Waiting
Lemmy Koopa

In a game like this, it is very easy to jump the gun and try to win even though your deck isn't ready yet.  Examples of this include playing Energy as soon as you get it rather than saving for that strong guzzler, and playing a Stage 1 in anticipation of playing a Stage 2 even though the board may be hostile, the Stage 1 may be undefended, or you may not have drawn the Stage 2 yet.  This is no way to play the game.

Since there are 70 cards in a deck, games are long and you can usually afford to take your time.  There are exceptions, such as fast attack decks, but most decks should contain unimportant Minions to guard the corner land.  If you have Minions to build up, do so in that protected corner; barring a few exceptions, the opponent won't be able to reach that Minion, and it will end up at full power when you are ready to use it.

The most important thing to wait for is more Energy.  All too often players use up the Energy they have and then are in trouble late in the game.  Let your opponent kill your unimportant Minions while you collect Energy.  Soon enough you'll have enough to finance the hungriest of Minions.

The key is, unless your opponent is seriously threatening, don't start a major assault until you can sustain it.  For example, if your attacker will need a Gun Tower, it should already be up.  If you intend to use Mushroom, try to wait until you have some.  Finally, try to be holding extra Energy so that if your opponent knocks out or drains your attacking Minion, you can still continue the assault.  If you wait until your deck is prepared, you may well storm to victory.

Don't take waiting as an iron law, however.  If you see that your opponent has left themselves vulnerable early in the game, by all means take advantage of it.  Just be sure your opponent really is vulnerable; check up their sleeve for an ace.

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