Minions (73 cards)
Name: Super Koopa
HP: 30
Evolution Stage: Basic Minion
Minion Type: ?
Special Note: Super Koopa can use any
kind of energy for its attacks. Each ? represents one Energy card.
Attack 1: ? Cape Spin-10.
Attack 2: ?? Power Up-Discard ?? from
Super Koopa to search your deck for one of Super Koopa's evolutions.
Then shuffle your deck.
Card Number: 1/116
Rarity Symbol: Common
Name: Croco
HP: 60
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: PP Weird Mushroom-Discard
P from Croco to remove up to two damage counters from him.
Attack 2: PPP Tackle-30.
Card Number: 2/116
Rarity Symbol: Common
Name: Nipper
HP: 30
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: P Nip-10.
Attack 2: PP Swipe-10. Randomly
select a card from your opponent's hand and discard it.
Card Number: 3/116
Rarity Symbol: Common
Name: Muncher
HP: 50
Evolution Stage: Stage 1-Evolves from
Nipper
Minion Type: Plant
Attack 1: PP Perennial Growth-Discard
P from Muncher to remove up to two damage counters from this card.
Attack 2: PPP Bite-40.
Card Number: 4/116
Rarity Symbol: Uncommon
Name: Piranha Plant
HP: 50
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: P Shrink-If Piranha Plant
is attacked on your opponent's next turn, it takes 30 less damage.
Attack 2: PP Chomp-20.
Card Number: 5/116
Rarity Symbol: Common
Name: King Piranha
HP: 90
Evolution Stage: Stage 1-Evolves from
Piranha Plant
Minion Type: Plant
Attack 1: PP Overgrown-Choose a Building
in an adjoining land. The effect of this Building is canceled until
the end of your next turn.
Attack 2: PPP Vine Tangle-30
Card Number: 6/116
Rarity Symbol: Uncommon
Name: Plant Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Plant
Attack 1: PP Shell Attack-30.
Attack 2: PPP Planting Seeds-Flip a
coin for each P on Plant Koopa. For every heads, do 10 damage to
the target.
Card Number: 7/116
Rarity Symbol: Uncommon
Name: Larry Koopa
HP: 90
Evolution Stage: Stage 2-Evolves from
Plant Koopa
Minion Type: Plant
Attack 1: PP Spying-Look at the top
three cards of your deck and rearrange them any way you want.
Attack 2: PPP Blackmail-Choose one
enemy Minion. Your opponent must put it and any cards attached to
it back into his or her hand. If he or she does not want to, take
the top three cards from your deck instead.
Card Number: 8/116
Rarity Symbol: Rare
Name: Blargg
HP: 50
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: RR Flare-20.
Attack 2: RRR Lava Flood-This attack
does 10 damage to every target in the adjoining land you are attacking.
Card Number: 9/116
Rarity Symbol: Uncommon
Name: Czar Dragon
HP: 60
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: RR Helio Bomb-Flip a coin.
For each heads, this attack does 10 damage. As soon as you flip tails,
stop.
Attack 2: RRR Fire Spin-30.
Card Number: 10/116
Rarity Symbol: Uncommon
Name: Zombone
HP: 100
Evolution Stage: Stage 1-Evolves from
Czar Dragon
Minion Type: Fire
Attack 1: RRR Rock Slide-30.
Attack 2: RRRR Stomp-50.
Card Number: 11/116
Rarity Symbol: Rare
Name: Hot Foot
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: R Quick Glance-Flip a coin.
If heads, Hot Foot cannot be attacked on your opponent's next turn.
Attack 2: R Flame-10.
Card Number: 12/116
Rarity Symbol: Common
Name: Fire Snake
HP: 60
Evolution Stage: Stage 1-Evolves from
Hot Foot
Minion Type: Fire
Attack 1: RR Flare-20.
Attack 2: RRR Fire Chain-30.
For every F on Fire Snake not used to pay for this attack, the damage is
increased by 10, up to a limit of 50 total damage.
Card Number: 13/116
Rarity Symbol: Uncommon
Name: Angry Sun
HP: 100
Evolution Stage: Stage 2-Evolves from
Fire Snake
Minion Type: Fire
Attack 1: RRRR Sweltering Heat-Does
10 damage to every target in the land you are attacking.
Attack 2: RRRRR Solar Flare-50.
You may flip a coin as many times as you wish (if Angry Sun is Knocked
Out, you must stop). For each heads, this attack does 10 extra damage
to the target. For each tails, Angry Sun takes 10 damage.
Card Number: 14/116
Rarity Symbol: Rare
Name: Fire Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Fire
Attack 1: RR Shell Attack-30.
Attack 2: RRR Fireball-40.
Card Number: 15/116
Rarity Symbol: Uncommon
Name: Morton Koopa
HP: 110
Evolution Stage: Stage 2-Evolves from
Fire Koopa
Minion Type: Fire
Attack 1: RRR Headache-50. Morton
Koopa does 20 damage to himself.
Attack 2: RRRR Flame Breath-60.
Card Number: 16/116
Rarity Symbol: Rare
Name: Jelectro
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: WW Solid Defense-Discard
W from Jelectro to use this attack. If Jelectro would be Knocked
Out on your opponent's next turn, it is not Knocked Out and instead has
10 HP remaining.
Attack 2: WW Recover-Discard W from
Jelectro to remove up to two damage counters from this card.
Card Number: 17/116
Rarity Symbol: Common
Name: Cheep-Cheep
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W School-Flip a coin.
If heads, search your deck for a Basic Water Minion. Show it to your
opponent and shuffle your deck.
Attack 2: WW Flying Fish-This attack
does 10 damage for every Water Minion in this land.
Card Number: 18/116
Rarity Symbol: Common
Name: Big Bertha
HP: 90
Evolution Stage: Stage 1-Evolves from
Cheep-Cheep
Minion Type: Water
Attack 1: WWW Revenge-For every damage
counter on Big Bertha, flip a coin. This attack does 20 damage times
the number of heads.
Attack 2: WWWW Dinner Time-50.
Card Number: 19/116
Rarity Symbol: Rare
Name: Bandana Red
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W Poke-10.
Attack 2: WW Spear-20.
Card Number: 20/116
Rarity Symbol: Common
Name: Bandana Blue
HP: 70
Evolution Stage: Stage 1-Evolves from
Bandana Red
Minion Type: Water
Attack 1: WW Spear-20.
Attack 2: WWW Gang Up-20. This
attack does 10 extra damage for every Bandana Blue or Bandana Red besides
this one in this land.
Card Number: 21/116
Rarity Symbol: Uncommon
Name: Jonathan "Johnny" Jones
HP: 100
Evolution Stage: Stage 2-Evolves from
Bandana Blue
Minion Type: Water
Attack 1: WW One on One-Choose an enemy
Minion in an adjoining land. Your opponent moves all other Minions
in that land to another land of his or her choice (it must be one that
he or she controls). Then you move every Minion other than this card
in this land to another land of your choice (it must be one that you control).
No Minions can be placed in this land or the land you are attacking until
the end of your next turn.
Attack 2: WWWW Grinder-50.
Card Number: 22/116
Rarity Symbol: Rare
Name: Water Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Water
Attack 1: WW Shell Attack-30.
Attack 2: WWW Wave-30. Flip a
coin. If heads, this attack does 20 extra damage to the target.
Card Number: 23/116
Rarity Symbol: Uncommon
Name: Wendy Koopa
HP: 100
Evolution Stage: Stage 2-Evolves from
Water Koopa
Minion Type: Water
Attack 1: WWW Flood-Choose one Minion
in the land you are attacking. Remove all other Minions from that
land. Put them in a land of your opponent's choice (it must be one
that he or she controls).
Attack 2: WWWW Scream-30. If
Wendy Koopa has more than 50 damage, this attack does 60 damage to the
target.
Card Number: 24/116
Rarity Symbol: Rare
Name: Rat Funk
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Run Away-Move Rat Funk
and any cards attached to it back to your hand.
Attack 2: FF Tail Slap-20.
Card Number: 25/116
Rarity Symbol: Common
Name: Sewer Rat
HP: 60
Evolution Stage: Stage 1-Evolves from
Rat Funk
Minion Type: Fighting
Attack 1: FF Chomp-20.
Attack 2: FFF Speed Slap-30.
Card Number: 26/116
Rarity Symbol: Common
Name: Red Koopa
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Bump-10.
Attack 2: FF Spin Attack-20.
Card Number: 27/116
Rarity Symbol: Common
Name: Red Paratroopa
HP: 80
Evolution Stage: Stage 1-Evolves from
Red Koopa.
Minion Type: Fighting
Attack 1: FFF Flying Tackle-30.
Attack 2: FFFF Dive Bomb-Does 10 damage
to every target in the land you are attacking.
Card Number: 28/116
Rarity Symbol: Uncommon
Name: Bandit
HP: 50
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Steal-Discard the top card
of your opponent's deck.
Attack 2: FF Running Strike-10.
Move Bandit to any other land under your control.
Card Number: 29/116
Rarity Symbol: Common
Name: Baseball Boy
HP: 80
Evolution Stage: Stage 1-Evolves from
Bandit
Minion Type: Fighting
Attack 1: F Multistrike-For each Energy
card attached to Baseball Boy, flip a coin. This attack does 10 damage
for each heads.
Attack 2: FFF Strike Out-30.
Card Number: 30/116
Rarity Symbol: Uncommon
Name: Boxing Boy
HP: 110
Evolution Stage: Stage 2-Evolves from
Baseball Boy
Minion Type: Fighting
Attack 1: FFF Mega Punch-40.
Attack 2: FFFF Clobber-60.
Card Number: 31/116
Rarity Symbol: Rare
Name: Fighting Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Fighting
Attack 1: FF Shell Attack-30.
Attack 2: FFFF Stomp-50.
Card Number: 32/116
Rarity Symbol: Uncommon
Name: Iggy Koopa
HP: 90
Evolution Stage: Stage 2-Evolves from
Fighting Koopa
Minion Type: Fighting
Attack 1: FFFF Giant Stomp-40.
If Iggy Koopa is in Giant Land, this attack does 70 damage to the target.
Attack 2: FFFF Shrink-Discard all Energy
cards from Iggy Koopa to do 100 damage to the target.
Card Number: 33/116
Rarity Symbol: Rare
Name: Mecha Koopa
HP: 50
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: E Wind Up
Attack 2: EE Mecha Tackle-10.
If Mecha Koopa used Wind Up last turn, this attack does 30 damage.
Card Number: 34/116
Rarity Symbol: Common
Name: Shadow
HP: 40
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: E Punch-10.
Attack 2: EE Swift Kick-30.
Card Number: 35/116
Rarity Symbol: Common
Name: Dopler
HP: 80
Evolution Stage: Stage 1-Evolves from
Shadow
Minion Type: Evil
Attack 1: EE Be Gone-Shuffle Dopler
and any cards attached to him back into your deck. Choose an enemy
Minion in an adjoining land. Your opponent shuffles that Minion and
any cards attached to it back into his or her deck.
Attack 2: EEE Echo Finder-This attack
can only be used on Minions. If the Minion you are attacking is a
Basic Minion, this attack does 20 damage to them. If the target is
an Evolved Minion, this attack does 40 damage to them.
Card Number: 36/116
Rarity Symbol: Uncommon
Name: Lil' Boo
HP: 30
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: E Disappear-Put Lil' Boo
and any cards attached to him back into your hand.
Attack 2: EE Chase-10. This attack
can only be used on Minions. If the target is not Knocked Out after
doing damage, move it the same number of times that Lil' Boo moved this
turn. That Minion cannot move during your opponent's next turn.
Card Number: 37/116
Rarity Symbol: Common
Name: Boo Diddly
HP: 50
Evolution Stage: Stage 1-Evolves from
Lil' Boo
Minion Type: Evil
Attack 1: E Watching-Randomly choose
a card from your opponent's hand and look at it.
Attack 2: EE Encircle-This attack does
10 damage for every Boo Diddly in this land.
Card Number: 38/116
Rarity Symbol: Uncommon
Name: Big Boo
HP: 90
Evolution Stage: Stage 2-Evolves from
Boo Diddly
Minion Type: Evil
Attack 1: EE Reincarnation-Discard
as many Evil Energy cards as you want from Big Boo. For each E discarded,
remove up to two damage counters from this card.
Attack 2: EEE Already Dead-60.
For every damage counter on Big Boo, this attack does 10 less damage.
Card Number: 39/116
Rarity Symbol: Rare
Name: Evil Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Evil
Attack 1: E Dark Glare-Flip a coin.
If heads, the opponent cannot attack at all next turn.
Attack 2: EE Shell Attack-30.
Card Number: 40/116
Rarity Symbol: Uncommon
Name: Bowser Koopa
HP: 120
Evolution Stage: Stage 2-Evolves from
Evil Koopa
Minion Type: Evil
Attack 1: EE Magic Monopoly-Your opponent
cannot play any Spells on his or her next turn.
Attack 2: EEEEE Supreme Master-This
attack does 20 damage to every target in the land you are attacking.
Card Number: 41/116
Rarity Symbol: Rare
Name: Gusty
HP: 50
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Friends-Search your deck
for a Gusty and place it in a land under your control other than this one.
Shuffle your deck. You cannot use this attack if you do not control
any other lands.
Attack 2: AAA Tornado-This attack does
20 damage for every land under your control that has at least one Gusty
in it.
Card Number: 42/116
Rarity Symbol: Common
Name: Green Koopa
HP: 40
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Hide-Flip a coin.
If heads, Green Koopa cannot be attacked on your opponent's next turn.
Attack 2: AA Spin Attack-20.
Card Number: 43/116
Rarity Symbol: Common
Name: Green Paratroopa
HP: 70
Evolution Stage: Stage 1-Evolves from
Green Koopa
Minion Type: Air
Attack 1: AA Fly Away-Move Green Paratroopa
to any other land under your control.
Attack 2: AAA Flying Tackle-30.
Card Number: 44/116
Rarity Symbol: Uncommon
Name: Tweeter
HP: 30
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Hop-10.
Attack 2: AA Strange Bounce-Move Tweeter
to any other land under your control.
Card Number: 45/116
Rarity Symbol: Common
Name: Albatoss
HP: 60
Evolution Stage: Stage 1-Evolves from
Tweeter
Minion Type: Air
Attack 1: AA Carry-Flip a coin.
If heads, move any Minion other than Albatoss in this land to another land
under your control.
Attack 2: AAA Flying Tackle-30.
Card Number: 46/116
Rarity Symbol: Uncommon
Name: Lakitu
HP: 100
Evolution Stage: Stage 2-Evolves from
Albatoss
Minion Type: Air
Attack 1: AA Thunderbolt-20.
Attack 2: AAA Wind Speed-30.
For every A on Lakitu not used to pay for this attack, the damage is increased
by 10, up to a limit of 50 total damage.
Card Number: 47/116
Rarity Symbol: Rare
Name: Air Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Air
Attack 1: AA Shell Attack-30.
Attack 2: AAA Wind Speed-30.
For every A on Air Koopa not used to pay for this attack, the damage is
increased by 10, up to a limit of 50 total damage.
Card Number: 48/116
Rarity Symbol: Uncommon
Name: Roy Koopa
HP: 120
Evolution Stage: Stage 2-Evolves from
Air Koopa
Minion Type: Air
Attack 1: AAA Revenge-For every damage
counter on Roy Koopa, flip a coin. This attack does 20 damage times
the number of heads.
Attack 2: AAAA Dog Pile-80. Every
Minion in this land except Roy Koopa receives 10 damage.
Card Number: 49/116
Rarity Symbol: Rare
Name: Spindrift
HP: 60
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Lure-If your opponent attacks
next turn, he or she must choose Spindrift as the target.
Attack 2: II Bump-10. If Spindrift
was attacked on your opponent's last turn, this attack does 30 damage.
Card Number: 50/116
Rarity Symbol: Uncommon
Name: Bumpty Penguin
HP: 50
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Playful Bump-10.
Attack 2: I Friends-Search your deck
for a Bumpty Penguin and place it in this land. Shuffle your deck.
Card Number: 51/116
Rarity Symbol: Common
Name: Huffin Puffin
HP: 80
Evolution Stage: Stage 1-Evolves from
Bumpty Penguin
Minion Type: Ice
Attack 1: II Penguin Attack-10.
This attack does 10 extra damage for every Bumpty Penguin in this land.
Attack 2: III Tackle-30.
Card Number: 52/116
Rarity Symbol: Uncommon
Name: Flurry
HP: 40
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Playful Bump-10.
Attack 2: II Snowstorm-Flip a coin.
If heads, your opponent cannot attack any target in this land on his or
her next turn.
Card Number: 53/116
Rarity Symbol: Common
Name: Snowman
HP: 60
Evolution Stage: Stage 1-Evolves from
Flurry
Minion Type: Ice
Attack 1: II Snowball-Flip two coins.
This attack does 20 damage times the number of heads.
Attack 2: III Deadly Aim-20.
This attack does 20 damage regardless of any other effects that would normally
change the amount of damage done.
Card Number: 54/116
Rarity Symbol: Uncommon
Name: Dr. Freezegood
HP: 80
Evolution Stage: Stage 2-Evolves from
Snowman
Minion Type: Ice
Attack 1: II Snowed In-Flip a coin.
If heads, your opponent cannot move any Minions during his or her next
turn.
Attack 2: III Fresh Snow-20.
If the target you are attacking has no damage before this attack, the damage
done becomes 50.
Card Number: 55/116
Rarity Symbol: Uncommon
Name: Ice Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Ice
Attack 1: II Shell Attack-30.
Attack 2: III Frozen Solid-20.
Flip a coin. If heads, your opponent cannot play any Evolved Minion
cards next turn.
Card Number: 56/116
Rarity Symbol: Uncommon
Name: Lemmy Koopa
HP: 80
Evolution Stage: Stage 2-Evolves from
Ice Koopa
Minion Type: Ice
Attack 1: III Ice Shield-20.
If Lemmy Koopa is attacked during your opponent's next turn, he takes half
the damage.
Attack 2: IIII Ball Trick-40.
This attack can only be used on Minions. If the target is not Knocked
Out after the damage is done, switch it with another enemy Minion of your
choice from a different land.
Card Number: 57/116
Rarity Symbol: Rare
Name: Rocky Wrench
HP: 60
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: LL Well Built-Your opponent
cannot attack any of your Buildings on his or her next turn.
Attack 2: LL Shield-Flip a coin.
If heads, your opponent cannot attack any of your Minions on his or her
next turn.
Card Number: 58/116
Rarity Symbol: Common
Name: Chain Chomp
HP: 50
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Tied Down-Flip a coin.
If heads, no Minions in the adjoining land you are attacking can move during
your opponent's next turn.
Attack 2: LL Chomp-20.
Card Number: 59/116
Rarity Symbol: Common
Name: Unchained Chomp
HP: 80
Evolution Stage: Stage 1-Evolves from
Chain Chomp
Minion Type: Lightning
Attack 1: LL Chomp-20.
Attack 2: LLL Free Range-30.
This attack can be used on any enemy target.
Card Number: 60/116
Rarity Symbol: Uncommon
Name: Bob-Omb
HP: 30
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Explode-10.
Attack 2: L Bob-Omb Buddies-Search
your deck for a Rob-Omb. Add it to your hand and shuffle your deck.
Card Number: 61/116
Rarity Symbol: Common
Name: Rob-Omb
HP: 50
Evolution Stage: Stage 1-Evolves from
Bob-Omb
Minion Type: Lightning
Attack 1: LL Share Damage-Flip a coin.
If heads, you may remove up to two damage counters from Rob-Omb.
Attack 2: LL Group Explosion-For every
L on Rob-Omb, flip a coin. This attack does 20 damage for every heads.
Card Number: 62/116
Rarity Symbol: Uncommon
Name: King Bob-Omb
HP: 80
Evolution Stage: Stage 2-Evolves from
Rob-Omb
Minion Type: Lightning
Attack 1: LL Fight Fair-If King Bob-Omb
takes damage during your opponent's next turn, the attacking Minion receives
30 damage.
Attack 2: LLL Throw-30.
Card Number: 63/116
Rarity Symbol: Rare
Name: Lightning Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Lightning
Attack 1: LL Shell Attack-30.
Attack 2: LLL Thunderstorm-Choose a
target in any land. This attack does 20 damage to it.
Card Number: 64/116
Rarity Symbol: Uncommon
Name: Ludwig Koopa
HP: 110
Evolution Stage: Stage 2-Evolves from
Lightning Koopa
Minion Type: Lightning
Attack 1: LLL Bad Music-Choose an Evolved
Minion in an adjoining land and move the evolution card to your opponent's
discard pile. If the Minion's damage now exceeds its HP, it is Knocked
Out.
Attack 2: LLLL New Invention-Flip a
coin. If heads, this attack does 80 damage. If tails, it does
nothing.
Card Number: 65/116
Rarity Symbol: Rare
Name: Buster Beetle
HP: 80
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: GG Spin Attack-20.
Attack 2: GGG Rock Throw-30.
Card Number: 66/116
Rarity Symbol: Uncommon
Name: Monty Mole
HP: 40
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: G Dig-10.
Attack 2: GGG Sneak Attack-20.
This attack can be used on any enemy target.
Card Number: 67/116
Rarity Symbol: Common
Name: Harry Hedgehog
HP: 80
Evolution Stage: Stage 1-Evolves from
Monty Mole
Minion Type: Ground
Attack 1: GG Slash-20.
Attack 2: GGG Undermine-This attack
does damage equal to half the remaining HP of the target, rounded down
to the nearest 10.
Card Number: 68/116
Rarity Symbol: Rare
Name: Microgoomba
HP: 30
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: G Friends-Search your deck
for a Microgoomba and place it in this land. Shuffle your deck.
Attack 2: GG Cling-This attack does
10 damage for every Microgoomba in this land.
Card Number: 69/116
Rarity Symbol: Common
Name: Goomba
HP: 50
Evolution Stage: Stage 1-Evolves from
Microgoomba
Minion Type: Ground
Attack 1: GG Thorn Dart-20.
Attack 2: GGG Tackle-30.
Card Number: 70/116
Rarity Symbol: Common
Name: Paragoomba
HP: 80
Evolution Stage: Stage 2-Evolves from
Goomba
Minion Type: Ground
Attack 1: GGG Flying Tackle-30.
Attack 2: GGGG Goombomb-This attack
does 20 damage for every Microgoomba in this land.
Card Number: 71/116
Rarity Symbol: Uncommon
Name: Ground Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from
Super Koopa
Minion Type: Ground
Attack 1: GG Shell Attack-30.
Attack 2: GGG Avalanche-40.
Card Number: 72/116
Rarity Symbol: Uncommon
Name: Susan Koopa
HP: 100
Evolution Stage: Stage 2-Evolves from
Ground Koopa
Minion Type: Ground
Attack 1: GGG Earthquake-30.
Attack 2: GGGG Aftershock-30.
This attack can only be used on Buildings. If Susan Koopa used Earthquake
last turn, this attack does 30 damage to every Building (other than Foundations
with other components attached to them) in the adjoining land you are attacking.
Card Number: 73/116
Rarity Symbol: Rare
Buildings (9 cards)
Name: Foundation
HP: 10
Function: Allows you to construct other
Buildings.
Card Number: 74/116
Rarity Symbol: Common
Name: Gun Tower
HP: 50
Function: Attacks launched from this
land cause 10 extra damage to the target (before applying any other effects
besides Artillery Range).
Card Number: 75/116
Rarity Symbol: Common
Name: Artillery Range
HP: 40
Function: Whenever a Minion in this
land attacks, you may choose to discard all Energy attached to that Minion.
If you do, the damage done by the attack is doubled (before applying any
other effects).
Card Number: 76/116
Rarity Symbol: Rare
Name: Parapet
HP: 80
Function: If damage is caused to any
target in this land other than Parapet, that damage is reduced by 10 (after
applying any other effects besides Fortress).
Card Number: 77/116
Rarity Symbol: Common
Name: Fortress
HP: 70
Function: Whenever your opponent attacks
any target in this land other than Fortress, he or she must flip a coin.
If tails, the damage is reduced by half, rounded down to the nearest 10
(after applying any other effects).
Card Number: 78/116
Rarity Symbol: Rare
Name: Infirmary
HP: 50
Function: Once per turn, you may remove
a damage counter from a Minion in this land.
Card Number: 79/116
Rarity Symbol: Uncommon
Name: Railroad Tracks
HP: 60
Function: Once per turn, you may draw
a card from the top of your deck and add it to your hand.
Card Number: 80/116
Rarity Symbol: Uncommon
Name: Throne Room
HP: 30
Function: Once per turn, you may flip
a coin. If heads, search your deck for an Evolved Minion card.
Show it to your opponent and add it to your hand. Shuffle your deck.
Card Number: 81/116
Rarity Symbol: Rare
Name: Underground Tunnel
HP: 40
Function: You can move Minions from
this land to any other land under your control which has an Underground
Tunnel.
Card Number: 82/116
Rarity Symbol: Common
Spells (25 cards)
Name: Ambush
Location: Unoccupied lands
Function: The first Minion to invade
this land receives 30 damage. This card is then discarded.
Card Number: 83/116
Rarity Symbol: Uncommon
Name: Training Troops
Location: Your lands
Function: Put a Stage 2 Evolved Minion
card from your hand on the matching Basic Minion. You can only play
this card when you would be allowed to evolve that Minion anyway.
Card Number: 84/116
Rarity Symbol: Uncommon
Name: War Buddies
Location: Your lands
Function: You may move Energy cards
in this land from one Minion to another as many times as you want.
Card Number: 85/116
Rarity Symbol: Common
Name: Barricade
Location: Occupied lands
Function: Targets in this land cannot
take any damage until the end of your next turn.
Card Number: 86/116
Rarity Symbol: Common
Name: Honorable Discharge
Location: Discard pile
Function: Choose one of your Minions
and shuffle them and any cards attached to them back into your deck.
Card Number: 87/116
Rarity Symbol: Common
Name: Mushroom
Location: Discard pile
Function: Remove up to two damage counters
from one of your Minions.
Card Number: 88/116
Rarity Symbol: Common
Name: Reconstruction
Location: Discard pile
Function: Choose one Building (other
than a Foundation) that you control, and move it to another one of your
lands. You may not attach it to a Foundation that already has a Building
of that type. This counts as upgrading that Foundation.
Card Number: 89/116
Rarity Symbol: Uncommon
Name: Rotten Mushroom
Location: Discard pile
Function: Discard one Energy card from
your hand to remove up to four damage counters from one of your Minions.
Card Number: 90/116
Rarity Symbol: Uncommon
Name: Shared Pain
Location: Discard pile
Function: Choose an occupied land.
Remove all the damage counters from all targets in that land, then replace
them evenly. If it cannot be done evenly, add one extra damage counter
to as many targets of your choice as necessary.
Card Number: 91/116
Rarity Symbol: Uncommon
Name: Tearing Down
Location: Discard pile
Function: Choose up to three Buildings
that you control from anywhere in the play area, and shuffle them back
into your deck. You cannot choose a Foundation, unless it has no
other buildings attached to it.
Card Number: 92/116
Rarity Symbol: Common
Name: Embargo
Location: Opponent's lands
Function: Your opponent cannot move
any Energy cards from his or her hand to this land on their next turn.
Card Number: 93/116
Rarity Symbol: Uncommon
Name: Midnight Raid
Location: Discard pile
Function: Discard up to two Energy
cards from an enemy Minion of your choice.
Card Number: 94/116
Rarity Symbol: Common
Name: Mine Field
Location: Any land
Function: No Buildings can be constructed
in this land.
Card Number: 95/116
Rarity Symbol: Uncommon
Name: Prisoners of War
Location: Occupied Lands
Function: No Minions can move in or
out of this land until the end of your next turn.
Card Number: 96/116
Rarity Symbol: Uncommon
Name: Strict Rationing
Location: Opponent's lands
Function: Your opponent cannot evolve
any Minions in this land during his or her next turn. He or she also
may not move any Evolved Minions into this land.
Card Number: 97/116
Rarity Symbol: Uncommon
Name: Bomb Squad
Location: Discard pile
Function: Choose one Mine Field in
play and discard it.
Card Number: 98/116
Rarity Symbol: Common
Name: Draining Resources
Location: Discard pile
Function: Discard all Energy cards
from your hand. Your opponent does the same.
Card Number: 99/116
Rarity Symbol: Common
Name: Even Odds
Location: Discard pile
Function: If you have more than 7 cards
in your hand, choose some to discard until you have 7. Otherwise,
draw cards from the top of your deck until there are 7 cards in your hand.
Your opponent does the same.
Card Number: 100/116
Rarity Symbol: Uncommon
Name: Fresh Troops
Location: Discard pile
Function: Flip a coin. If heads,
search your deck for any Minion, show it to your opponent, and add it to
your hand. Then shuffle your deck.
Card Number: 101/116
Rarity Symbol: Uncommon
Name: Garbage Picking
Location: Discard pile
Function: Discard as many cards as
you want from your hand in order to move an equal number of cards of your
choice from your discard pile to your hand. (This card does not count
as one.)
Card Number: 102/116
Rarity Symbol: Rare
Name: History Repeats
Location: Discard pile
Function: Discard one other card from
your hand and choose a Spell other than History Repeats from your discard
pile. Use that Spell immediately.
Card Number: 103/116
Rarity Symbol: Uncommon
Name: Induced Evolution
Location: Discard pile
Function: Discard one Evolved Minion
from your hand. Look at your opponent's hand. If he or she
has any Evolved Minions that can be played, choose one and play it.
Card Number: 104/116
Rarity Symbol: Rare
Name: Magic Tournament
Location: Discard pile
Function: You and your opponent put
your hands face-down in front of you. You draw a card from the top
of your deck and show it to your opponent. If it is not a Spell,
your opponent draws a card from the top of his or her deck and shows it
to you. Continue taking turns until one player draws a Spell.
That player adds all the drawn cards to his or her hand. The other
player discards all the drawn cards.
Card Number: 105/116
Rarity Symbol: Uncommon
Name: Severe Shortages
Location: Any land
Function: Shuffle all the cards from
your discard pile into your deck. Then discard this card and two
other cards from your hand.
Card Number: 106/116
Rarity Symbol: Rare
Name: Supply Line
Location: Discard pile
Function: Draw two cards from the top
of your deck.
Card Number: 107/116
Rarity Symbol: Common
Energy (9 cards)
Plant Energy-Provides 1 P. 108/116
Fire Energy-Provides 1 R. 109/116
Water Energy-Provides 1 W. 110/116
Fighting Energy-Provides 1 F.
111/116
Evil Energy-Provides 1 E. 112/116
Air Energy-Provides 1 A. 113/116
Ice Energy-Provides 1 I. 114/116
Lightning Energy-Provides 1 L.
115/116
Ground Energy-Provides 1 G. 116/116
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