29/20223415 S. McClintock dr.ste 111, Tempe, AZ 85282
    Steadfast Hobbies and Games10/29/20221609 Albert Pike Suite D Hot Springs, AR 71913UGN Link
    Stormcrow Games10/29/20222155A 50th St.
    The Castle10/29/20225615 Troup Highway #101 Tyler, TX 75707
    The Destination10/29/20225031 Shelbyville Rd, Louisville KY 40207
    Tri county collectibles10/29/202214283 n Fenton rd. Suite aUGN Link
    UNFUNSTUFF10/29/20229910 NW 6th Ct., Pembroke Pines, FL 33024UGN Link
    Wonko’s Toys and Games10/29/202213776 U.S 183, Austin, Texas 78750 suite 116
    Game Shack10/30/202239 Orfus Road
    Unit B1
    Toronto, Ontario
    M6A 1L7
    Canada
    Gamers N Geeks10/30/20225701 Moffett Rd Suite N
    Mobile, AL 36618
    UGN Link
    Gamers Paradise10/30/202211222 N Harrells Ferry Rd, Baton Rouge La 70816
    Highlander Games MN10/30/20223015 Coon Rapids Blvd. Coon Rapids, MN 55433UGN Link
    Kaboom Games10/30/20223521 N 10th St McAllen, Texas 78572
    Petrie’s Family Games10/30/20227681 N. Union Blvd., Colorado Springs, CO 80920
    Top Choice Gaming10/30/20222273 La Crosse Ave Suite 105 Colton Ca 92324
    Tower of Games10/30/20225405 Indian River Road, Virginia Beach, 23464
    Dice Addiction Games & More11/1/20224622 East 11th Street Tulsa, OK 74112, United StatesUGN Link
    Dicey Business11/1/20226905 Millcreek Drive, Unit 4, Mississauga, Ontario, Canada, L5N 6A3
    Dragon Eye Gaming11/4/2022700 Paramus Park ste 1305 Paramus, NJ 07652
    Heroes Games & Hobbies11/5/2022301 Tanger dr STE 213

    Europe

    Store NameDateAddressEvent Link
    FORGES DE LUMIERE10/7/20221 Place Clemence Isaure Castanet-Tolosan 31320 Occitanie FranceUGN Link
    Samarpan LGS10/8/2022Kalitheas 20 Nea Ionia Volos
    L’Eternauta Ravenna10/14/2022Via Alfredo Baccarini 46, Ravenna, RA, 48123UGN Link
    Excelsior! Games10/15/202232 Bond Street, Bristol, BS1 3LX
    Homelands10/15/2022Carrer Sant Vicent, 19, 03202, Elche (Spain)
    Trinity Card Capital LTD10/16/2022203 high street gateshead NE8 1AS
    Vault 1410/21/202232/34 Kikngsgate doncaster DN1 3JU
    Boards and Swords Hobbies10/22/20223 Jubilee Parkway, Stores Road, Derby, DE21 4BJ
    Geek Retreat Southampton10/22/202221 East Street, SO14 3HG Southampton, United KingdomUGN Link
    PuzzleBoxx10/22/2022Augustastr. 1, 58452 Witten
    Spelgrottan10/22/2022Trädgårdsgatan 8
    GAMERIA10/23/2022Ausias Marc 52 Local
    Joker – comics&games10/23/2022Via Giuseppe Candiani 7/A, 20158 Milano
    Patriot Games10/23/202297 Mary Street, Sheffield, S14RT, England, United KingdomUGN Link
    War Lotus10/23/2022C/Doctor Juan Sanchez Cozar 1, Local comercial WAR LOTUS. CP 18003.. Granada. Spain
    The Games Den10/26/2022The Games Den, 29 Clemens Street, Leamington Spa, CV31 7DJ ENGLAND
    Gorakou10/29/20223 rue haute vienne 87000 Limoges France
    Ludicón10/29/2022Marques de Fontsanta, nº76 CP:07005 – Palma de Mallorca, Spain
    Ludiworld10/29/20229 Boulevard Pierre Mendes France 77600 Bussy saint georges FRANCEUGN Link
    Strefa MTG10/29/2022Polna 30a, 00-635 Warszawa, Polska
    GEEKLOGIA10/30/2022C/Actor Mora 31 Bajo Valencia
    Living Realms10/30/202213-15 Sagar Street, Castleford, West Yorkshire, WF10 1AG, England
    Ultimate TCG10/30/20228 Peel Street
    Accrington
    Lancashire
    BB5 1EA
    UGN Link

    Oceania

    Store NameDateAddressEvent Link
    TCG Collector NZ10/12/202259B Carlyle Street, Sydenham, Christchurch 8023, New Zealand
    Good Games Gold Coast10/15/2022Shop 8, 501 Olsen Avenue, Southport 4215 Queensland Australia
    Grand J Games10/16/202269 Rose Street, Essendon, VIC 3040, Melbourne, Australia
    Midian Gaming10/22/2022Unit 4, 16 Fuller Road Ravenhall Victoria Australia 3023
    Good Games Upper Mount Gravatt10/23/2022Shop 8 / 2012 Logan Road, Upper Mount Gravatt, Qld 4122. AustraliaUGN Link
    AKIKAMBARA10/29/202210/175 Anketell st Greenway 2900 ACT Australia
    Card Merchant Hamilton10/29/2022660 Victoria Street, Hamilton 3204, New ZealandUGN Link
    Legends and Collectables10/29/2022120 rosamond road maribyrnong 3032 victoria australia
    The Game Center10/29/20222/9 Yarmouth Place
    Smeaton Grange NSW 2567 Australia

    Heroes Clash – Bakugo (I)Designer Deck Profile

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  • Hello everyone, Shane Duckworth here from the Game Design team! I want to share my favorite deck that I played at the Pasadena regional. For those who don’t know, a handful of Jasco Games staff was in attendance at Pasadena, and the design team brought some decks containing Set 3 – Heroes Clash cards. We held an open invitation for anyone to challenge us, rewarding them with a random card from Heroes Clash for taking the time to play a game with us!

    I built a total of 3 decks for this event and Bakugo was by far my favorite. It was a smash hit all weekend with many players commenting on how cool the deck was. The two other Jasco gunslingers, Tim and Mitch, also really enjoyed playing this deck, creating a funny situation where all three of us wanted to play this deck at the same time!

    Stun Grenade is the missing piece Bakugo (I) needed to solve his natural 6 Hand Size aggro problems. Not only does it dig for another Fury attack, but it will also trigger Aggressive Temper and Burst Speed if those cards are revealed and discarded!

    Double Front Beat Down is my absolute favorite attack to play with Bakugo (I). It’s a powerful card and always feels fun to throw down on the table, spinning the wheel and building in ready foundations to support your attack string. The effect on this attack also triggers Aggressive Temper and Burst Speed, so keep an eye out for those two cards when playing both Double Front Beat Down and Stun Grenade.

    Many players get scared off by the 1 check as those can be crippling to your first turn build, spelling doom for the entire game if you fail your opening build. The way to help circumvent this is through proper deckbuilding. Our deck packs a total of 16 zero difficulty spam foundations to help combat checking Double Front Beat Down on turn 1. You should almost always draw a safe opening hand to build with.

    Going second with this deck feels great as Bakugo starts ready, giving you the freedom to play foundations on a 2 difficulty curve, committing Bakugo if you check a 1. Bakugo also has 28 Health which is somewhat tanky for the amount of offense he can dish out. He can easily wipe out his rival in 1 turn if they disrespect him by overextending.

    Destined for Mainstream Success is a great foundation that can ease the fear of checking that dreadful 1, calling “Attack” and either grabbing a free attack off the top of your deck, or revealing a foundation and confirming your next check. Small And Limber also helps as you primarily commit it to pass a check, then readying it by destroying a foundation with Bakugo’s enhance.

    Signature Right Swing is an incredible card for Bakugo that:

    1. helps him cycle for more attacks and;
    2. triggers any Aggressive Temper and Burst Speed you may have in your hand

    There have been many times I have drawn a Stun Grenade from Signature Right Swing, or found a Signature Right Swing with Stun Grenade, piecing together a nasty onslaught of attacks. Keep in mind that discarding 2 cards is a cost, so please beware of counters such as Night Watch and Nullify as they will cancel the effect of drawing 2 cards. However, you might still want to discard 2 anyways if you have Aggressive Temper or Burst Speed in your hand! 😉

    While Bakugo can threaten big damage with any attack, both Howitzer Impact and Blast Rush Turbo operate as finishers. Howitzer Impact is a low-input high-output type card, putting out 8 damage for just 4 difficulty. Blast Rush Turbo puts out large stats, commonly sitting at 10 damage (+3 from its enhance, +2 from Bakugo). You can spend any Momentum you generate with the enhance on Blast Rush Turbo or with Powerful: 2 on Stun Grenade.

    This is primarily a blueprint for one of many ways to play Stun Grenade Bakugo. I choose to play this off the Air Symbol because I really enjoy playing Double Front Beat Down and Air supports it very well with cards like Destined for Mainstream Success and Small And Limber. Fire Fury attacks get a huge boost with the upcoming Endeavor (II) Starter Deck, so it might be worth looking into for more Stun Grenade targets. I also purposely chose not to play Grenadier Bracers because I wanted to maximize hitting foundations with Double Front Beat Down, but you should most certainly consider playing it as it drastically increases the power of Bakugo!

    With Set 3 – Heroes Clash, you will see lots of cards play a similar role as Stun Grenade in Bakugo. As you may know in Set 2 – Crimson Rampage, there were 12 total characters with mini-support of two cards. This was done to increase the cast of playable characters with just two sets. Set 3 – Heroes Clash not only adds 8 new characters to the roster, but it also helps fill gaps that previous characters may have had by adding tools specifically designed at helping them out. Here is an example of an attack found in the Set 3 – Plus Ultra packs, directed toward Ibara Shiozaki (I) from Set 2.

    GenCon Regional License Exam Live Coverage

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

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

    Game 1

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

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

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

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

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

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

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

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

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

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

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

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

    Game 2

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

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

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

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

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

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

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

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

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

    Game 3

    Dillon starts the game by building 1 and passing turn.

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

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

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

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

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

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


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

    Game 1

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

    Shigarki builds 4 foundations and passes turn.

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

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

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

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

    Game 2

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

    Tokoyami returns with building 3 foundations of their own.

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

    Tokoyami builds 3 foundations and passes back.

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

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

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


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

    Game 1

    Mitchell goes first. Builds 6.

    Daniel builds 4, with double Heroic Lineage.

    Mitchell builds 3, holds 3.

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

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

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

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

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

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

    Game 2

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

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

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

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

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

    Game 3

    Mitchell goes first. Builds 6.

    Daniel builds 4, with double Heroic Lineage.

    Mitchell builds 3, holds 3.

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

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

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

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

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

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

    chooses to go first and builds 5.

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

    Jiro builds 3 and passes with 3 cards in hand.

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

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


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

    Game 1

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

    Keenan responds in kind by building 6 and passing back.

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

    Game 2

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

    Ryan responds by building 4 and passing it back.

    Keenan plays out 4 foundations and passes turn.

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

    Keenan proceeds to build another 3 foundations and passes turn.

    Ryan builds 2 foundations and passes turn.

    Keenan builds 1 foundation and passes turn.

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

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

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

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

    Game 3

    Ryan begins the turn with a build 3 pass.

    Keenan responds in like with a build 4 pass.

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

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

    Game 1

    Tim wins the die roll and builds 3.

    Will counter builds 4 foundations in kind.

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

    Endeavor continues to build 3 foundations.

    Jiro Builds 2 foundations and a ‘Quick Create’.

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

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

    Game 2

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

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

    Endeavor builds 3 and passes.

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

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

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

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

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

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

    Game 1

    Asui goes first. Builds 5.

    Momo builds 5, passes with 2 in hand.

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

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

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

    Game 2

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

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

    Momo builds 4 and passes.

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

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

    Game 3

    Asui goes first. Builds 3.

    Momo builds 5.

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

    Momo builds 4 and passes.

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

    Momo builds 3 and passes.

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

    Momo builds 3 and passes.

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

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

    Game 1

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

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

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

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

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

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

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

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

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

    Game 2

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

    Kevin builds 3 foundations and passes turn.

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

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

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

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

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

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

    Cody builds 2 foundations and passes turn.

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

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

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

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

    Game 1

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

    Nicholas responds by building 5 and passing back.

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

    Nicholas plays all gray, building 3 and passing turn.

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

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

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

    Game 2

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

    Myles responds by building 4 and passing it back.

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

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

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

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

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

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

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

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

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

    Game 3

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

    Nicholas responds by building 5 and passing back.

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

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

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

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

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

    Game 1

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

    Brandon builds 5, passes with 2 in hand.

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

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

    Ochaco builds 2 and Passes.

    Shoto builds 2 and passes.

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

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

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

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

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

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

    Game 2

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

    Shoto builds 5 and passes with 2 in hand.

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

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

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

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

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

    Game 3

    Shoto goes first. He builds 4 and passes.

    Ochaco builds 5 and passes with 2 in hand.

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

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

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

    Ochaco builds 3 and passes.

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

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

    Game 1

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

    Chris responds in kind by building 5 and passing turn.

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

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

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

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

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

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

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

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

    Travis slows the paces, building 2 and passing turn.

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

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

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

    Travis builds 2 and passes turn.

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

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

    Game 2

    Chris starts game 2 by building 4 and passing turn.

    Travis builds 4 and passes turn.

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

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

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

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

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

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

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

    Game 3

    Travis starts the game by building 4 and passing turn.

    Chris in turn builds 5 and passes turn.

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

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

    Travis builds 3 and passes turn.

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

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

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

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

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

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

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

    Game 1

    Tsu chooses to go first. Builds 5 and passes.

    Jiro builds 5 and passes with 2 in hand.

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

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

    Tsu builds 3 and passes with 4 in hand.

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

    Game 2

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

    Jiro builds 5 and passes with 1 in hand.

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

    Game 3

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

    Tsu builds 5 and passes with 3 in hand.

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

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

    Jiro builds 3 and passes with 3 in hand.

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

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

    Game 1

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

    Asui answers back with a build 5 as well.

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

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

    Game 2

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

    Asui reviews Ready Get set go and builds 5 foundations

    Momo builds 4 foundations

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

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

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

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

    Loyalty Program Evolution

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    The Loyalty Program awards Loyalty Points (LP) to players who participate in events and purchase product! Spend your LP to redeem items such as non-foil tournament promos, pre release promos and more from our Loyalty Shop.

    Players also have the ability to send in their pack wrappers (Pack Redemption) to earn additional Loyalty Points!

    Our Loyalty Program is hosted on the UGN Organized Play WebApp. Create an account and participate in events to start banking your LP! Both tournament organizers and players can host, track and manage Organized Play events using any device that can access a web browser.

    If you are a player or a collector, you have options to obtain the cards you want!

    How to Earn Points

    Participating in Organized Play

    Players can earn points by participating in tournaments! From weekly kitchen table tournaments to the top level of competitive play at Nationals, players will accumulate Loyalty Points by playing in these events!

    NOTE: Dropping from a LGS tier event and lower will forfeit participation Loyalty Points.

    Event TierParticipation Points
    Casual10
    Local Game Store (LGS)50
    Provisional Showdown100
    Regional License Exam200
    Pro Hero National300

    Casual: Players can earn points from up to 1 Casual Tournament a week. Anyone can host.
    LGS: Players can earn points from up to 5 LGS Tournaments a week. Only Approved LGSs can host LGS tiered events. To get approved, the LGS owner / manager will need to create an Organization from within their profile. Once the application is completed, a Jasco Games OP rep will reach out. If you need help, please email: Community@jascogames.com

    NOTE: Anything higher than LGS tier event will require Jasco Games approval.
    NOTE: The week resets on Sunday at Midnight (PST)

    Pack Redemption

    Players have the ability to send in pack wrappers to obtain Loyalty Points. Players are required to fill out a form stating how many packs they are redeeming at a time. The player will earn one (1) Loyalty Point per pack wrapper sent in this way. (Min 30, increments of 30)

    NOTE: Players will be responsible for shipping the pack wrappers

    Loyalty Shop

    Once you’ve accumulated enough Loyalty Points, you can visit the Loyalty Shop! Players will have the ability to trade in their Loyalty Points whenever they desire!*

    *Loyalty Shop contents and prices are subject to change.

    PromoLaunch PriceReduced Price
    Non-Foil Pre Release Promo Card60 Loyalty Points45 Loyalty Points
    (When Next Set Launches)
    Non-Foil Plus Ultra Tournament Pack Card60 Loyalty Points45 Loyalty Points
    (When Next Set Launches)
    Non-Foil Provisional Showdown Tournament Pack Card80 Loyalty Points50 Loyalty Points
    (Season After Legal)

    Suspended Players List

  • News
  • Updated: August 23, 2022

    NameUGN IDStart DateReinstatement Eligibility DateReason
    Josh B.ADNHHQQM0DJuly 20, 2022August 23, 2037Unsportsmanlike Conduct – Minor
    Suspension Evasion – Major
    Marquis M.UW6D3F731BJuly 20, 2022July 20, 2024Unsportsmanlike Conduct – Major
    Nicholas B.98QVVT2643July 20, 2022July 20, 2024Unsportsmanlike Conduct – Major
    *Any players who attempt to circumvent their suspension via the use of alternate accounts are subject to permanent suspension

    My Hero Academia CCG Organized Play Formats Primer

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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.

    Weekly Webcam Results March 2, 2022

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

    Hanta Sero on Order

    UVS Ultra



    Foundations

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

    Attacks

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

    Actions

    2 Plus Ultra!

    Sideboard

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

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

    Eraser Head on Death

    UVS Ultra


    Foundations

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

    Attacks

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

    Actions

    4 ERASE!
    2 Plus Ultra!

    Sideboard

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

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

    Hanta Sero on Void

    UVS Ultra


    Foundations

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

    Attacks

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

    Actions

    4 Plus Ultra!

    Sideboard

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

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

    Nomu on Death

    UVS Ultra


    Foundations

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

    Attacks

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

    Actions

    4 Evil Gaze

    Sideboard

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

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

    Weekly Webcam Results 2/23/2022

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

    Kyoka Jiro on Good

    UVS Ultra



    Foundations

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

    Attacks

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

    Asset

    3 Earphone Jack
    1 Quick Creation

    Action

    1 Capture Evil-Doers

    Sideboard

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

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

    Mashirao Ojiro on Fire

    UVS Ultra


    Foundations

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

    Attacks

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

    Sideboard

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

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

    Fumikage Tokoyami on Fire

    UVS Ultra


    Foundations

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

    Attacks

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

    Actions

    4 Summon Dark Shadow
    2 Evil Gaze

    Sideboard

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

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

    Tsuyu Asui2 on Water

    UVS Ultra


    Foundations

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

    Attacks

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

    Action

    1 Plus Ultra!

    Sideboard

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

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

    MHACCG Ban & Errata Update 2/23/22

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

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

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

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

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

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

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

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

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

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

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

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

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

    COMMUNITY CALENDAR FEB 21, 2022

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  • Greetings Heroes,

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

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

    Weekly Webcam Results 2/16/2022

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  • 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!

    Tsuyu Asui1 on Life

    UVS Ultra



    Foundations

    4 Rescue Completed
    4 Passing the Torch
    4 Bonds of Friendship
    4 Wall Cling
    4 First Villain Encounter
    4 Amphibious
    4 Observant Student
    2 Self Sacrifice
    2 Encouraging Training Partner
    2 Release
    1 Glamorous

    Attacks

    4 Frog Kick
    4 Frog Lashing
    4 Tongue Smack
    4 Tongue Whip
    2 Navel Laser Beam
    2 Crow and Frog Takedown

    Asset

    1 Tres Chic Cape

    Action

    1 Plus Ultra!

    Sideboard

    1 Encouraging Training Partner
    2 Glamorous
    1 Release
    1 Self Sacrifice

    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!

    Ochaco Uraraka2 on Death

    UVS Ultra


    Foundations

    4 Let’s Fight Bad Guys!
    4 Arrogant Disposition
    4 Mediator
    4 Apathetic
    4 First Day of Class
    4 Latent Skill
    3 Night Watch
    3 In Danger

    Attacks

    4 Merciless Rush
    4 Long Lasting Explosion
    4 Float Combo
    4 Turn To Dust
    3 Gale Force Punch

    Actions

    3 Plus Ultra!
    4 Evil Gaze
    1 Go Beyond!

    Sideboard

    1 Nomu
    4 Berserker Blow
    1 Tomura Shigaraki
    4 Decaying Grip

    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!

    Tsuyu Asui1 on Water

    UVS Ultra


    Foundations

    4 Wall Cling
    4 Amphibious
    4 Observant Student
    4 Tape
    4 Gotcha
    4 First Villain Encounter
    3 Rescue Completed
    3 Classmate Introductions
    2 Desperate Times
    2 Self-Assured
    1 Sticky Balls

    Attacks

    4 Tongue Smack
    4 Frog Lashing
    3 Frigid Heatwave
    2 Amphibious Ambush
    2 Crow and Frog Takedown
    2 Tongue Whip
    1 Ice Storm

    Action

    1 Plus Ultra!

    Sideboard

    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!

    Kamui Woods on Water

    UVS Ultra


    Foundations

    4 Tape
    4 Wall Cling
    4 Irrefutable Force Of Nature
    4 Creepy Realization
    4 Desperate Times
    4 Sticky Balls
    3 Gotcha
    3 Rescue Completed
    2 Frozen
    2 What’s Their Plan?
    2 Self-Assured
    1 Observant Student
    1 Precise Control
    1 First Villain Encounter
    1 Think Fast!

    Attacks

    4 Grasping Tape Toss
    4 Eat My Sticky Balls
    4 Ice Storm
    4 Frog Lashing
    4 Tongue Whip
    3 Frigid Heatwave

    Actions

    2 Plus Ultra!

    Sideboard

    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

    Tsuyu Asui1 on Water

    UVS Ultra


    Foundations

    4 Tape
    4 Gotcha
    4 Amphibious
    3 Rescue Completed
    3 Desperate Times
    3 Frozen
    2 Wall Cling
    2 Irrefutable Force Of Nature
    2 Sticky Balls
    2 First Villain Encounter

    Attacks

    4 Frog Lashing
    4 Tongue Smack
    4 Frigid Heatwave
    4 Tongue Whip
    3 Ice Storm
    1 Crow and Frog Takedown

    Action

    1 Plus Ultra!

    Sideboard

    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!

    All Might 3 on Good

    UVS Ultra


    Foundations

    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

    Attacks

    4 Hardened Jab
    4 Reverse Throw
    4 Texas Smash
    4 Hardened Chop
    2 Hardened Pummel
    1 Setup Strike

    Actions

    2 Capture Evil-Doers
    2 Plus Ultra!

    Sideboard

    1 You’re So Obvious
    2 Planning Ahead
    1 Capture Evil-Doers
    2 Heroic Strike
    2 Self Sacrifice
    2 Setup Strike

    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!

    Weekly Webcam Results 2/9/2022

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  • 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.

    Kyoka Jiro on Air

    UVS Ultra



    Foundations

    4 Requesting Assistance
    4 Destined For Mainstream Success
    4 Specialist Of Sound
    3 Infinite Potential
    3 Arrogant Disposition
    2 Charged Up
    2 Release
    2 Wealthy Aspirations
    2 Latent Skill
    2 Short Circuit
    1 Rescue Completed
    1 Shock Treatment

    Attacks

    4 Electric Jolt
    4 Specialized Sound Waves
    4 Home Run Comet
    3 Zero Gravity Lift
    2 Pillar Swing

    Asset

    1 Earphone Jack

    Actions

    2 Plus Ultra!

    Sideboard

    4 Wall Cling
    2 Short Circuit
    1 Zero Gravity Lift
    3 Encouraging Training Partner

    Jiro proves her consistency as she goes undefeated again, and with the recent addition of Plus Ultra! she can go beyond her normal damage output!

    Eijiro Kirishima on Void

    UVS Ultra


    Foundations

    4 Coordinated Effort
    4 Harden
    4 Manly Passionate Guy
    4 Resistance
    4 Heroic Lineage
    4 Fulfilled My Duty
    4 Tape
    4 Calling For Backup
    2 Mediator
    2 Night Watch
    2 Think Fast!
    2 Villains Defeated

    Attacks

    4 Hardened Chop
    4 Hardened Frenzy
    4 Hardened Jab
    4 Grasping Tape Toss
    4 Tape Swing

    Actions

    4 Plus Ultra!

    Sideboard

    1 Villains Defeated
    1 Mediator
    2 Natural Leader
    2 ERASE!
    1 Eraser Head
    3 Recipro Burst

    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!

    Fumikage Tokoyami on Fire

    UVS Ultra


    Foundations

    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!

    Nomu on Earth

    UVS Ultra


    Foundations

    4 Coordinated Effort
    4 Tight Lipped
    4 It Can’t Be Fixed
    4 Manly Passionate Guy
    4 Resistance
    4 Apathetic
    4 Someone With Style
    4 Shock Absorption

    Attacks

    4 Hardened Chop
    4 Merciless Rush
    4 Hardened Jab
    4 Berserker Blow
    4 Relentless Barrage
    2 Hardened Frenzy

    Sideboard

    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!

    Mina Ashido on Chaos

    UVS Ultra


    Foundations

    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!

    All Might 3 on Good

    UVS Ultra


    Foundations

    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!

    Ochaco Uraraka 2 on Death

    UVS Ultra


    Foundations

    4 Let’s Fight Bad Guys!
    4 Arrogant Disposition
    4 Mediator
    4 Apathetic
    4 First Day of Class
    4 Latent Skill
    3 Night Watch
    3 In Danger

    Attacks

    4 Merciless Rush
    4 Long Lasting Explosion
    4 Float Combo
    4 Turn To Dust
    3 Gale Force Punch

    Actions

    3 Plus Ultra!
    4 Evil Gaze
    1 Go Beyond!

    Sideboard

    1 Nomu
    4 Berserker Blow
    1 Tomura Shigaraki
    4 Decaying Grip

    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!

    COMMUNITY CALENDAR FEB 7, 2022

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  • Greetings Heroes,

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

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

    Weekly Webcam Results 2/2/2022

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  • 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!

    Kamui Woods on Earth

    UVS Ultra



    Foundations

    4 It Can’t Be Fixed
    2 You’re So Obvious
    3 Coordinated Effort
    4 Harden
    4 Super Regeneration
    4 Tight Lipped
    1 Someone With Style
    4 Manly Passionate Guy
    4 Glamorous
    4 Resistance
    2 Apathetic
    2 Brute Strength

    Attacks

    4 Missouri Smash
    3 Texas Smash
    4 Hardened Chop
    4 Hardened Jab
    4 Relentless Barrage

    Sideboard

    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.

    All Might2 on Good

    UVS Ultra


    Foundations

    3 Celebrity Status
    4 It Can’t Be Fixed
    2 Pull No Punches
    4 Coordinated Effort
    2 Manly Passionate Guy
    3 Bonds of Friendship
    3 Note Taking
    3 Self Sacrifice
    4 Destined For Mainstream Success
    4 Specialist Of Sound
    2 Staggering Positivity

    Attacks

    2 Detroit Smash
    2 Missouri Smash
    4 Texas Smash
    3 Hardened Jab
    4 Setup Strike
    4 Reverse Throw
    3 Heroic Strike
    2 Mighty Punch

    Assets

    2 Earphone Jack

    Actions

    3 Plus Ultra!
    2 Capture Evil-Doers

    Sideboard

    3 Planning Ahead
    3 Delaware Smash
    3 You’re So Obvious
    1 Heroic Strike

    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!

    Fumikage Tokoyami on Fire

    UVS Ultra


    Foundations

    2 Clever Distraction
    4 Stronger In Darkness
    1 Cool Student
    4 Arrogant Disposition
    4 In Danger
    2 Irrefutable Force Of Nature
    1 Self-Assured
    4 Heroic Lineage
    1 Nervous Habit
    1 Latent Skill
    2 Fulfilled My Duty

    Attacks

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

    Actions

    4 Summon Dark Shadow
    2 Evil Gaze

    Sideboard

    1 Capture Evil-Doers
    2 Exploding Pride
    2 Irrefutable Force Of Nature
    2 Plus Ultra!
    1 Dark Shadow Talon
    2 Giant Ice Wall

    Tokoyami returns with a strong, aggressive Fire build this week featuring 4 copies of Crow & Frog Takedown and several rare attacks from Todoroki!

    Kyoka Jiro on Air

    UVS Ultra


    Foundations

    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!

    COMMUNITY CALENDAR JAN 31, 2022

  • Events
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  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘How to Play?’ with Tony Tu to a slew of Online Webcam Tournaments! Check out the calendar below!

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

    Weekly Webcam Results 1/26/22

  • Events
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  • News

  • 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.

    Ochaco Uraraka2 on Air

    UVS Ultra



    Foundations

    3 First Day of Class
    3 Requesting Assistance
    3 Arrogant Disposition
    3 Infinite Potential
    2 Wall Cling
    4 Specialist Of Sound
    4 Latent Skill
    1 Short Circuit
    4 Destined For Mainstream Success
    3 Release
    3 Observant Student

    Attacks

    4 Indiscriminate Shock 1,300,000 Volts
    4 Specialized Sound Waves
    2 Home Run Comet
    4 Tongue Smack
    3 Float Combo

    Assets

    2 Earphone Jack

    Sideboard

    3 Electric Jolt
    2 Short Circuit
    3 Encouraging Training Partner
    2 Wall Cling

    With the DLC now legal for play, DLC Ochaco floats down to an undefeated victory by slinging the most efficient Sound Waves and VOLTS around!

    Katsuki Bakugo on Air

    UVS Ultra


    Foundations

    4 Requesting Assistance
    2 Capabilities
    4 Encouragement
    4 Latent Skill
    4 Let’s Fight Bad Guys!
    4 Destined For Mainstream Success
    4 Amphibious
    2 Release
    2 Agitation
    4 Observant Student
    3 Rescue Completed
    1 Shock Treatment

    Attacks

    4 Signature Right Swing
    4 Nitro Explosion: Ignition

    4 Signature Right Swing
    4 Nitro Explosion: Ignition
    4 Instant Explosive Release
    4 Blast Rush Turbo
    2 Howitzer Impact
    4 Zero Gravity Lift

    Sideboard

    1 Shock Treatment
    2 Arrogant Disposition
    3 Specialist Of Sound
    1 Release
    3 Wall Cling

    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.

    Eraser Head on Void

    UVS Ultra


    Foundations

    4 Coordinated Effort
    4 Harden
    4 Mediator
    4 Night Watch
    4 Tape
    1 Think Fast!
    4 Heroic Lineage
    4 Gotcha

    Attacks

    4 Hardened Jab
    4 Recipro Extend
    3 Recipro Burst
    3 Flying Thruster Kick
    3 High Engine Kick

    Actions

    4 ERASE!
    4 Plus Ultra!

    Sideboard

    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!

    Eijiro Kirishima on Void

    UVS Ultra


    Foundations

    4 Coordinated Effort
    4 Harden
    4 Manly Passionate Guy
    4 Resistance
    2 Mediator
    2 Night Watch
    4 Gotcha
    1 Think Fast!
    4 Heroic Lineage
    3 Fulfilled My Duty
    2 Villains Defeated

    Attacks

    4 Hardened Chop
    3 Hardened Frenzy
    4 Hardened Jab
    4 Grasping Tape Toss
    3 Tape Swing

    Actions

    3 Plus Ultra!

    Sideboard

    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!

    Community Calendar Jan 24, 2022

  • Events
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  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘How to Play?’ with Tony Tu to a slew of Online Webcam Tournaments! Check out the calendar below!

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

    Weekly Webcam Results 1/19/2022

  • Events
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  • 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.

    Tsuyu Asui on Life

    UVS Ultra



    Foundations

    4 Passing the Torch
    2 Self Sacrifice
    3 Release
    4 Amphibious
    3 Observant Student
    4 Rescue Completed
    4 Wall Cling
    4 Tight Lipped
    3 Bonds of Friendship
    3 Someone With Style

    Attacks

    4 Frog Kick
    4 Frog Lashing
    4 Tongue Smack
    2 Instant Shining Flash
    4 Navel Laser Beam
    2 20 Meter Tongue Strike

    Asset

    1 Tres Chic Cape

    Sideboard

    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.

    Eijiro Kirishima on Void

    UVS Ultra


    Foundations

    4 Coordinated Effort
    4 Harden
    4 Manly Passionate Guy
    4 Resistance
    4 Gotcha
    1 Think Fast!
    3 Fulfilled My Duty
    1 Villains Defeated
    3 Night Watch
    4 Heroic Lineage
    2 Calling For Backup

    Attacks

    4 Hardened Frenzy
    4 Hardened Jab
    4 Grasping Tape Toss
    4 Hardened Chop
    2 Tape Swing

    Actions

    3 Plus Ultra!

    Sideboard

    1 Fulfilled My Duty
    2 Natural Leader
    1 Tenya Iida
    2

    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!

    Hanta Sero on Order

    UVS Ultra


    Foundations

    4 Gotcha
    4 Requesting Assistance
    4 Tape
    4 Think Fast!
    4 Desperate Times
    3 Bonds of Friendship
    2 Recovery Girl’s Kiss
    3 Calling For Backup
    2 Self Sacrifice
    2 Heroic Lineage

    Attacks

    4 Grasping Tape Toss
    1 Reverse Throw
    4 Sticky Ball Toss Tackle
    4 Rapid Tape Strike
    4 Tape Swing

    Action

    1 Plus Ultra!

    Sideboard

    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!

    All Might on Good

    UVS Ultra


    Foundations

    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!

    Community Calendar Jan 17, 2022

  • Events
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  • Greetings Heroes,

    This week we have a number of events to highlight! From ‘How to Play?’ with Tony Tu to a slew of Online Webcam Tournaments! Check out the calendar below!

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

    Weekly Webcam Results 1/12/2022

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  • 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.

    1st Place: Fumikage Tokoyami on Fire

    https://uvsultra.online/deck.php?deck=InUVS Ultra



    Foundations

    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.

    2nd Place: Kyoka Jiro on Air

    UVS Ultra


    Foundations

    4 Requesting Assistance
    4 Destined For Mainstream Success
    4 Specialist Of Sound
    2 Latent Skill
    3 Release
    3 Infinite Potential
    1 Wall Cling
    1 Encouragement
    2 Amphibious
    4 Arrogant Disposition

    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 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!

    3rd Place: Fumikage Tokoyami on Fire

    https://uvsultra.online/deck.php?deck=JcIAiccbMavydUIfXNjuRfyeBFwGQa


    Foundations

    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!

    4th Place: Eraser Head on Death

    https://uvsultra.online/deck.php?deck=rmBmNgKfejchCqMgUssyxDpmIWLXxF


    Foundations

    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.

    5th Place: Kyoka Jiro on Air

    https://uvsultra.online/deck.php?deck=yKOvpVJyETjTaLxDkgrctOHjquSceZ


    Foundations

    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!

    6th Place: Shoto Todoroki on Water

    https://uvsultra.online/deck.php?deck=PXAlNyEiYQyQlWskgxmtlUZUscBqgA


    Foundations

    3 Gotcha
    4 Tape
    3 Think Fast!
    2 What’s Their Plan?
    4 Creepy Realization
    3 Desperate Times
    4 Sticky Balls
    3 Frozen
    3 Irrefutable Force Of Nature
    2 Precise Control
    3 Self-Assured
    4 Wall Cling
    2 Rescue Completed
    2 Observant Student

    Attacks

    4 Grasping Tape Toss
    4 Tape Swing
    4 Eat My Sticky Balls
    3 Frigid Heatwave
    4 Ice Storm
    3 Frog Lashing

    Actions

    2 Plus Ultra!

    Sideboard

    1 Kamui Woods
    3 Sudden Tape Shot
    2 What’s Their Plan?
    2 Rapid Tape Strike
    1 Hanta Sero

    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!

    7th Place: Eijiro Kirishima on Good

     https://uvsultra.online/deck.php?deck=KORbJtnqNeJGqGQLxAkOWpvjqYvdUL


    Foundations

    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

    Attacks

    4 Texas Smash
    4 Hardened Chop
    4 Hardened Jab
    4 Reverse Throw

    Asset

    1 Earphone Jack

    Sideboard

    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!

    8th Place: Tsuyu Asui on Life

        https://uvsultra.online/deck.php?deck=hugPkYwSKuvuZwuSpwMpTrJEEWNUsT


    Foundations

    4 Passing the Torch

    1 Self Sacrifice

    1 Encouraging Training Partner

    2 Infinite Potential

    3 Release

    4 Amphibious

    3 Observant Student

    4 Rescue Completed

    4 Wall Cling

    3 Someone With Style

    3 Tight Lipped

    2 Preparing For Battle

    Attacks

    4 Frog Kick

    4 Frog Lashing

    4 Tongue Smack

    3 Instant Shining Flash

    3 Navel Laser Beam

    Asset

    1 Tres Chic Cape

    Sideboard

    3 Bonds of Friendship

    3 A Precious Lesson

    1 Encouraging Training Partner

    2 20 Meter Tongue Strike

    1 Instant Shining Flash

    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!

    The Inaugural Weekly Webcam Results

  • Latest news
  • News
  • 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.

    1st Place: Eijiro Kirishima on Void

    https://uvsultra.online/deck.php?deck=InFMAhDxMDvpKeSXnXayEAvsQJFgOr



    Foundations

    4 Coordinated Effort

    4 Harden

    4 Manly Passionate Guy

    2 Resistance

    4 Gotcha

    4 Tape

    2 Think Fast!

    4 Calling For Backup

    3 Fulfilled My Duty

    3 Heroic Lineage

    2 Villains Defeated

    Attacks

    4 Hardened Frenzy

    4 Hardened Jab

    4 Grasping Tape Toss

    4 Hardened Chop

    2 Tape Swing

    Sideboard

    3 Recipro Burst

    1 Resistance

    1 Fulfilled My Duty

    1 Heroic Lineage

    1 Villains Defeated

    2 Natural Leader

    1 Tenya Iida

    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!

    2nd Place: Eraser Head on Void

    https://uvsultra.online/deck.php?deck=XKRUMDmixZqQdJNpJGSEjdkFWkTtmf


    Foundations

    4 Coordinated Effort

    4 Harden

    4 Mediator

    4 Night Watch

    4 Tape

    1 Think Fast!

    4 Heroic Lineage

    4 Gotcha

    Attacks

    4 Hardened Jab

    4 Recipro Extend

    3 Recipro Burst

    3 Flying Thruster Kick

    3 Grasping Tape Toss

    Actions

    4 ERASE!

    Sideboard

    1 Grasping Tape Toss

    1 Eijiro Kirishima

    4 Hardened Chop

    4 Plus Ultra!

    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!

    3rd Place: Kamui Woods on Air

    https://uvsultra.online/deck.php?deck=JcIAiccbMavydUIfXNjuRfyeBFwGQa


    Foundations

    4 Specialist Of Sound

    4 Destined For Mainstream Success

    4 Release

    4 Wall Cling

    2 Shock Treatment

    2 Charged Up

    3 Arrogant Disposition

    2 Encouragement

    2 Latent Skill

    3 Wealthy Aspirations

    3 Infinite Potential

    2 Encouraging Training Partner

    Attacks

    4 Specialized Sound Waves

    4 Home Run Comet

    4 Meteor Shower

    3 Zero Gravity Lift

    2 Instant Explosive Release

    1 Indiscriminate Shock 1,300,000 Volts

    Asset

    1 Earphone Jack

    Action

    1 Plus Ultra!

    Sideboard

    1 Kyoka Jiro

    2 Long Lasting Explosion

    2 Amplified Sound Blast

    2 Rescue Completed

    2 Short Circuit

    1 Encouraging Training Partner

    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.

    4th Place: Eijiro Kirishima on Earth

    https://uvsultra.online/deck.php?deck=rmBmNgKfejchCqMgUssyxDpmIWLXxF


    Foundations

    3 Celebrity Status

    4 It Can’t Be Fixed

    1 Pull No Punches

    2 You’re So Obvious

    4 Coordinated Effort

    3 Manly Passionate Guy

    2 Resistance

    4 Apathetic

    4 Shock Absorption

    4 Super Regeneration

    2 Glamorous

    Attacks

    4 Texas Smash

    4 Hardened Chop

    2 Hardened Frenzy

    4 Hardened Jab

    4 Relentless Barrage

    Actions

    2 Plus Ultra!

    Sideboard

    1 Mashirao Ojiro

    4 Missouri Smash

    3 Smash

    1 You’re So Obvious

    1 Glamorous

    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!

    5th Place: Eijiro Kirishima on Good

    https://uvsultra.online/deck.php?deck=yKOvpVJyETjTaLxDkgrctOHjquSceZ


    Foundations

    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

    Attacks

    4 Texas Smash

    4 Hardened Chop

    4 Hardened Jab

    4 Reverse Throw

    Asset

    1 Earphone Jack

    Sideboard

    1 Earphone Jack

    2 Capture Evil-Doers

    2 You’re So Obvious

    2 Planning Ahead

    1 Bonds of Friendship

    2 Plus Ultra!

    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.

    6th Place: Eraser Head on Void

    https://uvsultra.online/deck.php?deck=PXAlNyEiYQyQlWskgxmtlUZUscBqgA


    Foundations

    1 Coordinated Effort

    2 Resistance

    4 Mediator

    2 Night Watch

    4 Gotcha

    4 Tape

    4 Calling For Backup

    4 Fulfilled My Duty

    3 Heroic Lineage

    1 Natural Leader

    Attacks

    4 Binding Kick

    4 Flying Thruster Kick

    3 Recipro Burst

    4 Recipro Extend

    2 Recipro Acceleration Kick

    Actions

    4 ERASE!

    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.

    7th Place: Kyoka Jiro on Air

     

    https://uvsultra.online/deck.php?deck=KORbJtnqNeJGqGQLxAkOWpvjqYvdUL


    Foundations

    4 Requesting Assistance

    4 Destined For Mainstream Success

    4 Specialist Of Sound

    2 Latent Skill

    3 Release

    3 Infinite Potential

    1 Wall Cling

    1 Encouragement

    2 Amphibious

    4 Arrogant Disposition

    Attacks

    4 Amplified Sound Blast

    4 Specialized Sound Waves

    4 Unwavering Slash

    2 Instant Explosive Release

    2 Home Run Comet

    2 Zero Gravity Lift

    1 Electric Jolt

    Assets

    3 Earphone Jack

    Sideboard

    2 Home Run Comet

    2 Exploding Pride

    2 Wall Cling

    2 Zero Gravity Lift

    2 Encouraging Training Partner

    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!

    8th Place: Kyoka Jiro on Air

        

    https://uvsultra.online/deck.php?deck=hugPkYwSKuvuZwuSpwMpTrJEEWNUsT


    Foundations

    3 Charged Up

    4 Requesting Assistance

    1 Shock Treatment

    2 Short Circuit

    3 Arrogant Disposition

    4 Destined For Mainstream Success

    4 Specialist Of Sound

    3 Infinite Potential

    2 Release

    3 Wealthy Aspirations

    1 Rescue Completed

    2 Latent Skill

    Attacks

    4 Electric Jolt

    4 Specialized Sound Waves

    4 Home Run Comet

    3 Zero Gravity Lift

    1 Electric Surge

    1 Pillar Swing

    Asset

    1 Earphone Jack

    Sideboard

    2 Short Circuit

    4 Wall Cling

    1 Zero Gravity Lift

    1 Rescue Completed

    1 Encouraging Training Partner

    1 Wealthy Aspirations

    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!

    My Hero Academia CCG 2022 Rules Update

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  • 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!

    Pro Hero National

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  • Greetings Heroes!

    Another day, another announcement!

    By now you should have heard about our Local Digital Weeklies, Provisional Showdowns and Regional License Exams, if you missed them, you can find out more in the link below!

    Today – We are excited to introduce the Pro Hero National!

    • The Pro Hero National tournament is one of the Premiere tournaments of the year where the best of the best compete for the coolest prizes and a shot at glory by being crowned a National Champion!
    • This tournament will feature some of the most exclusive prizes for winners, but also participants who dare to enter the fray!
    • Regional License Exam Finalists will earn free entry and a first round BYE, RLE Champions will also earn an additional BYE!

    For more details about Organized Play, check out the link below!

    https://mhacardgame.com/organized-play-2022/

    Intro to Advanced Deck Building

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  • 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.

    Regional License Exams

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  • Greetings Heroes,

    Today, we are announcing the next series of events in the 2022 OP schedule Regional License Exams!

    Regional License Exam (RLE)

    • The competition will really heat up at RLE events where players compete to earn serious prizes and points that will accumulate throughout the season of Organized Play
    • These tournaments will be hosted both online on the MHA Discord server and in-person (regulation permitting)
    • Participation prizes includes special promo packs, regular card packs and winner prizing will include additional prizes and further qualifications for future events on top of regular prizing
    • Winners of Provisional Showdown events will receive free entry to the tournament as well as a first round BYE

    As you prepare for your Regional Exams, train your skills and win prizes in our Wednesday Webcam Weeklies starting in the New Year. Find our more about the Webcam Weeklies on our event page: 

    Find out more about the Webcam Weeklies on our event page:

    https://www.facebook.com/events/947753629171931

    Find out more about Organized Play:

    https://mhacardgame.com/organized-play-2022/

    PROVISIONAL SHOWDOWNS

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  • Take your first steps into Organized Play
    with the Provisional Showdown!

    Provisional Showdowns serve as your stepping stone into the competitive landscape! Fight your way to the top as you earn your right to reach the Pro Hero National!

    Participants will be awarded both regular card packs and special promo packs with cards that are only available via Provisional Showdowns!

    Winners can expect to get special tournament promo cards, VIP entry into the next tier of competitive events and even more special prizes!

    Our first Provisional Showdown event will be hosted February 2022 on the
    MHA CCG discord server

    Stay Updated!

    Symbol Strengths

  • News
  • 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!

    Meet Frank Debrito MHACCG’s Head of Organized Play

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  • Jasco Games has appointed KONAMI’s former Organized Play Manager Frank Debrito as Head of Organized Play for the My Hero Academia CCG, a role in which he will spearhead Jasco’s competitive tournaments.

    Prior to Jasco Games, Frank has been in the TCG/CCG industry for over 20 years. He spent the last 12 years as a member of the Yu-Gi-Oh! Organized Play team at KONAMI, most recently as the Organized Play Manager. In addition to his behind the scenes experience, he has experience as a Tournament Organizer (tournaments ranging from 4 to 4,400 players), Event Manager, Scorekeeper, Head Judge, all other roles at an event, and as a player at both casual events and competitive national level events. He has worked alongside hundreds of local gaming stores over the last decade, working individually with each store to help them grow their events and work with them towards hosting more prestigious events.

    “Frank Debrito is truly the King of Games, when it comes to organized play,” said Alex Alexopoulos, Jasco Games’ COO in a release, before going to explain: “the My Hero Academia Collectible Card Game could not be in better hands given Frank’s unbridled knowledge of the gaming industry and his finger on pulse of the TCG/CCG player base pertaining to their collectible & gaming needs.”

    Debrito’s appointment as Head of Organized Play coincided with the launch of the My Hero Academia in October.  Together, Jasco Games and Debrito are preparing to unveil the exciting plans for the 2022 season of organized play in the coming weeks!

    Character Intro: Nomu (U.S.J.)

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  • 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!

    Character Intro: Fumikage Tokoyami

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  • It’s not rude to brood! Embrace the darkness within yourself as you awaken your abyssal powers alongside the Jet-Black Hero: Tsukuyomi in the My Hero Academia CCG!

    Collect his dark cards and more in the Series 1 booster packs.

    “Revelry in the dark” – Fumikage Tokoyami

    The cool and stoic darkness dweller of Class 1-A, Fumikage Tokoyami is here to drag evildoers into the abyss where they belong! His quirk, Dark Shadow, allows him to manifest a monstrous shadow from his body that fights alongside him. The darker it is, the stronger Dark Shadow grows; and together the two faithful allies are ready to show villains that they should, indeed, be afraid of the dark!

    Tokoyami is a 7 hand size character that will rely on strings of attacks to successfully bring his rivals into the realm of shadows. He is able to reduce and increase the damage of all attacks by 1 when he’s committed, providing support while he concentrates on his quirk. This is alongside his main ability, which allows him to pick up the card core to his strategy: “Summon Dark Shadow” in order to bring true ruin to his enemies. Tokoyami is never truly alone, and his ability to bring his friend back from the discard pile proves it!

    “…Another who communes with the abyss.” – Fumikage Tokoyami

    Unleash the darkness within with the Action Card: Summon Dark Shadow! This card will give all of your attacks speed and damage as long as it is in the card pool, and its powerful enhance ability will allow you to string attacks together with ease! Although that powerful enhance comes at the disadvantage of committing your character; but of course, a true lurker in the dark like Tokoyami has no qualms about being committed; he prefers it!

    Now, let’s see what this Jet-Back Hero can do on the offensive. His Dark Shadow Slash may start off slow, but it picks up considerable speed when it’s helped by faithful allies! Not to mention the extra punch it will pack if your character is currently in darkness. Meanwhile, Tokoyami’s Dark Shadow Talon will ensure that his faithful quirk enters the fray, providing further bonuses to his attacks by adding it to the card pool! And let’s not ignore a Deadlock Enhance that is sure to inspire fear on your rivals by slashing at their health!

    Tokoyami is great at working together with others, as he is used to having to work in tandem with his own shadow. This ability to work well in a team is demonstrated by how he takes advantage of the Ally keyword, which is also found in his Action Card! Stand Back To Back with your allies to mitigate some damage and fight another day. In the moments where you are alone, do not forget that you are Stronger In Darkness to buff up your attacks and push the pain through!

    “With your positions revealed, you’re in my crosshairs. And there’s no hiding from the coming storm.” – Fumikage Tokoyami

    Villains are a superstitious and cowardly lot, and no move is more prepared to make them cower in fear than Tokoyami’s signature move: Dark Shadow Ruin! This powerful move will make your action cards in your card pool not count towards progressive difficulty, further increasing the value Tokoyami obtains from Summon Dark Shadow! To further prove how far Tokoyami has mastered his quirk, once this attack has received both a speed and a damage bonus, it will increase its power further and leave your opponent stunned! When combined with its Breaker: 1 keyword, this attack is sure to bring ruin to your rivals both on the offense and the defense. Your villains will be nevermore!

    That’s it for our beloved bird of darkness. Look forward to playing as him and spreading the dark hand of justice alongside his shadow in the My Hero Academia CCG, available now!

    Character Intro: Denki Kaminari

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  • 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!

    Character Intro: Minoru Mineta

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  • Minoru Mineta STICKS all adversaries in the My Hero Academia CCG!

    You can collect the Fresh-Picked Hero’s cards in booster packs from Series 1.

    What do you mean “FIGHT”, are you CRAZY?!– Minoru Mineta

    Minoru Mineta’s quirk, Pop Off, allows him to produce sticky balls from his head that he can remove at will. These balls will stick to all surfaces that they are adhered to, except for Mineta himself, as he just bounces off. If he Pops Off several balls too quickly he begins to bleed from his scalp, so he needs to be careful to not waste his uses.

    Mineta’s primary game plan is to clog up his rival’s card pool and slow them down as quickly as possible, be it on his turn or their turn. His response ability is quite potent, but it does require more tact than it appears at face value. If he commits down a few rival foundations as they are attacking him and he can’t take advantage of it on his following turn, then he has essentially harmed himself for little reason. Knowing when to and when not to use this response ability will go a long way towards making you an efficient Mineta master! 

    His bottom enhance ability goes a long way in helping his survivability, letting him stick down the speediest characters and force them to play at his speed. Well-timed use of this ability can force some of the strongest around to have to admit the superiority of Minoru Mineta!

    “I had a big poop this morning, which makes my balls even stickier.” – Minoru Mineta

    Mineta’s sticky balls are surprisingly strong, and in large quantities they certainly are uncomfortable for anyone to deal with. Mineta’s offensive turns hinge on if he can get a card in his rival’s card pool in order to get his free +2 damage to work consistently, and Eat My Sticky Balls is the key to get him there! Whether this attack is blocked or not, there will always be a card in his rival’s card pool to slow down their defenses and force through some extra damage from mineta’s enhance!

    Grape Rush Attack takes a much more offensive stance on this strategy. It does not have the upside of clogging your rival’s card pool if it is unblocked, but it certainly has the upside of dealing a significant amount of damage if your rival chooses to let it hit them! This can certainly put people into a strenuous situation, especially if you use copies of Eat My Sticky Balls in your momentum to pay for Grape Rush Attack’s Powerful, making it even more threatening and allowing you to get further value from it being blocked! Sticky Ball Toss Tackle takes Mineta’s game plan to an extra level, granting damage for each time he has clogged his rival’s card pool this turn. Even if you only played a single copy of Eat My Sticky Balls prior to this attack, it is at minimum a 6 damage throw for only 4 difficulty, which is already very efficient!

    “Ewww, what ARE these things?” – Sea Villain B

    Mineta’s sticky balls may be a bit weird and unorthodox, but they prove their worth very quickly! His rare foundation, Sticky Balls, gives him the ability to clog up his rival’s card pool on their offense, slowing them down immensely. This puts a larger hamper on combo decks than others, so Eraser Head and Momo had better look out to not step in any sticky balls anytime soon!

    Creepy Realization and Classmate Introductions take further advantage of his primary strategy. If your rival is pushing too far on their turn, or if you have clogged their card pool quite deep, then Creepy Realization is far and above the strongest foundation in your Stage. Classmate Introductions, on the other hand, helps you out at the beginning of your turn. It stacks damage on to your first attack, making your rival have to block the attacks that you want them to block, and punishing them with compounding speed pump across your attacks if they choose to ignore you!

    Mineta has one of the most unique play styles in Series 1 of the My Hero Academia CCG, which will very much appeal to players who enjoy taking a slower game and making their rival play at their pace. If you are facing a Mineta player, make sure to not take his sticky balls for granted!

    You can pick up packs of Series 1 of the My Hero Academia CCG and try to pop off with your own deck for the Fresh-Picked Hero: Grape Juice!

    Character Intro: Hanta Sero

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  • Hanta Sero SWINGS past the competition in the My Hero Academia CCG! 

    You can collect the Taping Hero’s cards in booster packs from Series 1.

    He’s got skills, but at the expense of some REALLY creepy looking elbows!– Present Mic

    Hanta Sero’s quirk, Tape, allows him to shoot powerful lengths of tape from his elbows which are strong enough to support his own weight, or immobilize most opponents! Sero uses his quirk to quickly move along the battlefield, and has earned a reputation as Class 1-A’s fastest student. In the My Hero Academia CCG, you can use this ability to attack your rival from any angle during the battle, and if your rival isn’t completely successful in stopping your attacks then they are going to find themselves in an even stickier situation!

    Sero’s Once Per Game ability is where his versatility shines, and proper usage of it will vary greatly in each game you play. Some games you may wish to use it on your rival’s turn to get rid of one of their attacks in their hand, but make sure to take note of their block zones for your own turn. Other times you will want to use it on your own turn to make sure that your rival isn’t trying to sculpt an offensive turn, or even just make sure that your rival’s options are limited if they have access to some defensive draw!

    “Elbow guy, tape ‘em!” – Katsuki Bakugo

    Sero may not be the most popular person in Class 1-A, but he is known to be a consistent and extremely useful support hero to those in need of his aid! Sero’s attacks are viable in their own right when used in other character decks, providing valuable Stun abilities and versatile abilities, but they certainly each have their way of shining through when used by Sero himself.

    Sudden Tape Shot is a card that anyone can take advantage of Any character can have this be a 6 speed high attack, or a 6 damage low attack, but in Sero you can make it both 6 speed and 6 damage with greater ease. Since the choice of its zone is entirely up to you, you can certainly throw a tape in your rival’s plan! Rapid Tape Strike functions similarly as a strong utility attack, and puts Sero’s rival in a very sticky situation. Sero can force his rival to decide where either they have to discard a card or he is going to draw 2 cards, and I would call that a win-win with only a small spin-spin of the tape dispenser!

    Tape Swing is the strongest attack in Sero’s arsenal, and his rival needs to be aware of it throughout the game so as to not get swung clear into the next game! The static ability on this does work twofold; it has face value of it not being able to be completely blocked, so if it is a high attack during the block step Sero’s rival will have to block with a mid block, but if Sero spies that his rival only has a single block zone in their hand, then he can change this attack to match that zone and make it completely unblockable! Tape Swing takes the momentum you have built up during the game to a very literal point by converting each momentum you wish to spend to +2 damage, and on top of the free +2 damage from using the enhance on Sero’s character, you can tell that this card very much earns its risky 2 check!

    “Just because my team passed didn’t mean I scored high enough not to fail…” – Hanta Sero

    Sero’s foundation base emphasizes that he may still have a lot of work to do on his offense and discipline skills, however he provides fantastic defensive options to any team he works with! His common foundations, Gotcha and Tape, will happily fit in most/any deck and they have a little extra shine in Sero himself. Since his two workhorse attacks Rapid Tape Strike and Sudden Tape Shot both require him to commit foundations to use their abilities, he can commit copies of Gotcha for an extra speed to help slip them past his rival’s defenses! Gotcha also works very efficiently against Stun decks, as it reduces the speed of any attack that stuns it down, and is reusable all throughout the game, unlike other anti-stun options!

    Think Fast! is a very essential card to Sero’s gameplan, to the point where you may find yourself playing multiple copies of it in your deck even though it is a Unique foundation. It basically adds on to Sero’s already useful enhance with free stat bonuses, which are never really useless! The top enhance basically provides Sero’s help to other characters, but it’s not going to go unused in a Sero deck itself. The ability can be activated to trigger Gotcha in a pinch if you find yourself needing a bit of extra speed, or it can be used on Tape Swing to push an extra 2 damage onto it if you have to push just a little bit further.

    Each Sero deck you encounter could be completely unique from the one you saw before it, as this tapehead can make great use of attacks from any of his classmates on his symbols!

    You can pick up packs of Series 1 of the My Hero Academia CCG and try to wrap up your own deck for the Taping Hero: Cellophane!

    Power Combo: Momo Yaoyorozu & Kyoka Jiro

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  • Kyoka Jiro and Momo Yaoyorozu perform a dazzling duet in the My Hero Academia CCG! Collect these young heroines’ cards in the Series 1 booster packs.



    “Can you turn it down a notch? Right now, we need to worry about getting away from these enemies!” – Kyoka Jiro and Momo Yaoyorozu

    These two ladies have a harmonious relationship in Class 1A, working together as students, friends, and as heroes! Becoming fast friends right from the start, with Momo leading study groups with Jiro and the other Class 1A freshmen, and Jiro coming to the aid of Momo and the other girls when Mineta gets too handsy. 

    Momo and Jiro’s friendship is apparent even in the world of the My Hero Academia CCG! Jiro and Momo both utilize Weapons and Assets, albeit in different ways. Sharing two symbols, their kits work in perfect symphony with each other, complementing each others’ abilities just as much as their own. 

    Create: Capturing Net and Unwavering Slash have both Charge and Weapon keyword traits, giving Jiro the opportunity to respond with both of her offensive abilities, and also allowing Momo to interact with them with all of her cards. Create: Capturing Net naturally plays after a foundation that you’d like to build off its own enhance and activate its combo ability, saving valuable Momo activations for later. Meanwhile, Unwavering Slash can build any asset card from your discard pile, ready a card, and draw a card— and both characters have an asset in their kit that they’d love to have in their stage.

    Jiro and Momo are definitely Destined For Mainstream Success, and while Jiro certainly uses the card well because of her scouting mechanic, any good player should know the construction of their deck to maximise the odds of naming the right card type. When the dynamic duo are Preparing For Battle, they try their best to complement each other’s fortes—and this card reverberates echoes of Jiro’s own 1 difficulty foundation. 

    Whether you play Momo, creating opportunities against your rival, or as Jiro, planning ahead and executing a stellar riff, you’ll find their cards work in consonance with each other, reflecting the special friendship these two characters have.

    You can find Momo, Jiro, and many other heroes and villains in the My Hero Academia CCG, available now!

    Character Intro: Kyoka Jiro

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  • Kyoka Jiro shreds her way to the stage in the My Hero Academia CCG! Collect her cards and more in the Series 1 booster packs.

    “Strength doesn’t make a hero, true heroes stand up for what they believe.” 

    – Kyoka Jiro

    Jiro is a pragmatic, organized, demure member of Class 1A, settling scores with her Quirk, “Earphone Jack”, which allows her to plug into any object they can pierce and hear even the smallest vibrations passing through them. Not only that, she can channel the sound of her own heartbeat through whatever she plugs into, attacking evildoers with soundwaves and leaving them in discord! Jiro prefers to plan ahead and create favorable situations, and her quirk is key to scouting and to bringing conflicts to a close. 

    With her character card, you can plug in and scout ahead of both players’ decks, giving you valuable information over the course of the game. When you need to go on the offensive, Jiro allows you a unique deck-building decision: Will you create a crescendo with super strong Charge attacks? Slice through defenses with super fast Weapon attacks? Or create a delicate harmony between the two? 

    “I’m sorry, next time I’ll ask before saving our butts.” – Kyoka Jiro

    Lucky for you, Jiro’s attack lineup is a chorus full of charges and weapons that will bridge the gap for you! Jazz things up with Specialized Sound Waves, drawing a card whether you play it as an attack or a block. On offense, you can lay a nasty trap on top of your rival’s deck, stack your own to draw off its own effect, or create a safety net for later. Jiro isn’t just a musical prodigy, though, as she uses the Improvised Blade created by her friend Momo Yaoyorozu, letting you double up on damage and speed for each card in your card pool with this major Weapon attack! 


    Jiro’s boots and gloves aren’t just stylish punk-rock apparel, they’re also UA-designed hero gear, functioning as amplifiers for her already powerful heartbeat distortion waves! Use her Earphone Jack asset to discard cards you’d rather your rival didn’t have later, while enhancing your own charge attacks—and when the time is right, ready a foundation that you’ve used earlier in the combat phase!  

    “Jiro, why not use your skill to make other people smile?” – Koji Koda

    Jiro is a talented musician, an experienced vanguard and acts as Class 1A’s Specialist of Sound. Using this card, you can bring your rival’s attacks to a slower tempo, and using Jiro’s own ability, stack it in such a way that you can peek at a 3rd card from the top of your own deck!

    Kyoka Jiro is a versatile and unique character, able to use several different lineups of attacks on 3 different symbols. Try combining her charges with Ochako Uraraka’s on the Air symbol, or her weapons with her best friend Momo Yaoyorozu’s on the All or Good symbol!

    Whatever you choose for your concerto, you’ll find Jiro and her classmates in the My Hero Academia CCG, available now!

    Character Intro: Momo Yaoyorozu

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  • Momo Yaoyorozu creates a new way to play in the My Hero Academia CCG! Collect her cards and more in the Series 1 booster packs.

    “Start with the basics and devote oneself wholeheartedly to learning, it’s the only way to become a top hero.”

     – Momo Yaoyorozu

    Momo Yaoyorozu is a dedicated, kind, natural leader to the other members of Class 1A. Although her genius intellect is not her quirk, it only enhances its use; “Creation” allows her to convert lipids within her body into non-living material of any kind, as long as she understands and can replicate the molecular structure of the material she’s creating. 

    Use Momo’s character card to “create” weapons and build crucial foundations and assets on the fly! Her enhance allows her to build in foundations that are in her card pool on offense and defense, making her extremly deft at keeping an empty card pool for more blocks and attacks!
    Once per turn, she can add a Weapon card from her discard pile to her hand, giving her limitless options for what she can do. 

    One of only 4 freshman students to have been admitted on recommendation, Momo is expected to be a star pupil at UA. Quick thinking and smart planning allow her to keep on top of her studies, and using Quick Creation, you can modify the damage of an attack and fuel Momo’s top enhance! Should your rival go beyond into deadlock, commit this versatile asset to double the speed and damage of your weapon attack, and pack a wallop! 

    “Wait, your clothes got super punk!” – Kyoka Jiro

    Momo knows her quirk alone can’t subdue villains, so she became a student of hand weapon combat, Bukijutsu. Slam your rival with Staff Strike, drawing a card for each foundation in your card pool. If you plan ahead and meet the combo requirement, the pay-off can be devastating, allowing your next 2 Weapon cards to be played without adding in progressive difficulty! Use the Powerful ability to create a world where your rival is at 0 health!

    “This girl has a good eye on her!” – All Might

    Any budding hero-to-be knows that they should Start With The Basics, and the basics of the My Hero Academia CCG tell us that adding speed and damage to our Weapon attacks are a good thing! Knowledge is power, kindness is preservation, and beauty is a Weapon—this Rising Starlet uses all the tools at her disposal (including her good looks!) to get ahead of the competition. This card lets you gain 1 health after building it (whether or not it is with Momo’s enhance!) and flips to double up on Momo’s own effect, allowing other characters to use a facsimile of her own ability. 

    Creativity is key when playing Momo, and using her support, the sky is the limit! Build your deck using the All symbol to fill your hand with resources, or the Good symbol if you’d like stock up on valuable foundations to convert into creations later.

    Remember to start with the basics when you get into the My Hero Academia CCG, available now! 

    Character Intro: Shoto Todoroki

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

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

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

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

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

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

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

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

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

    “You were woefully unprepared” – Shoto Todoroki

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

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

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

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

    Deck-Loadable Content Series 1

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  • The heroes of Class 1-A, joined by the Symbol of Peace All Might, continue the fight for justice in the My Hero Academia CCG Deck-Loadable Content box! This DLC box is a great addition to your collection, and provides support for characters and decks from the base set, as well as brand new cards and strategies to battle your friends! Purchase two and you’ll have a playset of every card, as well as extra characters to share with friends.

    “Just believe in yourself, and you can become a hero!” – All Might

    This version of All Might forces your rival to make tough decisions on when to block his mighty punches. All of your attacks get +2 damage, and if that attack is blocked your next attack will become more powerful. Then, by discarding one momentum, you can draw up to two cards if your rival chooses not to block. This gives All Might the chance to draw even more attacks and continue pummeling his rival.

    Mighty Punch has a similar ability to All Might, drawing two cards if it isn’t blocked. Combined with All Might’s second enhance, this means you can draw up to 4 cards if your rival doesn’t block it. But with a whopping 7 damage, that isn’t a choice your rival will make lightly! If your rival dares to go into Deadlock, a huge chunk of their deck will go straight to the discard pile!

    All Might’s foundation, Staggering Positivity, keeps pumping up your damage, and shuffles up to 3 cards from your discard pile back into your deck!

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

    The gravity defying hero Uravity returns with a brand new character card! She shares the air and chaos symbols of her previous version but switches out the life symbol for death. This lets her now use cards from Eraser Head, Bakugo, and even the villainous Shigaraki and Nomu.

    Ochako’s once per turn response is incredibly powerful and complements her playstyle of looping her attack cards multiple times. She is able to clear a successful non-throw attack from your card pool back into your hand, and make your next attack easier to play. This pairs extremely well with Meteor Shower, which can then be put back into your hand again after being put into your momentum! Throw your rival for a zero-g spin!

    Ochako’s new attack, Float Combo, combos with another high attack, and will still do 1 damage even if fully blocked! This lets you use Ochako’s response ability to pick the card up and play it again for even more damage! Her foundation, First Day of Class, ensures that your chain of attacks starts strong, giving your next attack plus 2 to its check when used during your first attack. The response ability can also be used in response to itself, flipping and readying itself to be used again. It also works great against stun attacks!

    “I have to stand up! Never again will they, or my brother, leave me behind in the dust!” – Tenya Iida

    The Class 1-A President races back onto the battlefield with a brand new character card. Swapping out the fire symbol for earth, Iida can now use cards used by All Might and Eijiro Kirishima. Once per turn Iida can replace a card in his hand to give his attack up to 4 extra speed! Then, if your attack’s speed is doubled, it gets an extra 2 damage. Combine this with Heroic Lineage, and you can potentially give your attack a massive plus 4 speed and damage!

    Between Recipro Extend and Engine Rush, Iida already has some of the best attacks in the game, and High Engine Kick continues that trend! On top of its amazing stats, its enhance lets it reach up to EIGHT extra speed as soon as it hits the field. Not only is this great for Iida, but his homeroom teacher, Eraser Head, might enjoy it as well…

    Iida’s foundation mirrors his character’s enhance, giving an attack with double speed an extra 2 damage. Iida’s offensive potential is extremely powerful, and his rivals can only hope they’re fast enough to see him before he strikes.

    “This class is intense…” – Tsuyu Asui

    Rounding out the class is Tsuyu Asui, trading the air symbol for evil. Her enhance punishes your rival for not blocking by giving her next attack an extra 2 speed. Then, by discarding a card from her rival’s card pool, like a block that was used on her previous attack, she gives her current attack an extra four damage. This synergy between both her enhance abilities forces her rival into a difficult decision with every attack.

    Her attack, Tongue Whip, gets more powerful the more her rival tries to block. Use the bottom enhance to clog your rival’s card pool, and then combine it with her second character enhance! Lastly, her foundation, First Villain Encounter, gives your current attack 1 extra speed and damage, and your next attack minus 1 difficulty just for committing itself.

    Look forward to joining Class 1-A for yourself with the My Hero Academia CCG Deck-Loadable Content box coming soon!

    Character Intro: Eijiro Kirishima

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Character Intro: Eraser Head

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

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

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

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

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

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

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

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

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

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

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

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

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

    MHA CCG Series 1 Booster Box Contents

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  • Hello! Today we’ll take a look at how the first set of the My Hero Academia CCG is laid out, and what you can expect from a booster pack. Good things to know!

    The booster set is composed of 16 groups of 9 cards, plus 2 additional Secret Rare cards. Each character in the set has 8 cards that feature them – attacks they use, foundations that represent their personality or key moments, and so on. 

    These support cards have all three of their character’s symbols. That means each deck can always play the character’s own support, no matter which symbol you choose to build them on.

    You don’t have to use every support card for your character, but they’re a good starting point as you learn the game. They tend to work well with that character, and often have similar mechanical themes. 

    For the rival decks, Midoriya and Bakugo get 18 cards each – the characters themselves, plus 17 support cards. This gives you a lot of room to explore deck building just from a pair of Rival Deck boxes!

    Now, let’s break down the number of cards at each rarity level in the set. You can find the rarity of a card at the bottom, next to the set number.

    The set contains:

    49 Common (C)

    47 Uncommon (UC)

    29 Rare (R)

    19 Ultra Rare (UR)

    2 Secret Rare (SR)

    There are also 36 Starter Exclusive (SE) cards (the cards in the Rival Decks), to make up the total of 182 cards in the set.

    Each booster pack has 10 cards in it. 6 of those cards will be Commons. Commons are often useful in a wide range of decks, and can be nice to have several copies of. Every card is meant to be useful, and commons are no exception.

    One card in each pack is always either a Rare, Ultra Rare, or Secret Rare. Rares appear about 3/4 of the time, and Ultra Rares 1/4. So an average booster box (24 packs) has 18 Rares and 6 Ultra Rares. (note that this is just an average, and can vary)

    Both Rares and Ultra Rares are foiled, and URs get a special foiling treatment to match the art on that card. Pictures can only do it so much justice – you should see these for yourself – but we can try:

    Ultra Rares can be key attacks for their characters, potent actions or assets, or just intriguing cards to build a deck around. There are no UR foundations though; this is to reduce the chance of having URs that players want to put in every deck that can feasibly run them.

    In roughly 1 out of 3 boxes, one Rare or Ultra Rare card will be replaced by one of the two Secret Rares. What those are like… well, it’s a secret!

    The remaining 3 cards in a booster pack are the Uncommon slots. Character cards are Uncommon, so it shouldn’t be very hard to get your favorites.

    The characters in the booster set are:

    All Might

    Denki Kaminari

    Eijiro Kirishima

    Fumikage Tokoyami

    Hanta Sero

    Kyoka Jiro

    Minoru Mineta

    Momo Yaoyorozu

    Nomu (U.S.J.)

    Ochaco Uraraka

    Shota Aizawa

    Shoto Todoroki

    Tenya Iida

    Tomura Shigaraki

    Tsuyu Asui

    Yuga Aoyama

    One very special thing about the Uncommon slots is that, in 3-5 packs per box, one card in an Uncommon slot will instead be an Extra Rare!

    Extra Rares are foiled, expanded art versions of existing cards. Every card in the set, including Starter Exclusive cards, has an Extra Rare variant. Below you can see an example of the regular version of the card, and the Extra Rare version.

    Among Extra Rares, all cards are equal. Your chances of getting a XR version of a specific Common are the same as your odds of getting a particular Ultra Rare, or even one of the Secret Rares!

    If you’re doing the math, this means that any one specific XR appears in 1 out of 1,092 packs – they’re really special, and should be great cards to trade with friends.

    That wraps it up for today’s article – make sure to get a Rival Deck box (or two!) to get started with the game. Then when you’re ready to expand your options, or try some other characters, you’ll know what to expect from your booster packs.

    Character Intro: Yuga Aoyama

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  • Sacré bleu! The Shining Hero himself is ready to navel-blast his way to victory in the My Hero Academia CCG! 

    Collect his dazzling cards and more in the Series 1 booster packs.

    “I Cannot Stop Twinkling, meaning you can’t stop my sparkles!” – Yuga Aoyama

    The flamboyant oddball of Class 1-A, Yuga Aoyama is here to face his doubts and insecurities with grace, style, and panache! His quirk, Navel Laser, allows Yuga to blast his opponents away with spectacular beams of light; but if overused his abilities will lead to him clutching at his stomach in pain! Make sure to keep an eye on your resources, and don’t leave yourself open as you power through your rival’s defenses!

    As a character with a hand size of 6, Aoyama must make the most out of the cards that he draws. Take further advantage of powerful flip cost effects with his response ability, making the speed and damage of your attacks rise to truly resplendent heights! And when the time comes to play that final coup de grâce his enhance will allow you to play a high difficulty attack even late during a turn! Just don’t get caught on the defensive with all your cards face down, or you’ll end up with issues worse than tummy aches!

    “C’est la vie” – Yuga Aoyama

    Although taking advantage of his foundations being flipped is Aoyama’s raison d’etre, one must be ready for any upcoming villain attack. Make use of his stylish Tres Chic Cape to unflip your committed foundations, either to ready them for further use or to simply flip them again! And if anyone is foolish enough to go into deadlock against you, make sure to blind them with your cape’s powerful Form ability, which will add two ranged attacks you already played back into your hand so you may use them against your opponent once again!

    And speaking of attacks with range, Aoyama is always willing to lead with a couple far-away feints in order to ensure his main move strikes true! His Navel Laser Charge will ensure he stays healthy and fashionable while transferring one of his +1/+1 buffs to the next attack; while his Panache Shining Navel Blast will be big and fast enough to make your opponent sweat their hard-earned momentum right off their character! Simply diabolique!

    Aoyama needs to be able to flip foundations in order to promote his bedazzling plan; and that’s where his reliable Tight Lipped comes in! Serving as a 0 difficulty foundation that is always ready to turn some frowns upside-down. And when it comes to making the most out of these face down foundations, leave it to Someone With Style to solve that problem by simply blowing them up! And of course, if your rival tries to ruin your beautiful day with stun, this card will make sure they are properly punished.

    “Unless we can face that which pains us… we can never truly sparkle!” – Yuga Aoyama

    Once the time comes to go all out, Aoyama is prepared to unleash his signature, splendid and sparkling Navel Laser Beam! The two flip enhance abilities on this card, when combined with Aoyama’s response, is bound to terrify your rival with its sheer splendor! And the powerful First Enhance on the card will allow you to reuse some of your own very dear flip effects. And of course, let’s not forget the striking Breaker:2 which is bound to blindside your rival. Comme d’habitude for you, but a terrifying surprise for them!

    That’s it for our beloved Shining Hero: Can’t Stop Twinkling for now! Look forward to playing as him and stunning all your rivals with your confident, eternally shining style in the My Hero Academia CCG, Coming this November!

    Character Intro: Tsuyu Asui

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

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

    “Ribbit!” – Tsuyu Asui

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

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

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

    “Ribbit?” – Tsuyu Asui

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

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

    “This class is intense” – Tsuyu Asui

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

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

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

    Character Intro: Tomura Shiguraki

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  • “Symbol of Peace? Ha! You’re just an instrument of violence… and violence always breeds more violence.” – Tomura Shigaraki

    Just as All Might serves as a paragon of good, truth and justice, Tomura Shigaraki shows what the dark underbelly of the hero world looks like. A malevolent and twisted villain, Shigaraki sees the unfairness in the world of My Hero Academia, and instead of seeking to improve it, simply wants to see it destroyed. Somewhat aptly, Shigaraki’s Quirk “Decay” allows him to disintegrate whatever he touches to ash.

    Much like in the series, Shigaraki’s character card takes advantage of any “contact” with the opponent—-withering away health from his rivals upon a successful hit, and destroying valuable foundations upon a successful block! Heroes beware, as any misstep can spell doom against this powerful, unhinged villain.

    “Every living, breathing thing just rubs me the wrong way. So why not destroy it all?” – Tomura Shigaraki

    Just like Shigaraki, you can use Turn to Dust to create a horrifying dilemma for your rival: Will they lose 4 health and save vital foundations? Or sacrifice crucial resources to stay topped up on health? Use the Ex and Stun abilities to pressure your opponent’s board and connect a hit so that Shigaraki’s response can deteriorate your rival’s health total!

    Shigaraki’s fury-ous assault doesn’t end there—Make a Villainous Entrance to remember, and use Shigaraki’s Touch of Decay to disintegrate any do-gooders that might get in your way! Combo together Shigaraki’s devastating arsenal of Fury attacks to rot away your rival’s defenses and score a win for the League of Villains.

    Quandaries abound for heroes facing Shigaraki—allow this villain’s attacks through and his response will wither away your health total, but block and these tricky cards will leave Shigaraki with more than he started with!

    Shigaraki’s Decaying Grip will leave your rival rotting on both offense and defense, readying your character on block and allowing Shigaraki’s character ability to be used a second time! On offense, Decaying Grip’s combo enhance can catch your rival without a block, as it limits their options for what they can attempt to play

    “That’s why we need a symbol like you, Tomura. Next time, the world will know of the terror you represent!” – ???

    Any villain worth his salt never leaves anything up to chance though, and just one look into Shigaraki’s Evil Gaze will send shivers down the spine of any would-be hero. Surprise your rival with this versatile action card from hand, and either make your own attack fast enough to race past defenses, or slow down the competition. Adding injury to insult, Shigaraki can respond with his own ability to destroy an additional rival foundation on block!

    Shigaraki is a versatile character that can allow for many avenues to success. For blistering speed and damage output, try playing on the Fire symbol to blaze past your rival’s defenses, or if controlling the game is your preference, play him on Death to destroy resources and create favorable board states.

    Whatever the case may be, you’ll be able to find Tomura Shigaraki and many more Heroes and Villains alike this fall in the My Hero Academia CCG!

    Character Intro: Tenya Iida

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Character Intro: Ochaco Uraraka

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

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

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

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

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

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

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

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

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

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

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

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

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

    Character Intro: All Might

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

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

    Toshinori Yagi i