Training Troops, by Lemmy Koopa.
Training Troops allows you to skip the
Stage 1 Minion and go right to Stage 2. The advantage is speed; you
can get to your Stage 2 in one turn
instead of two. The best time to use this, though, is when you have
many Stage 2s in your deck, and especially if they’re evolutions of Super
Koopa. In these cases Training Troops
can act as a wildcard, able to take
the place of any Stage 1, and you can play it once you have the basic and
Stage 2 available. Try to use
it to your advantage by surprising your opponent. They won’t be expecting
a
sudden jump to Stage 2, so you might
be able to give a fatal blow they weren’t ready for…
Infirmary, by Lemmy Koopa.
By itself, Infirmary is a paltry card.
Why play a Foundation and then an Infirmary to remove 10 damage from a
Minion every turn when you could just
put Mushroom in your deck? Heh, and your opponent can’t knock
out a Mushroom. Well, for 10
damage a turn, I wouldn’t bother. But, now suppose you had two or
three
Infirmary in play. Well then
you could recover 20 or 30 damage each turn. Now that’s worth it!
What’s that you say? Infirmary
only helps Minions in the same land as it is? Well that’s true, but
unless your
opponent has split your lands (and
if this is the case, boo to you!) your Minion in need of healing will be
able
to travel throughout your empire and
stop at each Infirmary. The only thing you need to be careful about
is,
since a Minion can not re-enter a land
it has left on that turn, you will not be able to return the healing
Minion to the land it came from so
it can attack or accept damage again. Keep this in mind when deciding
who to heal and when, and you’ll do
just fine, as long as the staff in the Infirmary is holding it all together
up
there.
Parapet, by Lemmy Koopa.
Well Parapet is an excellent card… it
reduces the damage you take by 10, and it’s only common! Mushroom
may remove 20, but only after you receive
that damage. Parapet can help prevent knockouts, not to mention
that they serve as powerful deterrents…
I dunno if I really want to be anywhere near a land whose Minions
are all being shielded, unless I have
a lot of attack power and a lot of confidence.
Parapet can really shut down speed decks…
good for swarm decks too. Actually, it’s pretty useful against
anyone, being able to take 10 less
damage. Consider using it also if your own Minions’ attacks hurt
themselves, because that damage is
also reduced. And, since you’re building a Foundation first anyway,
consider building an Infirmary along
with the Parapet. Block 10 damage, heal 10 damage… what a
combination!
Harry Hedgehog, by Lemmy Koopa.
Harry Hedgehog is an excellent team
player, even if he isn’t all that strong by himself. When using him,
start off by using Undermine to cut the opponent’s HP right in half.
That could do as much as 60 damage if the
opponent is Bowser. Undermine
gets weaker after each use because it only does damage equal to half the
remaining HP (so you couldn’t use it
again to kill Bowser), but suddenly the opponent will be much, much
easier for someone else to kill.
You know, someone like Buster Beetle, a common minion that can do 30
damage. Of course Harry can fend
for himself with his high HP, so if need be he could finish the job himself
with a couple of Slashes. Just
realize that he belongs on a team. And also, don’t try to score a
knockout
with Undermine, because it’s impossible.
Monty Mole, by Lemmy Koopa.
The Monty-Harry line is truly a solid
one, with even the basic form having a few good traits of his own.
Monty Mole is the only Basic Minion
that can attack long distance. Read my article on Unchained Chomp
to
see what I mean by that. Since
Monty Mole doesn’t have to evolve, it is easier to get him ready to fight.
Hello speedsters! With Monty
Mole you don’t even have to wait a couple turns to get adjacent to your
opponent, you can attack immediately
if you use Supply Line to make sure you have the three Energies you
need. Monty is common so it is
okay to fill your deck with him and have him go swarming around.
Just make
sure to guard your Energy, and the
Monty holding it, by keeping them away from the opponent while still
attacking.
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