All Might

All Might (I)

All Might is known for digging deep and going beyond his limits to obtain victory and this version of All Might does exactly that. He can permanently reduce his hand size to draw three cards on his turn. This is a great way to find those last few attacks you need to defeat your rival. Reducing his hand size means he will draw fewer and fewer cards at the start of his turn, eventually he will draw zero cards at the start of his turn!

The Enhance ability gives your Fury or Punch attack the Powerful key word. This means that each attack All Might plays has the potential to do devastating damage to his rival. All he needs is a little momentum to bring down even the toughest of foes.

All Might (II)

All Might is the greatest hero Japan has ever had. His strength and abilities are unrivaled. This version of All Might shows just how strong he really is.

His first Enhance ability gives his current attack plus two damage and if it is blocked it gives his next attack plus two damage! The cost of this ability is discarding the top four cards of his deck, but that is nothing for the Number One hero.

The second Enhance ability requires All Might to discard a momentum, but it allows him to draw a card and makes it so if the attack is not blocked he draws another card. This can be used on his attacks to make your rival make tough choices or on your rival's attack to draw two cards.

Fear not players, for I AM HERE!

All Might (III)

The number 1 hero isn't something one becomes on accident. All Might is both powerful and versatile, which makes him capable of ending battles quickly. His attack line-up consists of both Fury and Punch attacks.

All Might has two enhance abilities to use during combat. The first adds speed or damage to his attacks. This means his attacks are either more difficult to block or do more damage. Even further this assault never ends because this enhance ability is playable while committed!

All Might's second enhance gives him more cards. This means that he can find whatever he is looking for in any given situation. Remember a true hero always finds a way to win!

All Might (IV)

After suffering a near fatal injury in the line of duty, All Might is no longer able to maintain his muscle form all the time. He reverts back to his normal self, malnourished and frail as it may be. This version of All Might is exactly that, his true form.

True Form All Might starts off by losing 3 health at the start of his turns. This shows just how damaged his body is. The good news is that it won't kill you, just leave you at 1 health.

His First Form ability lets him place a different version of All Might on top of him for the turn and gain that All Might's powers and abilities for the turn. This can only be done once per game so make it count!

All Might's Enhance ability lets him discard other All Might cards to add damage to his attacks and draw more cards. Allowing this All Might to push past his limits and dig deep!

All Might (V)

This version of All Might is representing him during his Silver Age. The costume isn't the only thing different about this All Might, he also has less health than all the other All Mights. Fear not! He has some very powerful abilities to make up for the lower health.

All Might's first ability is a free Response that triggers after he plays a card with "Smash" in the name of the card. It then lets him draw a card, effectively making his Smash cards replace themselves. However, this ability can only be used twice per turn so make sure to use it at the right moments.

Next he has an Enhance ability that requires him to flip a foundation. It then gives his Fury or Punch attack plus two speed or plus two damage. You get to pick which one! This flexibility means your rival will always have to plan for the worst.

Finally All Might has a Deadlock Form ability. It is a First Form so it must be the first thing you do on your turn during your Combat Phase. It is only playable once per game and it gives all of your "Smash" attacks Stun two for the rest of the turn. This will allow you to smash through your rival's defenses and achieve victory with certainty.

All Might (VI)

All Might (VII)

This All Might is not legal for tournament play, but is great for casual games with friends.