In this strategy, I'm going to talk about
Magikoopa. A first look at Magikoopa's HP seems disappointing, but using him
effectively will make up for that lame HP. Outside of KTCG, this Koopa Klan
minion can be annoying. In KTCG, it's just the same - except in your favor! Use
this card right, and you're bound to annoy your opponent and give him trouble.
Magikoopa's first attack, Power Spell, does come in handy. Let just say you use
Power Spell, and then you use Bowser Koopa's Supreme Master. That will do 40
damage to every target in the land that you're attacking. If you use Lemmy's
strategy guide about Bowser, then that will work even better. Those Basic
Minions won't stand a hit or two from those attacks. Same thing with your other
Minions: you'll do double the damage and double the trouble.
Magikoopa's next attack, Bodyguard, lets you search for a Basic Minion from your
deck and place it on the land that Magikoopa is on. This can be a useful attack
when you have a Swarm deck. If you're looking for a Basic Minion that you need,
Magikoopa is here to help you. If you need a Super Koopa because you have an
Evil Koopa in your hand, then use Magikoopa's Bodyguard when you have the
opportunity to do so. Still think Magikoopa isn't a good card?
And for only 2 Evil Energy to use its attacks, it's worth it. If you want to
keep Magikoopa living, then I suggest you use Mushrooms. Don't let this Minion
be in contact with a heavy hitter; keep him safe from harm. Also watch out if
your opponent controls Dark Land, because your opponent can move anywhere to
strike your Minions or your Magikoopa. Try to combine this with Kamek,
Magikoopa's evolved form.
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