Short Strategies: Page 1

Croco, by Yoyoshi.
Croco can be one of your best cards in a deck with a lot of Energy.  Think: 60 HP means your opponent will usually need two hits to kill him.  You can heal with Weird Mushroom for one Plant Energy.  Tackle does a reasonable amount of damage for three cards.  But the best advantage with him is he's a Basic Minion: plug and play!  If you throw in some Prisoners of War, and your opponents don't have Unchained Chomps, you can trap them, back up, heal, and attack.  Croco is perfect against weak Basic Minions, so if you throw in some Strict Rationing, you can keep your opponent from evolving their pitiful Minions.

King Piranha, by Yoyoshi.
Let's say your opponent plays a super powerful card in a land that has a Gun Tower and Artillery Range.  Oh no.

But let's say you have a Nipper and Piranha Plant two lands away, and the cards to evolve them.  Now your opponent is in trouble.  Evolve the Minions, move them to attack, and use King Piranha's Overgrown attack on the Artillery Range.  Boom.  Gone for a turn.

Your opponent sees this, and attacks your King Piranha.  No problem!  With 90 HP, only a Roy Koopa has the power to kill him with a Gun Tower.

So your King Piranha has damage.  Draw a card.  A War Buddies, just what you need!  Play the War Buddies, transfer the Energy to Muncher, and knock out the tower.  Good job.

King Piranha is a good stall card with a great predecessor as well.  If your deck is Plant, consider him.

General Strategy: Recycling, by Yoyoshi.
Got Energy?

Pile in tons of Energy, Plant Koopas, Piranha Plants, and Minions that discard Energy to boost their attack. Include Garbage Picking to even your hand out, and a Severe Shortages or two to recycle your Energies and Minions, and make use of your Garbage Pickings and Severe Shortages all over again.

Deck Strategy Extention: Swarm +, by Yoyoshi.
In addition to what Lemmy describes, pack a few Nippers and Severe Shortages and Midnight Raids in your deck.  Your strategy is not only to run over your opponents, but to disable them as well.  Swipe cards from their hands to keep them from recycling their discard piles and the Energies you will put into them via Midnight Raid.  Then, when each of you have one card left in your pile, recycle your discard pile.  They can't draw a card, they lose!

Psych Out, by Yoyoshi.
Yes, folks, drive them mad.  Sometimes they can't concentrate!  No, don't threaten them, use cards!

The easiest is to use Spells that constrain their movements or attacks.  I know for a fact the heaviest hitters in the KTCG hate Midnight Raid.  Larry Koopa can put them in a predicament: give it up or let you draw three cards?  They may regret their decision: that's good.  Severe Shortages can turn their strategies around so fast it can make their heads spin.  War Buddies can make the attack unpredictable.  Even Odds and Nipper may help deplete their hand: no hand, no win.  Enemies that can prolong their visit by healing or somehow defending is good.  A Parapet, Infirmary, and Fortress will stall the game.  Always have plenty of Energy.  Follow these strategies to drive your opponent mad: if it doesn't help you win, it will at least be fun!

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