2018 Strategies

TypeNameRarityIconSpecialtyPlay TriggerUsageIcon Effect
Defense2 Birds 1 StoneCAfter attempting an outfield Defensive Throw to home plateIf the opposing Manager chose to advance another baserunner, your C makes a Defensive Throw vs. that baserunner's Speed.
Defense6 - 5 - 4CAfter a GB with runners on 1st and 2nd baseThe runner advancing to 3rd base is automatically out. The Batter is automatically safe at 1st base. Attempt a double play at 2nd base. (The runner advancing to 2nd base receives +5 Speed as usual on the double play attempt.)
DefenseAbsolute CannonRGGAfter an outfield Defensive ThrowRoll the Defensive Throw using the Power Die. If successful, return this card to your hand. (You may only return it to your hand once per game.)Plus One to the Defensive Throw if either of your LF/RFs have the GG icon.
DefenseBat FlipCAfter a multi-run HRRoll all Pitches using the Power Die for the remainder of this half-inning.
DefenseBreathing RoomUSVBefore the Pitch when you bring in a CP during a Clutch MomentPlus 1 to the Pitch for each run you are ahead. Draw 1 card if your pitcher has the SV Icon.
DefenseChild's PlayCGGMomentumAfter an individual player makes a successful Defensive PlayLeave this card on the player who made the Defensive Play until he makes an error. +2 to his Defensive Rating.Draw 1 card if this player has the GG Icon.
DefenseDid His HomeworkRMVPBefore the PitchReverse all R/L+ advantages for this at-bat. (Batter/Pitcher R+ become L+ and L+ become R+.)Minus 1 to the Swing if your Pitcher has the MVP Icon.
DefenseDigging Deep 2.0RW/SV/HLBefore the Pitch when your Pitcher is TiredYour Pitcher is no longer tired for this at-bat. Plus 1 to the Pitch.If the Batter makes an out, draw 1 card if your Pitcher has the W/SV/HL Icon.
DefenseDouble Play DepthCBefore a Double Play attemptThe double play attempt is calculated as a Defensive Play instead of a Defensive Throw.
DefenseEscape ArtistCMVP/W/KAfter a 3rd out with the bases loadedDraw 2 cards. Discard 1 of them. (Do this before standard card drawing.)Do not discard either card if your Pitcher has the MVP/W/K icon.
DefenseFast WorkerUW/SV/HLAfter a 1-2-3 inningPlus 1 to your Pitcher's IP.Draw 1 card if your Pitcher has the W/SV/HL Icon.
DefenseGolden RatioUMomentumAfter a K by a RP/CPLeave this card on your current Pitcher. (You may transfer it to additional Pitchers after substitutions.) Draw 1 card for each K result on your Pitcher's Chart. Your Oponnent Draws 1 card for each BB result on either Chart.
DefenseHeld To OneUGGAfter a 2BDiscard 1 card. Choose a LF/RF to make a Defensive Play. If it succeeds: change the result to a 1B. If it fails: the 2B stands.Plus 2 to the Defensive Play if either of your LF/RFs have the GG Icon.
DefenseHigh HeatCKMomentumAfter striking out the sideLeave this card on your Pitcher for the entire following inning. Change any BB to a K.Roll all Pitches using the Power Die if your Pitcher has the K icon.
DefenseHot CornerCGGAfter a 1BDiscard 1 Card. Your 3B makes a Defensive Play. If it succeeds: change the result to a GB. If it fails: the 1B stands. Plus 2 to the Defensive Play if your 3B has the GG Icon.
DefenseIn CommandCBefore the PitchYour Pitcher cannot make a Mistake Pitch this at-bat.
DefenseLook What I Found!CGGAfter a 1BDiscard 1 Card. Your Pitcher makes a Defensive Play. If it succeeds: change the result to a GB. If it fails: the 1B stands.Plus 2 to the Defensive Play if your Pitcher has the GG Icon.
DefenseLookin' SillyUKMomentumAfter a natural 1 swingLeave this card on the Batter who rolled the Natural 1 Swing until he reaches base via BB/hit. -2 to the swing.Plus 1 to all Pitches against this Batter if your Pitcher has the K icon.
DefenseMake Some Noise 2.0CMVP/W/SV/HLBefore the Pitch in a Clutch MomentFactor your Pitcher’s Clutch into the Pitch (if positive).Factor the Batter’s Clutch into the Swing if your Pitcher has the MVP/W/SV/HL Icon (if negative).
DefenseMound VisitUMVP/SV/HL/KBefore the PitchDiscard 1 card. +1 to the Pitch for each runner currently on base. (This card may not be played until your current Pitcher has completed at least 1 at-bat.)Factor the Batter’s Clutch into the Swing if your Pitcher has the MVP/SV/HL/K Icon (if negative).
DefenseNo DoublesCBefore the PitchPlus 1 to the Swing. Change any 2B/3B to a 1B.
DefenseNot On My WatchCBefore the Defensive Throw on a SB attempt in a Clutch MomentFactor your Catcher's Clutch into the Defensive Throw (if positive).
DefenseRestrategizeUAfter a HitDiscard 2 cards. Draw 2 cards.
DefenseSet-Up ManUHLMomentumBefore the Pitch when you bring in a RP in the 7th or 8th inningYour opponent cannot utilize any adjustments to the Pitch or Swing (including the Power Die) this half-inning if your Pitcher has the HL Icon.
DefenseShutdown DefenseCGGAfter making a Defensive SubtitutionPlus 2 to the Defensive Rating of the player brought into the game for this half-inning only.Your opponent must discard 1 card if this player has the GG Icon.
DefenseSilver LiningCMVP/W/KAfter a 2B or 3BChange the result to a HR. Draw 3 cards.Draw 1 additional card if your Pitcher has the MVP/W/K icon.
DefenseSit Back DownCSV/HLBefore the Pitch to a Pinch-HitterPlus 1 to the Pitch.Plus 1 additional to the Pitch if your Pitcher has the SV/HL Icon.
DefenseSplitterCAfter an XBH on your Pitcher's chartChange the result to a 1B.
DefenseTwin KillingUAfter a successful inning-ending double playLook at the top 5 cards of your opponent’s deck. Discard 2 of these cards. Re-arrange the remaining 3 in any order.
DefenseUnder Pressure 2.0CMVP/W/SV/HLBefore the Pitch in a Clutch MomentFactor the Batter’s Clutch into the Swing (if negative).Factor your Pitcher’s Clutch into the Pitch if he has the MVP/W/SV/HL Icon (if positive).
OffenseThe 5-HoleUAfter a bases-empty GBYour opponent's 2B makes a Defensive Throw vs. your Batter's On-Base. If it suceeds: the GB stands. If it fails: change the result to an error; your batter reaches 1st base. (Attirbute the error to the 2B.)
Offense90-Foot DashCSBBefore the Defensive Throw on a SB attempt in a Clutch MomentFactor your baserunner's Clutch into this Speed (if positive).A Natural 1 roll results in an error if your baserunner has the SB icon. All runners advance 1 base. (Attirbute the error to the C.)
OffenseBalls and StrikesUMVPAfter a K.Discard 1 card. Discard 1 additional card 7th inning or later. Roll the Regular Die. 1-5: The K stands; your batter is ejected. 6-20: Change the result to a BB.Your Batter cannot be ejected if he has the MVP icon.
OffenseBobbled ItUSLAfter a 1BDiscard 1 card. Your opponent chooses a LF/RF to make a Defensive Throw against your Batter's On-Base. If it succeeds: the 1B stands. If it fails: change the result to a 2B. (This is ruled a 1B; attribute an error to the LF/RF.)You choose the LF/RF instead of your opponent if your Batter has the SL Icon.
OffenseCheck SwingCAfter a K on the Pitcher's chartRe-roll the Swing. (Use the same Chart and Die as before.)
OffenseCold-BloodedRBefore the Pitch in a Clutch MomentFactor your Batter's Clutch into his On-Base (if positive). Roll the Swing using the Power Die.
OffenseConfidence ShakerCMomentumAfter an ErrorLeave this card on the player who made the error. -2 to his Defensive Rating.
OffenseDeep DriveCHRAfter a FB with at least one runner on baseAll runners advance 1 base. Draw 1 card if your Batter has the HR Icon.
OffenseDouble StealCSBBefore the Pitch with runners only on 1st and 2nd base.Both runners attempt a stolen base. Your opponent chooses which baserunner to make a Defensive Throw against, but does not gain +5 as usual if throwing to 3rd base. -3 to the Defensive Throw if both baserunners have the SB icon.
OffenseExuberant 2.0CRBIMomentumAfter a 2 out, RBI hitLeave this card on your Batter who got the hit for the remainder of his at-bats. Roll all Swings using the Power Die.Draw 1 card whenever this Batter reaches base via BB/hit if he has the RBI Icon.
OffenseFirst Time, Every TimeCBefore an intial Sacrifice Bunt attemptThe Sacrifice Bunt is automatically successful.
OffenseFresh LegsCSBMomentumBEFORE THE PITCH WHEN YOU BRING IN A PINCH RUNNERLeave this card on your pinch runner for this half-inning. +3 to his Speed.-2 to all opponent’s Defensive Throws involving this player if he has the SB Icon.
OffenseGo Big or Go HomeUHRBefore the Swing on your Batter's chartPlus 3 to the Swing. Change any result lower than a 2B to a K.Change any result lower than a 2B to a FB if your Batter has the HR Icon.
OffenseLead By ExampleURBIAfter an RBIPlus 2 to the next Swing.Plus 1 additional to the next Swing if either the Batter who produced the RBI or the next Batter up have the RBI Icon. Plus 2 additional to the next Swing if the Batter who produced the RBI and the next Batter up have the RBI Icon.
OffenseLeg It OutCSBAfter a 2B with no runner on 3rd base.Your opponent’s OF makes a Defensive Throw vs. your Batter’s Speed. If it succeeds: your Batter is out. (This is ruled a 2B.) If it fails: change the result to a 3B.Minus 2 to the Defensive Throw if your baserunner has the SB Icon.
OffenseLocked In 2.0RMVP/SL/RBIMomentumAfter an RBI hitLeave this card on your Batter who got the hit until he doesn't reach base via BB/hit. +2 to his On-Base.Plus 1 to the Swing if he has the MVP/SL/RBI Icon.
OffenseMake Him Pay 2.0CMVP/SL/HR/RBIBefore the Pitch in a Clutch MomentFactor the Pitcher’s Clutch into the Pitch (if negative).Factor your Batter’s Clutch into the Swing if he has the MVP/SL/HR/RBI Icon (if positive).
OffenseNot Top 10RBefore a Defensive Play/ThrowYou may halve one fielder’s Defensive Rating. Discard 1 card for each additional fielder’s Defensive Rating that you wish to halve. (Round down all ratings.)Players with the GG Icon are immune to this card’s effect.
OffensePlunkedCBefore the Swing on a Mistake PitchYour Batter automatically advances to 1B. (This is ruled a HBP.) -2 to the Pitcher's Command for the next at-bat.
OffensePrime Time 2.0CMVP/SL/HR/RBIBefore the Pitch in a Clutch MomentFactor your Batter’s Clutch into the Swing (if positive).Factor the Pitcher’s Clutch into the Pitch if your Batter the MVP/SL/HR/RBI Icon (if negative).
OffenseRib-Eye SteakUMVP/RBIBefore the Pitch with RISPRoll the Swing using the Power Die.Minus 1 to the Pitch if your Batter has the MVP/RBI Icon.
OffenseRunning On FumesCBefore the Pitch by a tired PitcherPlus 2 to the Swing.
OffenseShaky StartCSLBefore the Pitch when a RP is brought in-2 to the Pitch.Plus 1 to the Swing if your Batter has the SL Icon.
OffenseSpeed DemonUSBAfter a successful SB attemptLeave this card on your runner who successfully stole the base. +3 to his Speed.-2 to all of your opponent's Defensive Throws involving this player if he has the SB icon.
OffenseSuper SubCBefore the Pitch to a Pinch-HitterPlus 2 to the Swing if the PH has a Salary greater than or equal to 150. Plus 4 to the Swing if the PH has a salary greater than or equal to 200.
OffenseSwitch It UpCBefore the Pitch to a Switch-HitterYou may choose the handedness of your Batter for this at-bat.
OffenseToo Hot To HandleCAfter a GB with the infield inYour opponent's Infield makes a Defensive Play. If it succeeds: the GB stands. If it fails: change the GB to a 1B.
OffenseUnmaskedCAfter the lowest FB on the Pitcher's chartYour opponent’s C makes a Defensive Play. If it succeeds: the FB stands. If it fails: change the result to a foul ball; re-roll the Swing. (Use the same Chart and Die as before.)
OffenseUpper DeckerUHRAfter a HRNo card may be played to affect this result.Minus 2 to the next Pitch if your Batter who hit the HR has the HR Icon.
OffenseUpper HandUSLAfter a HitDiscard 1 card. Randomly discard 1 card from your opponent’s hand.Do not discard 1 card if your Batter who got the hit has the SL Icon.
NeutralInertiaUMVPBefore any at-batSelect a Momentum Card currently in play. This card remains in play for the entire game (unless the player is substituted). Draw 1 card if you select a Momentum Card attached to a player with the MVP icon.
NeutralMano Y ManoCBefore the PitchHave a roll-off against your opponent using the Regular Die (re-roll if tie). Factor whichever of the following comes first into this at-bat: 2 wins for the Pitcher: +2 to the Pitch. 3 wins for the Batter: -2 to the Pitch; +1 to the Swing.
NeutralNot So FastRAfter your opponent plays a strategy cardNegate the Strategy Card. (Its effect is canceled and the card is discarded.) Discard 1 card if the Strategy Card is Common/Uncommon. Discard 2 cards if the Strategy Card is Rare/Ultra Rare.
NeutralRight Where I Want 'EmRWhen losing (9th inning or later)Search through your opponent’s discard pile. Select one card and play it as your own. Discard 1 card if the Strategy Card is Common/Uncommon. Discard 2 cards if the Strategy Card is Rare/Ultra Rare. (You do not have to follow the discard directions on that card.)
WeatherBrisk WindsCInning EffectBefore the start of any half-inningRoll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. -2 to all Defensive Throws.
WeatherClear SkiesCInning EffectBefore the start of any half-inningRoll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. +1 to all Defensive Plays/Throws.
WeatherScattered ShowersCInning EffectBefore the start of any half-inningRoll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. -2 to all Defensive Plays.
ManagerTerry FranconaRInning EffectBefore the start of any inningYou may use the following effects a maximum of 4x each for this entire inning: Offense (after every hit): Your opponent chooses to discard 1 card or have you draw 1 card. Defense (after every K): Choose to draw 1 card or have you opponent discard 1 card.
ManagerJoe MaddonUInning EffectBefore the start of any inningYou may use the following effects unlimitedly for this entire inning: Offense (before Defensive Play/Throw): Roll the Regular Die to determine to add/subtract: 1-5: +3 6-10: +2 11-15: -2 16-20: -3 Defense (before Defensive Play/Throw): Roll the Regular Die to determine to add/subtract: 1-5: -3 6-10: -2 11-15: +2 16-20: +3
ManagerBuck ShowalterRInning EffectBefore the start of any inningYou may use the following effects unlimitedly for this entire inning: Offense: Discard 1 card for every +1 you’d like to add to the Swing. (Max. +3) Defense: Discard 1 card for every +1 you’d like to add to the Pitch. (Max +2) (You may play this card on a Swing/Pitch that has already been made.)
DefenseLE HeartbreakerURMVP/ASAfter a tied advantageDraw 1 Card. The advantage goes to your Pitcher.Draw 1 additional card if your Pitcher has the MVP/AS Icon.