2019 Strategies

Type Name Rarity Icon Specialty Play Trigger Usage Icon Effect
Defense Ace In the Hole R MVP/W/K/SV/HL Clutch Moment Before the Pitch in a Clutch Moment Factor your Pitcher's Clutch +1 additional to the Pitch for each MVP/W/K/SV/HL Icon your Pitcher has
Defense Ahead in the Count C MVP/W/K Before the Swing on Your Pitcher's Chart No Power Die may be used this at-bat (Any cards played by your opponent before the Swing to trigger the Power Die are returned to their hand.) -1 to the Swing if your Pitcher has a MVP/W/K icon
Defense Back Burner C Before the Pitch with 1 out or less -2 to the Pitch. +2 to the next Pitch this half-inning
Defense Bang Bang U GG Before the Defensive Throw on a Double Play attempt Roll the Defensive Throw using the Power Die +1 to the Defensive Throw for each IF that has a GG icon
Defense Breathing Room 2.0 U K/SV Clutch Moment Before the Pitch when you bring in a RP during a Clutch Moment +1 to the Pitch for each run you are ahead Draw 1 card if your RP has a K/SV icon
Defense Bridging the Gap R HL Clutch Moment Before the Pitch in a Clutch Moment when a RP is Pitching Discard 1 card. Leave this card on your Pitcher until a batter reaches base via BB/Hit or the inning ends. Roll the Pitch using the Power Die. After a 1-2-3 inning, draw 1 card if your RP has a HL icon. (This RP must have recorded all 3 outs.)
Defense Choke Artist C Momentum After an Out with RISP Leave this card on the Batter who made the out for the remainder of the game. -2 to this Player's Clutch. (Minimum: -3)
Defense Circus Act C GG Before a Defensive Play +2 to the Defensive Play +1 additional to the Defensive Play if any Fielder involved in the play has a GG icon
Defense Claustrophobia C Before an Outfield Defensive Throw in a Stadium with a LF Dimension of 330 or less +3 to the Defensive Throw. If the Defensive Throw succeeds, you may draw 1 card then discard 1 card.
Defense Cut the Lights U SV Momentum Before the Pitch when you bring in a RP 9th inning or later Leave this card on your RP until a Batter reaches base via BB/hit. Factor each Batter's Clutch into the Swing. Do no remove this card after any BB/hit if your RP has a SV icon.
Defense Daylight Play C GG Before the Pitch with a Runner on 2nd and 3rd Base open Discard 1 card. Your Pitcher makes a Defensive Play against the runner on 2nd base. If it succeeds, the baserunner is out. If it fails, the baserunner is out. A Natural 1 roll results in an error by your Pitcher; all runners automatically advance 1 base. +2 to the Defensive Play if your Pitcher has a GG icon.
Defense Defend the Throne UR MVP/W/K/SV/HL/GG/AS Before the Pitch Discard 3 cards. +3 to your Pitcher's Command. +3 to your Pitcher's Clutch. -3 to the Swing. Change any HR to a 3B. Do not discard if your Pitcher has 3 or more Icons (MVP/W/K/SV/HL/GG/AS)
Defense Down and Away U W Before the Pitch +2 to your Pitcher's Command. +2 to the Swing. Draw 1 card if your Pitcher has a W icon.
Defense Eat the Ball C Before the Defensive Throw on a Double Play attempt The runner going to 1st base is automatically safe. +2 to the next pitch.
Defense Effectively Wild U Anytime 6th inning or later +1 Innings Pitched Limit (IP) to your SP if he has given up 2 runs or less, with at least 4 BB. (This card may only be played once per game, per Manager.)
Defense Front Loaded C Before the Pitch with 1 out or less +2 to the Pitch. -2 to the next Pitch this half-inning.
Defense Get Hyphy C MVP/W/K/SV/HL Momentum After an Out with RISP Leave this card on your Pitcher who recorded the out for the remainder of the game. +2 to this Clutch. (maximum: +2) Maximum is raised to a +3 if your pitcher has a MVP/W/K/SV/HL Icon
Defense Grab and Go C GG After a K with a Runner on 1st Base Your Catcher makes two Defensive Plays. If both are successful, the runner on 1st base is out. +1 to each Defensive Play if your C has a GG icon.
Defense Grudge Match U MVP/W/K/SV/HL Before the Pitch when the previous Batter was Intentionally Walked Factor the Batter's Clutch into the Swing (if negative.) Factor your Pitcher's Clutch into the Pitch (if positive) if he has a MVP/W/K/SV/HL icon
Defense Hanging K's U MVP/K Momentum After a K Leave this card on your Pitcher until he exits the game. For each K your Pitcher records, you may opt to draw 1 card, then discard 1 card. You may instead draw 2 then discard 2 if your Pitcher has a MVP/K Icon.
Defense High and Tight U K Before the Pitch -2 to your Pitcher's Command. -2 to the Swing. Draw 1 card if your Pitcher has a K icon.
Defense Jack in the Box C Before the Defensive Throw on a SB attempt Roll the Defensive Throw using the Power Die
Defense Left for Dead R After a 3rd out with at least 1 runner on base Draw 1 card for each runner left on base by your opponent. (Do not draw a card for any baserunner that was IBB'd.) Your opponent may opt to discard that same amount of cards to negate this card's effect.
Defense Ordinary Hero C After an Out with RISP by a Pitcher with a salary of 100 or less +1 to that Pitcher's Innings Pitched Limit (IP)
Defense Pitch Out C Before the Defensive Throw on a SB attempt Discard 1 card. When calculating the Battery Rating for this play, double the Pitcher's Defensive Rating. (No other effects may modify your Pitcher's Defensive Rating for this Defensive Throw.)
Defense Pump Fake C Before the Defensive Throw on a SB attempt with Runners on 1st and 3rd Base Only Discard 1 card. Your C makes a Defensive Play against the runner on 3rd base. The runner attempting to steal 2nd base is automatically safe. If it succeeds, the baserunner is out. If it fails, the baserunner is safe.
Defense Seems So Simple C Before a Sacrifice Bunt attempt -2 to all Sacrifice Bunt attempts this at-bat
Defense Set-Up Man 2.0 U K/HL Before the Pitch when you Bring in a RP in the 7th or 8th inning Your opponent cannont utilize any adjustments to the Pitch or Swing (including the Power Die) this half-inning if your Pitcher has a K/HL Icon. (Mistake Pitches will still allow the Swing to be rolled using the Power Die.)
Defense Team Chemisty C Before an Outfield, Infield, or Battery Defensive Play/Throw +3 to the Defensive Throw if there are multiple Fielders within this defensive grouping from the same team
Defense Throwing Strikes C MVP/W/SV/HL After a BB Change the result to a 1B +1 to the next pitch if your Pitcher has a MVP/W/SV/HL Icon
Manager Alex Cora C Before the Start of Any Inning You may use the following effects unlimitedly for this entire inning: Offense: Discard 1 card for each -1 you'd to subtract from a Defensive Play/Throw (Max: -3). Defense: Discard 1 card for each +1 you'd like to add to a Defensive Play/Throw (Max: +3). (You may use this card on a Play/Throw that has already been made.)
Manager Craig Counsell R Before the Start of Any Inning You may use the following effects unlimitedly for this entire inning: Offense: Discard 1 card for every -1 you'd like to subtract from the Pitch (Max. -2). Defense: Discard 1 card for every -1 you'd like to subtract from the Swing (Max: -3) (You may use this card on a Pitch/Swing that has already been made.)
Manager Frank Robinson UR Inning Effect Before the Start of Any Inning You must use the following effects for this entire inning: Offense: Roll each swing using the Power Die until you score a run. If no batters reach base via BB/Hit, discard your hand. Defense: Roll each Pitch using the Power Die until a Batter reaches base via BB/hit. If you allow a run, do not draw a card after this half-inning.
Neutral Did His Homework 2.0 R Before the Pitch Discard 1 card. Reverse all R/L+ advantages for this at-bat. (Batter/Pitcher R+ becomes L+ and L+ becomes R+.)
Neutral Give and Take R After any out Reveal the top 3 cards of your opponent's deck. Discard 2 of these cards for them. The remaining card is added to their hand.
Neutral It's a Trap! C When an Opponent plays a strategy card that would allow them to look at your hand Draw 1 card. Your opponent may not look at your hand. The Strategy Card they played is discarded instead.
Neutral Losing Steam U MVP Before the Pitch Select one of your opponent's Momentum Cards currently in play. Return that card to their hand. Draw 1 card if you select a Momentum Card attached to a player with a MVP Icon.
Neutral Seeing is Believing C Anytime Look at your opponent's hand. Your opponent may opt to discard 1 card to negate this card's effect
Neutral The Long Con C Anytime Look at the bottom 5 cards of your opponent's deck and return them in the same order.
Offense Bat on Ball C Before the Swing Change any K to a GB. Change any BB to a 1B.
Offense Better 1 Out Than 2 C Before the Pitch Change any out result to a K.
Offense Chain Reaction U After a Natural 1 Pitch by Your Opponent For each GB until one is overturned, your opponent's Infield must make a Defensive Play. If it succeeds: the GB stands. If it fails: change the GB to an error; your Batter reaches 1st base and all others runners advance 1 base only. Choose which of your opponent's IF to attribute the error to.
Offense Charged Up C MVP/HR/R After Back to Back HR Draw 2 cards Draw 1 additional card if one Player who hit a HR has a MVP/HR/R icon. Draw 2 additional cards if both Players who hit a HR have MVP/HR/R Icon.
Offense Chugga Chugga C Before a Defensive Throw against a Speed (D) or (E) baserunner +5 to that Baserunner's Speed
Offense Clickbait C SB Speed (A) Before the Defensive Throw on a SB attempt with Runners on 1st and 3rd Base Only -3 to the Defensive Throw. -1 additional to the Defensive Throw if the runner on 3rd base is Speed (A). -1 additional to the Defensive Throw if the runner on 3rd base has a SB icon.
Offense Cloud Nine C SL/RBI Momentum After a Hit with RISP Leave this card on the Player who got the hit for the remainder of the game. +2 to that Player's Clutch (maximum: +3) +1 additional to that Player's Clutch if he has a SL/RBI icon (maximum: +3).
Offense Disrespected C Before the Pitch when the previous Batter was Intentionally Walked +2 to the Swing
Offense Do or Die C Clutch Moment Before the Pitch in a Clutch Moment Discard 1 card. If your Batter obtains the advantage: +2 to the Swing. If the Pitcher obtains the advantage: -2 to the Swing. Draw 1 card if your Batter has positive Clutch
Offense Four Corners C SB After a 3B in a Stadium with a RF Dimension of 330 or more Your opponent's Outfield makes a Defensive Throw vs your Batter's Speed. If it succeeds: your Batter is out. If it fails: change the result to a HR, draw 1 card. -3 to the Defensive Throw if your Batter has a SB Icon.
Offense Hail to the King UR MVP/SL/HR/RBI/R/SB/GG/AS Before the Pitch Discard 3 cards. +3 to your Batter's On-Base. +3 to your Batter's Clutch. +3 to the Swing. Do not discard if your Batter has 3 or more icons (MVP/SL/HR/RBI/R/SB/GG/AS)
Offense Hit the Road Jack U SL/R Momentum Before the First Pitch by a new RP Leave this card on the Pitcher who entered the game until a Batter reaches base via BB/hit. +1 to the swing. Draw 1 card if the first Batter to reach base has a SL/R icon
Offense Homeward Bound C Before the Pitch with a Runner on 3rd Base Your baserunner attempts to steal home. Your opponent makes a Defensive Throw of their Battery + Infield vs your baserunner's Speed. +5 to your baserunner's speed if there are 2 outs. If it succeeds: your baserunner is out. If it fails: your baserunner scores.
Offense Meatball Masher 2.0 R MVP/SL/HR/RBI Before the Swing on a Mistake Pitch +1 to the Swing +1 additional to the Swing for each MVP/SL/HR/RBI Icon your Player has
Offense Never Enough C MVP/SL/HR/RBI After a BB/Hit Re-Roll the Swing (Use the same Chart and Die as before.) +1 to the Swing if your Batter has a MVP/SL/HR/RBI icon
Offense On Deck Circle U Before the Swing If your current Batter reaches base via BB/hit, your next Batter this half-inning will roll the Swing using the Power Die
Offense Opposite Way U SL Before the Pitch +2 to your Batter's On-Base. -2 to the Swing. Draw 1 card if your Batter has a SL icon.
Offense Passed Ball U Momentum Before the Swing after a Mistake Pitch All runners advance 1 base. A new Pitch is rolled. Leave this card on your opponent's current C for the remainder of the game. -2 to his Defensive Rating.
Offense Pitch Count C MVP/HR After a 1B Change the result to a BB -1 to the next Pitch if your Batter who was BB'd has a MVP/HR icon
Offense Pulled It U RBI Before the Pitch -2 to your Batter's On-Base. +2 to the Swing. Draw 1 card if your Batter has a RBI icon.
Offense Rattled C After a BB/Hit with at least 1 Runner on base Your opponent rolls the regular die on their Pitcher's chart. (This is not considered a Pitch). If the result would be a Mistake Pitch: it's a Wild Pitch; all Runners advance 1 base. All other results: no effect.
Offense Reading the Ball 2.0 U SB/R Before a Defensive Play/Throw after a Hit You may +10 to any baserunners' Speed. Discard 1 card for each baserunner that you wish to add to. (Only one +10 may be added per baserunner.) Do not discard a card for any baserunner with a SB/R icon.
Offense Rib-Eye Steak 2.0 U R Before the Pitch with RISP Roll the Swing using the Power Die -1 to the Pitch if a baserunner in scoring position has a R icon
Offense Round Em Up R R Momentum After scoring a run Leave this card on a Player who scored a run on this play for the remainder of the game. +1 to the Swing. +3 to his Speed. +1 additional to the Swing and +2 additional to his Speed if he has a R icon
Offense Squash the Bug R MVP/SL/HR/RBI/R Before the Swing on a Overturned Mistake Pitch Discard 1 card. The Mistake Pitch stands. +1 to the Swing if your Batter has a MVP/SL/HR/RBI/R Icon
Offense Stealing Signs C Before the Pitch with a Runner on 2nd base Your opponent chooses to do one of the following: 1) Discard 1 card. 2) +2 to the swing
Offense Unsung Hero C 125 or less salary needed After an RBI by a Batter with a Salary of 125 or less Search your deck for one card, show it to your opponent and add it to your hand. Shuffle your deck.
Offense Walk This Way C Momentum After a BB Leave this card on the Pitcher who recorded the BB for thre remainder of the game. For each additional BB this Pitcher records, you may opt to draw 1 card and discard 1 card.
Offense Wandering Eye C SB Before the Pitch with a Speed (A) Runner at 1st Base and 2nd Base open -2 to the Pitch Draw 1 card if your runner on 1st has a SB icon
Offense Who Run It? U R icon needed After scoring a run with an R icon Player Draw 1 card; your opponent must discard 1 card. If this run tied the game: Draw 2 cards; your opponent must discard 1 card. If this was the go-ahead run: Draw 2 cards; your opponent must discard 2 cards. (You may only use one of this card's effects.)
Weather Afternoon Shade C Before the start of any Half-Inning Roll the Power Die to determine how long this card will remain in play: 1-12: 1 Inn. 13-19: 2 Inn. 20-24: 3 Inn. -1 to all Swings (This card may not be played in an Indoor Stadium.)
Weather Frozen Fingers C Before the start of any Half-Inning Roll the Power Die to determine how long this card will remain in play: 1-12: 1 Inn. 13-19: 2 Inn. 20-24: 3 Inn. -1 to all Pitches. (This card may not be played in an Indoor Stadium.)
Weather Muddy Track C SB Before the start of any Half-Inning Roll the Power Die to determine how long this card will remain in play: 1-12: 1 Inn. 13-19: 2 Inn. 20-24: 3 Inn. -5 to all Players' Speed. (This card may not be played in an Indoor Stadium.) Players with a SB Icon are immune to this card's effect
Weather The Dog Days R MVP Before the start of any Half-Inning Roll the Power Die to determine how long this card will remain in play: 1-12: 1 Inn. 13-19: 2 Inn. 20-24: 3 Inn. All BB count x2 for the purpose of Tiredness. (This card may not be played in an Indoor Stadium.) Pitchers with a MVP Icon are immune to this card's effect.