Minion, Energy, Spell
Dane Bond

Okay, when you first take a look at Whomp, you see that he has 100 HP. Not very bad for a Basic Minion, eh? He only has one attack that can do damage though. And his other attack makes the opponent have to attack that card on the next turn. Bad right? Wrong! At 100 HP Whomp can take some serious beating. You can use this guy for defensive puropses as well as offensive. If you have that Minion card that’s getting creamed and you know its Evolution has to be coming up sometime soon, you can use Whomp’s Block to stall in order to get that Evolution card for that Minion I mentioned earlier. Plus, Whomp has 100 HP so defeating him could take some time.

His other attack can only do 20 damage and costs 2 Ground Energies. But, here’s a neat trick: build your deck up around Whomp. Use only three different cards. I know what you’re thinkin'. "Build a deck using only three different cards? What is this guy thinking?!" Well, it just so happens that a Reverse Mushroom can allow you to draw three cards from your discard pile and put 'em on your deck. Do you realize how good a card that is?! Believe me, you don’t want to use that card on your opponent. Anyway, Whomp’s damaging attack requires only 2 Ground Energies. And as we all know, when a card is knocked out, all Energy cards attached to it are discarded too. Soooo, as soon as a Whomp comes into play, attach 2 Ground Energies to it as soon as possible. And don’t attach any more. Once ol’ Whompy has been knocked out, use a Reverse Mushroom on yourself and draw Whomp and those 2 Ground Energies out of your discard pile and put 'em on the top of your deck. Ta daa! You now have that Whomp back. The three cards you should put in your deck should be these: Whomp, Ground Energy and Reverse Mushroom. The Whomps attack, the Ground Energy fuels the Whomp’s attacks and the reverse card lets you take bring back the Whomp plus the Energy cards. Keep this up and you should have an easy victory.

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