Baby Bowser
Smithy Junior

Baby Bowser, my first thoughts on this card were "I spent ten minutes of my life for THIS?!".  Well, after examining the card I eventually came up with a decent report on it.  First of all, this card is no big hitter and doesn't belong in those BIG/SMASH decks.  Now, with that cleared up let's discover what the little guy is capable of.
 
First let's discuss what this card should be used for.  Bowser Bomb rather stinks in my opinion (unless you have a two-headed coin of course): 30 damage if heads, none if tails, too little gain for such odds.  A plus for it is that it only costs one Evil Energy, though.  Koopa Troop, on the other hand, is where this card really shines.  For two Evil Energies you do 10 damage for each Minion in a land.  Now that may seem terrible, but if you remember, all attacks that act like this either use Minions of a certain type or species, but this attack uses all Minions!  For example, let's say you have Baby Bowser in Water Land, and it is being attacked by a Big Bertha in Sky Land.  The only reason you're not dead is because you used a Barricade to save you, but you have to attack soon or you're going to die very quickly.  You draw a Microgoomba from your deck, totaling to 9 Microgoombas, you were hoarding these so you could swarm your opponent, but now that's not very helpful now.  Then you look at Koopa Troop and play your nine Microgoombas.  You use Koopa Troop and take down that pesky Big Bertha!
 
However, this card does have a few faults.  40 HP isn't going to last long and don't forget that this card is a Promo, so even if you had all of them you're going to need plenty of spare CP to put them all in your deck.
 
Smithy's Rating: B+.  It's a great card for a speed deck, but its low health really brings its rating down.

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