Short Strategies: Page 6

Muncher, by Seth.

A Muncher card is only useful for decks that try to win quickly.  It can inflict 40 damage a turn, but its HP is low.  It could get killed before you can inflict damage.

So, Munchers are only good in decks that try to win quickly, but sometimes can be useful in other ways.  Overall, I wouldn't use them, but, hey, different styles for different people!

Yaridovich, by Seth.

Yaridovich is perhaps the best card in the game.  He can deal 30 damage for only LL, and 50 damage for only LLL.  He also has 100 HP. But that's not all!  He is a Basic Minion, that's right, a Basic Minion.  You can put him into play just by drawing him, and you don't have to go through all of those problems of getting a Basic Minion then having to find his Stage 1 then Stage 2...Yaridovich is as good as most Stage 2 Minions, but he's a Basic Minion, so you can quickly annihilate your opponent with this card.

Yaridovich can also be used as a distraction while you're trying to evolve something else.  Your opponent won't just let their Minions take 50 damage every turn!

Yaridovich was strong in Super Mario RPG, and is also strong in this game.

Koopa Lounge, by Seth.

Koopa Lounge may not seem like an excellent card.  It can protect a Minion, but that Minion can't attack.  But this card is extremely powerful!  Take a closer look.  Even if that Minion cannot attack, it can't be attacked.   THAT MEANS THAT THIS LAND, AS LONG AS YOU HAVE A MINION IN IT, CANNOT BE TAKEN OVER!  It's also great for protecting a Minion that you want to evolve but takes a while to get the evolution cards.  Koopa Lounge is also a common...so you can get plenty of it.

Prisoners of War+Embargo+Midnight Raid, by Guest256.

These are great cards, when used in combination. Your enemy has his trump card, his big baddie out, and it's fully powered. You're done for, unless you can defeat it, but that's sorta hard when he has 100 HP.  Instead, you can drain him of Energy. "Midnight Raids won't work, his Supply Lines will get them back", you say. Well, that's true, but there's something you can do. First, play your Midnight Raids and drain Roy, Wendy, or whoever of Energy. Then, you can play Embargo. What's this? Embargo only works on one land!  The powerhouse could easily move to another land and get some more juice. But that's what Prisoners of War is for. The big brawler will be stuck in the land they were in, letting you take some Energy from them, trapping them, and then playing an Embargo in the land they are trapped in. After that, you can pelt that guy with Stage 1's or Basics until he dies. Most of these guys will be able to survive more than one hit, so you should pack a lot of Prisoners of War, Embargo, and Midnight Raid.

Prisoners of War+Strict Rationings, by Guest256.

A perfect combo this is, and you shall see why. For a brief review, Prisoners of War stops your opponent from moving in or out of a selected land for a turn, and Strict Rationing, played in an opponent's land, stops Minions in that land from evolving (and evolved Minions moving into that land) for the turn played. Anyway, let's say your opponent has a Super Koopa in Dark Land, and you have a, let's say, Goomba in Sky Land.  You're afraid it might evolve next turn. You draw a card, and it's Strict Rationings. You also have a Prisoners of War in your hand. How convenient! You play Strict Rationings in Dark Land, but then you remember - your opponent owns Pipe Land and Underground Land. The Super Koopa could easily move!  And then a lightbulb pops over your head, and you play Prisoners of War in Dark Land, restraining Super Koopa. Voila! You only have enough Energies for Thorn Dart, and you use it, but you'll be able to kill him next turn, and he won't be able to evolve.

As you can see, this combo can be used to trap a possible evolution threat in a land, and prevent it from evolving, which will give you another turn to stall, and perhaps pull a winner out of your deck.
 

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