So far I've mainly discussed cards that work solo. Today I will discuss a card that is a team player. Although a Stage 2 and a rare card, Larry Koopa cannot cause any damage. Some players may feel that Larry's line is poor, then, but the proper use of this spy can be a great help to the rest of your team.
Larry can help you get good cards fast. The most obvious way is to use Spying to get the best of your top three deck cards next. But look at Blackmail. Although it causes no damage, it can be almost as good as an instant knock out. Your opponent can move a Minion of your choice back to their hand. This is an excellent way to dispose of hard-to-get-in-play evolved forms. Most of the time your opponent will probably elect for you to draw three cards instead. That's not shabby either.
This cheater can help you end the game quickly, or he can help you take lands. You need to be careful, though, because it will be your opponent's choice which one you play. If your opponent lets you draw cards, end the game as quickly as possible and overrun the lands with Super Koopas. If your opponent elects to remove their Minions, get rid of the strong ones, then use Plant Koopa to take out the remaining weak ones.
You will need to bolster your deck with Supply Lines and a lot of Super Koopas. It may take a while to get Larry in play, so I suggest including Croco as well. Croco can help out until you get Larry, and he's not bad once you do either. If you build your deck well, you'll be sure to catch your opponent offguard.
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.