Short Strategies: Page 5

Rob-omb, by Lemmy Koopa.

Rob-omb is one of the few evolved Minions that I wouldn’t mind personally using since his basic form, Bob-omb, can call him into play.  This guy is fragile, but he is also incredibly strong… or can be if you have lots of Lightning Energy.  You did put at least 30 in your deck and a lot of Supply Line as well, didn’t you?

For every two Energies on Rob-omb you can do, statistically, 20 damage, and there is no limit to how many Energies you may place.  You will definitely want to use War Buddies so you can rescue all those Energies off a Rob-omb about to expire.  Just put them on a new one and continue your assault.

Make lots of room for Energy, Supply Line, and Bob-omb.  Include a few War Buddies.  These are all
common cards.  Then just plunk in five Rob-omb, or less if you don’t have them.  Remember that you don’t have to worry about drawing him since Bob-omb will take care of that for you.  And Rob-omb will take care of winning you the battle!

Magikoopa, by Kirbystar56.

Magikoopa, to start with, looks basically like a waste, except for evolution. But he has power beneath that wimpy 40 HP.

First, the obvious. He can't produce his own damage. Big whoop. Power Spell is better. Power a Birdo and do 60 damage. Charge a Zombone and go in for 80.

If you're worried about Magikoopa being knocked out, remember Barricade can prevent damage for a little bit. Plus since he's common, you can put in a whole bunch.

All in all Magikoopa is a pretty good card that can completely change an otherwise hopeless situation.

High Wall, by Lemmy Koopa.

Protect your favorite Minions by building a wall between them and the adversary. Everyone knows you can’t attack through a wall, so now your Minions are good and safe for awhile. Block off the side that the opponent has the most power on, or the side that they can get to first. Stick some Minions you are trying to improve behind the wall. When they’re ready to go, either move out or have them knock down the wall. Reconstruction, a card I have never mentioned before, also works well if you just want to move the wall rather than destroy it.

Cheep-Cheep, by Seth.

One the surface, Cheep-Cheep may seem useless.  Sure, it can use Flying Fish to a good extent, but they'll probably be destroyed before that can do well.  However...

Cheep-Cheep's next form, Big Bertha, is one of the strongest Stage 1 evolutions in the game.  If you have a Big Bertha to destroy your opponents, then you might be able to protect your Cheep-Cheeps enough so that you can use Flying Fish.  The downside of this is that it cannot use its School attack while Big Bertha is attacking.  However, if you have Supply Lines in your deck, and then use those to get those Cheep-Cheeps, you can use Flying Fish to finish the game.  After all, when you have an extremely strong Big Bertha in play, it's easy for your opponent to overlook those lowly Cheep-Cheeps.

Croco, by Seth.

Although the Croco in this game certainly is pathetic compared to his form in Super Mario RPG, he is still a strong card.  Let's look at his merits.

Now, his attacks may not look great, and his HP isn't high, but look closer.  He is a common and a Basic Minion.  That means he's easy to get and to play.

Weird Mushroom can heal him, but Tackle is something else.  He can deal 30 damage.  He is a common, a Basic Minion, and can deal 30 damage!  I don't think any other Basic Minion has that ability!  30 damage may not seem like much, but it's great for a common.

Croco isn't the best card, but he's a great common.  He's about as good as most uncommons, and since you don't have to evolve him, he can be in play quickly.  Just make sure you have Plant Energies in your deck, because Weird Mushroom discards them, and Tackle takes 3 Plant Energies.

Questions, comments, or suggestions? Email me!
Go back to the Strategy Guide.
Go back to Susan's Koopa Trading Card Game.
Go back to my main page.