Jinx
Tail Koopa

Jinx is a great card. In Super Mario RPG, he's a tough opponent when he uses Silver Bullet. I hope you're dealing with Minions whose HP is less than 100 HP, hopefully 50 HP or somewhere around it when you have Jinx on the field. Yes, that's right, direct your attention to this card and the Silver Bullet. This attack is a killer and can KO any of your opponent's Minions whose HP is equal to or less than Jinx's. What? You have trouble using this card because your opponent knocks out your Jagger, or your Jinx's HP is low? No problem, here's a way to make Jinx be a good card for a decent time.

When you have Jagger on the field, keep him safe if you want to evolve him into Jinx. Put him in one of the corner lands for better protection. You want to keep him undamaged. Guard him by putting Minions in adjoining lands. Make sure you have at least 4 Fighting Energy available for him to use Silver Bullet. You want to be at full power when you evolve Jagger into Jinx. Use Honey Syrups or Spells like that to get more Fighting Energy.

Jinx's Silver Bullet only works when you're attacking a target that has equal or less HP than Jinx. 90 HP is a high HP. Keep him fresh at a high HP, so you can continue to use Silver Bullet. If there is a target you think needs to be taken down in order to bring down your opponent's defenses, then do it. However, your opponent may have Minions (or Buildings) whose HP is higher than Jinx's. If that's the case, then use your other Minions to lower those Minions' HPs so Jinx can knock them out.

You want to have healing Spells like Mushrooms to heal Jinx's HP. Heal his HP back to a high HP to continue using Silver Bullet. If Jinx is about to die and you have no more healing moves, then I'm sorry but you have to let Jinx die. You may use Triple Kick before he is Knocked Out. Or have Doomship Port to bring him and Jagger back!


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