Starter Deck 2

Keep Away - 42 coins

Deck List

Bandit (10)
Nipper (10)
Midnight Raid (10)
Supply Line (10)
Fighting Energy (15)
Plant Energy (15)

Card Spoilers

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: 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: 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: Supply Line
Location: Discard pile
Function: Draw two cards from the top of your deck.
Card Number: 107/116
Rarity Symbol: Common

Deck Strategy

The goal of this deck is to prevent your opponent from doing anything. Its attack power is almost nothing, but who cares when the enemy can't strike back?

Play lots of Bandits and Nippers, and use their Steal and Swipe moves to take cards away from your opponent. If your opponent manages to get some Energies onto a Minion, use Midnight Raid to take them away.

Since this deck won't win by forcing the opponent off the board, you'll need to take over lands early. Try to hold Dark Land and its three land points. Once you're in position, use lots of Supply Lines to deck yourself and end the game.

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