Midnight Raid
Lemmy Koopa

Every deck has 70 cards in it.  That may seem like a lot, but when you make room for Basic Minions, evolved forms, Foundations and Buildings, Spells and Energy, you can see it is not a lot.  There are never actually enough of the cards you need in your deck.  One problem nearly all decks experience is Energy shortages.  So why not aggravate that problem?

The good attacks cost a lot of Energy, possibly up to 5 at once.  Energy guzzlers, those Minions that require a lot of Energy, are hard to use because their owner must draw a lot of certain cards.  If you use Midnight Raid to remove 2 Energies from an enemy Minion of your choice, you can keep the guzzler dry and out of action.

Most decks will probably have between 20 and 30 Energies.  If you carry 10 Midnight Raids, you can remove nearly all of it and keep your opponent from attacking.  Technically, it is possible to win without having Energy, but I wouldn't advise trying.

Players with more than one Energy type in their deck will have real problems with this card.  If they use Fire and Water types, you can incapacitate whichever part of their deck they are currently trying to give Energy to.

Midnight Raid belongs in nearly every deck.  In case you are worried about countering this card, carry extra Energy, use only one Energy type, and have Minions that can attack for only one or two Energies.

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