Table of Contents
Hello, Ladies and Gentlemen! Welcome to the main event! The crowds are roaring, the arena lights are blazing, and Flesh and Blood: Super Slam has officially entered the ring. This set is pure showmanship—big moves, flashy finishers, and enough personality to fill an entire season of prime-time combat.
Now, I’ll be honest—Super Slam isn’t my favourite set from a gameplay perspective. My distaste for the Guardian Class is well documented, so a set heavily featuring them isn’t really my cup of tea. That said, even in a card pool packed with over-the-top theatrics, a few gems have fought their way into the spotlight. Whether it’s clever design, raw power, or just the perfect bit of flavour, these are the cards that made me pause, grin, and think, “Okay, that’s actually pretty great.”
So, tighten your wraps, step into the ring, and join me as we count down my Favourite Cards from Flesh and Blood: Super Slam. 🥊
Cheers! & Booze!
fab::[[Cheers!]]
fab::[[Booze!]]
Yes, my first picks from this whole set are Common cards—but Common means accessible, and in my opinion, you’ll want these in any deck that runs one of the new Heroes from this set.
Both are 0-cost Blue cards with native Go Again.
What I love most about these cards is how deeply they lean into the set’s theme—playing to the crowd and taking on the role of either the Face (Revered) or Heel (Reviled) character. It’s got big old-school WWE energy from the late ’90s and early ’00s. (Yes, I’m showing my age there 😮💨)
Hopefully, we’ll see more support in future sets for the new Revered and Reviled talent types so these cards can really shine.
Crowd Goes Wild
fab::[[Crowd Goes Wild]]
[[Crowd Goes Wild]] is a Revered Hero card—so for now, it’s only usable by Tuffnut and Pleiades. If you’re playing as, or planning to build around, either of these Heroes, this card is an absolute must-have.
It’s a Yellow-only card with a 3{r}, 6{p}, and 3{d}. You might be thinking, “3 cost? Whatever!” But hold up—the ability reads:
“If you have been Cheered this turn, this costs {r}{r}{r} less to play.”
How do you like them apples? A potential 0-cost, 6{p} attack? Yes please. 😜
Painful Passage
fab::[[Painful Passage]]
Not named after the consequences of an overly spiced curry 🌶️, but perhaps a glimpse into the future—could we be seeing a new version of fan-favourite character [[Chane]] in an upcoming set?
Utility is the name of the game with [[Painful Passage]]. It’s a 0-cost, 3{d} action card that reads:
“You may banish an attack action card from your hand. If you do, it gets +3{p} or Go Again until end of turn. Go Again.”
While the original [[Chane]] didn’t exactly need help giving his cards Go Again, the fact that [[Painful Passage]] offers you the choice between Go Again or +3{p} is fantastic. Buff an early attack or build a long chain (no pun intended 😏)—just having that flexibility opens up tons of strategic opportunities for different playstyles and situations.
Bully Tactics
fab::[[Bully Tactics]]
[[Bully Tactics]] is pretty mean—and I absolutely love it! It’s a red-only, 0-cost attack with 3{p} and 3{d}, which is solid enough, but the real highlight is its “on attack” effect:
“When this attacks a Hero, you may pay up to {r}{r}{r}. Intimidate them that many times.”
For the uninitiated, Intimidate is a brutal keyword that forces the targeted player to banish a card from their hand until the end of the current turn. Being intimidated once can seriously hinder your defense—but being intimidated three times? Devastating. For the new Hero [[Tuffnut]], that’s his whole hand gone!
What makes this card especially nasty is that the Intimidate effect triggers on attack, meaning your opponent has to banish cards before they can even defend. My advice? Stack up a few buff actions to pump your next hit, then drop this bomb, pay three, and watch your opponent face-tank a huge blow—all while you cackle manically! 😈🤣
The Charms
fab::[[Numbskull Charm]]
fab::[[Thespian Charm]]
fab::[[Liar's Charm]]
fab::[[Cheater's Charm]]
The Charms—[[Numbskull Charm]], [[Thespian Charm]], [[Liar's Charm]], and [[Cheater's Charm]]—are all 0-cost Yellow modal cards that let you choose any number of three available options. Each shares a similar design but with unique flavours tailored to the set’s Heroes.
The abilities that destroy or steal tokens seem the least useful in most situations, but they could definitely come in clutch—especially since all of the Charms are Instants.
The Cheers and Boos abilities, at instant speed, are where I see these cards really shining. A perfectly timed Cheer or Boo—depending on your character—can shift a turn from mediocre to devastating.
The asymmetric abilities are a mixed bag. I think [[Numbskull Charm]] and [[Thespian Charm]] have the stronger standalone effects, but overall, [[Liar's Charm]] and [[Cheater's Charm]] come out on top because they take from your opponent—either by stealing tokens or forcing a discard.
At the very least, I’d run one, maybe two copies of a Charm in a deck. Just be cautious—they don’t have defense values, which makes them dead weight in hand if you’re staring down a potentially game-ending attack their abilities can’t prevent.
Cutting Retort
fab::[[Cutting Retort]]
[[Cutting Retort]] makes the cut (pun absolutely intended) for its accessibility—being a Generic card—and for its potential to remove multiple Aura tokens, which have become increasingly common across newer sets.
The card reads:
“When this attacks a hero, you may pay up to {r}{r}{r}. Destroy that many Aura tokens with different names they control. If you do, this gets +1{p} for each Aura destroyed this way.”
With the growing variety of Aura tokens appearing in the game (like Might, Vigor, and Agility), it should be child’s play to snag at least a +2 buff from this ability. Admittedly, it’s going to be more effective against certain Heroes—[[Kassai of the Golden Sand]] comes to mind—but even so, it’s a card worth keeping tucked away in your arsenal or sideboard.
It’s just a shame it doesn’t eat Gold Tokens too… 🪙
In The Palm of Your Hand
fab::[[In The Palm of Your Hand]]
There are “God Tier” things in Flesh and Blood—and in TCGs in general—but card draw is one of the biggest. [[In The Palm of Your Hand]] lets you draw a card as it enters and leaves the Arena, essentially replacing itself and refunding the pitched card used to play it (with just a slight delay).
ITPOYH introduces the new Suspense keyword… (See what I did there? 🤣)
Suspense means the card enters the Arena with a number of suspense counters on it. One counter is removed at the beginning of each of your turns, and once all the counters are gone, the card goes to the graveyard.
This was almost certainly designed with [[Pleiades]] in mind, since her Hero ability allows her to move Suspense counters between Aura cards in the Arena. That said, it’s a Guardian card, so any of the (worst, in my opinion 😏) class Heroes could run it—especially if they care about maintaining Auras.
[[In The Palm of Your Hand]] is a Red-only, 2{r}, 3{d} Instant, which actually makes it pretty flexible. You could drop it on an opponent’s turn to get some new cards, let a counter tick down at the start of yours, and—if you’re playing as [[Pleiades]]—use her ability to remove the final counter early for another draw. Other Heroes will have to wait an extra turn. 😢 Still, a solid card—even if it is for Guardian. 😤
Overcrowded
fab::[[Overcrowded]]
I originally skipped over [[Overcrowded]] when putting this list together—it didn’t seem that impressive at first. But after playing a few sealed events online and actually testing it, I can confirm: this card can come in clutch very easily.
[[Overcrowded]] is a Blue, 0-cost card with 1{p} and 2{d}—an underrated gem if there ever was one. Sure, its stat block looks a little naff, but its colour and cost are actually its best qualities… until you look at the effects and abilities.
It has the Ambush keyword, which allows it to defend even from your Arsenal slot. That’s huge—nobody expects a block to come from the Arsenal! 👀🤣
The ability reads:
“When this attacks or defends, it gets +1{p} and +1{d} for each different name amongst Aura tokens you control.”
All the set Heroes create specific tokens whenever they’re Cheered or Booed, so as long as you’ve triggered your Hero ability, [[Overcrowded]] will get a little buff. But wait—there’s more! Cards like [[Cheater’s Charm]], [[Liar’s Charm]], and [[Gang Robbery]] let you steal tokens, boosting this card’s power even further.
To unlock its full potential, you’ll probably need to build around it a little. But if you slot in a few token-generating or token-stealing cards, [[Overcrowded]] will give you excellent returns for a 0-cost card.
Mocking Blow
fab::[[Mocking Blow]]
While [[Mocking Blow]] is sadly locked to Reviled Talent Heroes, it’s still an auto-include in any Reviled Hero’s deck.
A 0-cost, 3{d} card is always welcome—even with a modest 1{p}. But what makes this card shine, at least in my opinion, is its ability:
“When this attacks a Hero, if you have more Health than your opponent, the crowd Boos you.
If you have been Booed this turn, this gets R (+4{p}), Y (+3{p}), B (+2{p}).”
The fact that it can self-trigger if you have more health than your opponent—and with so many ways to get Booed in this set, even at Instant speed—makes it ridiculously easy to activate this card for a solid damage buff.
The new Hero [[Lyath Goldmane]] can use his Instant ability to Boo himself, which negates the automatic debuff his played cards take from his Hero ability—clearly, this card was made with him in mind. But don’t count out the new [[Kayo, Underhanded Cheat]] either. With his ability to spike his base attack, he can turn that lacklustre 1{p} into 6{p} plus the buff, swinging for 10 damage out of nowhere.
That’s my kind of card. 👍
Punch Above Your Weight
fab::[[Punch Above Your Weight]]
I can think of a few different Heroes who’ll want [[Punch Above Your Weight]] in their decks. [[Boltyn]], for one, loves cards that have {p} higher than their base. And the new [[Kayo, Underhanded Cheat]] from Super Slam? He’s going to adore this card.
It’s a 0{r}, 2{p}, 2{d} Generic Attack Action that reads:
“When this attacks, you may pay {r}{r}{r}. If you do, it gets R (+5{p}), Y (+4{p}), B (+3{p}).”
Sure, a 3-cost pump is a little steep—but being able to turn a 2{p} attack into a 7{p} hit out of nowhere is absolutely hilarious, and potentially devastating if timed right. It can even be used to bait out blocks; if you’ve got ways to pump it further or give it Go Again, it could open the door for smaller follow-up attacks that slip through unblocked.
However you choose to play it, I expect [[Punch Above Your Weight]] will show up in many Heroes’ decks across the board.
Final Thoughts
And that’s the bell, folks! 🛎️ The crowd’s roaring, the lights are dimming, and Super Slam takes its final bow.
Sure, Super Slam might not win “Set of the Year” for me, but it still deserves a slow clap for its sheer personality. A few of these cards hit harder than expected, and I can’t deny there are some real crowd-pleasers hidden in the mix.
So whether you’re a die-hard Guardian fan, backing the Brute, or just here for the flavour and fireworks — may your packs be stacked, your finishers land clean, and your cheers (or boos) shake the arena.
Until next time, my friends — may your hands draw heat and your opponents draw blanks. 🎭
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