Deck Types
Smash

Like so many other collectible card games, KTCG is a game where your deck design is half of what you need to win.  (The other parts being skill and luck, which I shall discuss later.)  A winning deck is not tossed together haphazardly.  Every deck must have a theme to it to be able to win often.  Here are some of the basic designs.  I shall put in my name for it, a basic strategy, and a difficulty to play with on a 1-5 scale.

1: Speed Deck (Weenies)

Many beginning players play with this kind of deck.  It’s designed to pull out as many Minions as possible as quickly as possible, overrunning your opponent.  Difficulty: 1

2: $%#@ing Big Minions

This deck relies upon very powerful Minions late in the game to win.  Difficulty: 3

3: Mid-Strength Minions

This deck is right in between 1 and 2.  Difficulty: 2

4: Permission Decks

A very powerful theme.  This deck relies upon Spells and Buildings to destroy, nullify, or take control of the opponent’s Minions and/or Buildings.  Then bring out one or two Minions and use them to finish your opponent off.  Difficulty: 5

Strategies:

If you’re playing a speed deck, you must go after your opponent immediately.  If you wait around, he’ll get some stronger creatures into play and slaughter your weenies.

You can prevent this by taking over every land quickly and killing every Minion your opponent gets into play as soon as possible or by sprinkling in some stronger creatures.

If you play a permission deck, prepare to lose for the first few turns.  This deck is a very slow starter, but becomes unstoppable with some time and a really good player.

If you’re playing against a permission deck or a big-Minions deck, a speed deck is your best bet.

A mid-strength deck will normally beat a weenie deck.

A mid-strength deck or a big-creatures deck will usually fall to a permission deck.

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