Card List
Alpha Edition Set: 116 cards

Minions (73 cards)

Name: Super Koopa
HP: 30
Evolution Stage: Basic Minion
Minion Type: ?
Special Note: Super Koopa can use any kind of energy for its attacks.  Each ? represents one Energy card.
Attack 1: ? Cape Spin-10.
Attack 2: ?? Power Up-Discard ?? from Super Koopa to search your deck for one of Super Koopa's evolutions.  Then shuffle your deck.
Card Number: 1/116
Rarity Symbol: Common

Name: Croco
HP: 60
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: PP Weird Mushroom-Discard P from Croco to remove up to two damage counters from him.
Attack 2: PPP Tackle-30.
Card Number: 2/116
Rarity Symbol: Common

Name: Nipper
HP: 30
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: P Nip-10.
Attack 2: PP Swipe-10.  Randomly select a card from your opponent's hand and discard it.
Card Number: 3/116
Rarity Symbol: Common

Name: Muncher
HP: 50
Evolution Stage: Stage 1-Evolves from Nipper
Minion Type: Plant
Attack 1: PP Perennial Growth-Discard P from Muncher to remove up to two damage counters from this card.
Attack 2: PPP Bite-40.
Card Number: 4/116
Rarity Symbol: Uncommon

Name: Piranha Plant
HP: 50
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: P Shrink-If Piranha Plant is attacked on your opponent's next turn, it takes 30 less damage.
Attack 2: PP Chomp-20.
Card Number: 5/116
Rarity Symbol: Common

Name: King Piranha
HP: 90
Evolution Stage: Stage 1-Evolves from Piranha Plant
Minion Type: Plant
Attack 1: PP Overgrown-Choose a Building in an adjoining land.  The effect of this Building is canceled until the end of your next turn.
Attack 2: PPP Vine Tangle-30
Card Number: 6/116
Rarity Symbol: Uncommon

Name: Plant Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Plant
Attack 1: PP Shell Attack-30.
Attack 2: PPP Planting Seeds-Flip a coin for each P on Plant Koopa.  For every heads, do 10 damage to the target.
Card Number: 7/116
Rarity Symbol: Uncommon

Name: Larry Koopa
HP: 90
Evolution Stage: Stage 2-Evolves from Plant Koopa
Minion Type: Plant
Attack 1: PP Spying-Look at the top three cards of your deck and rearrange them any way you want.
Attack 2: PPP Blackmail-Choose one enemy Minion.  Your opponent must put it and any cards attached to it back into his or her hand.  If he or she does not want to, take the top three cards from your deck instead.
Card Number: 8/116
Rarity Symbol: Rare

Name: Blargg
HP: 50
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: RR Flare-20.
Attack 2: RRR Lava Flood-This attack does 10 damage to every target in the adjoining land you are attacking.
Card Number: 9/116
Rarity Symbol: Uncommon

Name: Czar Dragon
HP: 60
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: RR Helio Bomb-Flip a coin.  For each heads, this attack does 10 damage.  As soon as you flip tails, stop.
Attack 2: RRR Fire Spin-30.
Card Number: 10/116
Rarity Symbol: Uncommon

Name: Zombone
HP: 100
Evolution Stage: Stage 1-Evolves from Czar Dragon
Minion Type: Fire
Attack 1: RRR Rock Slide-30.
Attack 2: RRRR Stomp-50.
Card Number: 11/116
Rarity Symbol: Rare

Name: Hot Foot
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: R Quick Glance-Flip a coin.  If heads, Hot Foot cannot be attacked on your opponent's next turn.
Attack 2: R Flame-10.
Card Number: 12/116
Rarity Symbol: Common

Name: Fire Snake
HP: 60
Evolution Stage: Stage 1-Evolves from Hot Foot
Minion Type: Fire
Attack 1: RR Flare-20.
Attack 2: RRR Fire Chain-30.  For every F on Fire Snake not used to pay for this attack, the damage is increased by 10, up to a limit of 50 total damage.
Card Number: 13/116
Rarity Symbol: Uncommon

Name: Angry Sun
HP: 100
Evolution Stage: Stage 2-Evolves from Fire Snake
Minion Type: Fire
Attack 1: RRRR Sweltering Heat-Does 10 damage to every target in the land you are attacking.
Attack 2: RRRRR Solar Flare-50.  You may flip a coin as many times as you wish (if Angry Sun is Knocked Out, you must stop).  For each heads, this attack does 10 extra damage to the target.  For each tails, Angry Sun takes 10 damage.
Card Number: 14/116
Rarity Symbol: Rare

Name: Fire Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Fire
Attack 1: RR Shell Attack-30.
Attack 2: RRR Fireball-40.
Card Number: 15/116
Rarity Symbol: Uncommon

Name: Morton Koopa
HP: 110
Evolution Stage: Stage 2-Evolves from Fire Koopa
Minion Type: Fire
Attack 1: RRR Headache-50.  Morton Koopa does 20 damage to himself.
Attack 2: RRRR Flame Breath-60.
Card Number: 16/116
Rarity Symbol: Rare

Name: Jelectro
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: WW Solid Defense-Discard W from Jelectro to use this attack.  If Jelectro would be Knocked Out on your opponent's next turn, it is not Knocked Out and instead has 10 HP remaining.
Attack 2: WW Recover-Discard W from Jelectro to remove up to two damage counters from this card.
Card Number: 17/116
Rarity Symbol: Common

Name: Cheep-Cheep
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W School-Flip a coin.  If heads, search your deck for a Basic Water Minion.  Show it to your opponent and shuffle your deck.
Attack 2: WW Flying Fish-This attack does 10 damage for every Water Minion in this land.
Card Number: 18/116
Rarity Symbol: Common

Name: Big Bertha
HP: 90
Evolution Stage: Stage 1-Evolves from Cheep-Cheep
Minion Type: Water
Attack 1: WWW Revenge-For every damage counter on Big Bertha, flip a coin.  This attack does 20 damage times the number of heads.
Attack 2: WWWW Dinner Time-50.
Card Number: 19/116
Rarity Symbol: Rare

Name: Bandana Red
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W Poke-10.
Attack 2: WW Spear-20.
Card Number: 20/116
Rarity Symbol: Common

Name: Bandana Blue
HP: 70
Evolution Stage: Stage 1-Evolves from Bandana Red
Minion Type: Water
Attack 1: WW Spear-20.
Attack 2: WWW Gang Up-20.  This attack does 10 extra damage for every Bandana Blue or Bandana Red besides this one in this land.
Card Number: 21/116
Rarity Symbol: Uncommon

Name: Jonathan "Johnny" Jones
HP: 100
Evolution Stage: Stage 2-Evolves from Bandana Blue
Minion Type: Water
Attack 1: WW One on One-Choose an enemy Minion in an adjoining land.  Your opponent moves all other Minions in that land to another land of his or her choice (it must be one that he or she controls).  Then you move every Minion other than this card in this land to another land of your choice (it must be one that you control).  No Minions can be placed in this land or the land you are attacking until the end of your next turn.
Attack 2: WWWW Grinder-50.
Card Number: 22/116
Rarity Symbol: Rare

Name: Water Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Water
Attack 1: WW Shell Attack-30.
Attack 2: WWW Wave-30.  Flip a coin.  If heads, this attack does 20 extra damage to the target.
Card Number: 23/116
Rarity Symbol: Uncommon

Name: Wendy Koopa
HP: 100
Evolution Stage: Stage 2-Evolves from Water Koopa
Minion Type: Water
Attack 1: WWW Flood-Choose one Minion in the land you are attacking.  Remove all other Minions from that land.  Put them in a land of your opponent's choice (it must be one that he or she controls).
Attack 2: WWWW Scream-30.  If Wendy Koopa has more than 50 damage, this attack does 60 damage to the target.
Card Number: 24/116
Rarity Symbol: Rare

Name: Rat Funk
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Run Away-Move Rat Funk and any cards attached to it back to your hand.
Attack 2: FF Tail Slap-20.
Card Number: 25/116
Rarity Symbol: Common

Name: Sewer Rat
HP: 60
Evolution Stage: Stage 1-Evolves from Rat Funk
Minion Type: Fighting
Attack 1: FF Chomp-20.
Attack 2: FFF Speed Slap-30.
Card Number: 26/116
Rarity Symbol: Common

Name: Red Koopa
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Bump-10.
Attack 2: FF Spin Attack-20.
Card Number: 27/116
Rarity Symbol: Common

Name: Red Paratroopa
HP: 80
Evolution Stage: Stage 1-Evolves from Red Koopa.
Minion Type: Fighting
Attack 1: FFF Flying Tackle-30.
Attack 2: FFFF Dive Bomb-Does 10 damage to every target in the land you are attacking.
Card Number: 28/116
Rarity Symbol: Uncommon

Name: Bandit
HP: 50
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Steal-Discard the top card of your opponent's deck.
Attack 2: FF Running Strike-10.  Move Bandit to any other land under your control.
Card Number: 29/116
Rarity Symbol: Common

Name: Baseball Boy
HP: 80
Evolution Stage: Stage 1-Evolves from Bandit
Minion Type: Fighting
Attack 1: F Multistrike-For each Energy card attached to Baseball Boy, flip a coin.  This attack does 10 damage for each heads.
Attack 2: FFF Strike Out-30.
Card Number: 30/116
Rarity Symbol: Uncommon

Name: Boxing Boy
HP: 110
Evolution Stage: Stage 2-Evolves from Baseball Boy
Minion Type: Fighting
Attack 1: FFF Mega Punch-40.
Attack 2: FFFF Clobber-60.
Card Number: 31/116
Rarity Symbol: Rare

Name: Fighting Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Fighting
Attack 1: FF Shell Attack-30.
Attack 2: FFFF Stomp-50.
Card Number: 32/116
Rarity Symbol: Uncommon

Name: Iggy Koopa
HP: 90
Evolution Stage: Stage 2-Evolves from Fighting Koopa
Minion Type: Fighting
Attack 1: FFFF Giant Stomp-40.  If Iggy Koopa is in Giant Land, this attack does 70 damage to the target.
Attack 2: FFFF Shrink-Discard all Energy cards from Iggy Koopa to do 100 damage to the target.
Card Number: 33/116
Rarity Symbol: Rare

Name: Mecha Koopa
HP: 50
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: E Wind Up
Attack 2: EE Mecha Tackle-10.  If Mecha Koopa used Wind Up last turn, this attack does 30 damage.
Card Number: 34/116
Rarity Symbol: Common

Name: Shadow
HP: 40
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: E Punch-10.
Attack 2: EE Swift Kick-30.
Card Number: 35/116
Rarity Symbol: Common

Name: Dopler
HP: 80
Evolution Stage: Stage 1-Evolves from Shadow
Minion Type: Evil
Attack 1: EE Be Gone-Shuffle Dopler and any cards attached to him back into your deck.  Choose an enemy Minion in an adjoining land.  Your opponent shuffles that Minion and any cards attached to it back into his or her deck.
Attack 2: EEE Echo Finder-This attack can only be used on Minions.  If the Minion you are attacking is a Basic Minion, this attack does 20 damage to them.  If the target is an Evolved Minion, this attack does 40 damage to them.
Card Number: 36/116
Rarity Symbol: Uncommon

Name: Lil' Boo
HP: 30
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: E Disappear-Put Lil' Boo and any cards attached to him back into your hand.
Attack 2: EE Chase-10.  This attack can only be used on Minions.  If the target is not Knocked Out after doing damage, move it the same number of times that Lil' Boo moved this turn.  That Minion cannot move during your opponent's next turn.
Card Number: 37/116
Rarity Symbol: Common

Name: Boo Diddly
HP: 50
Evolution Stage: Stage 1-Evolves from Lil' Boo
Minion Type: Evil
Attack 1: E Watching-Randomly choose a card from your opponent's hand and look at it.
Attack 2: EE Encircle-This attack does 10 damage for every Boo Diddly in this land.
Card Number: 38/116
Rarity Symbol: Uncommon

Name: Big Boo
HP: 90
Evolution Stage: Stage 2-Evolves from Boo Diddly
Minion Type: Evil
Attack 1: EE Reincarnation-Discard as many Evil Energy cards as you want from Big Boo.  For each E discarded, remove up to two damage counters from this card.
Attack 2: EEE Already Dead-60.  For every damage counter on Big Boo, this attack does 10 less damage.
Card Number: 39/116
Rarity Symbol: Rare

Name: Evil Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Evil
Attack 1: E Dark Glare-Flip a coin.  If heads, the opponent cannot attack at all next turn.
Attack 2: EE Shell Attack-30.
Card Number: 40/116
Rarity Symbol: Uncommon

Name: Bowser Koopa
HP: 120
Evolution Stage: Stage 2-Evolves from Evil Koopa
Minion Type: Evil
Attack 1: EE Magic Monopoly-Your opponent cannot play any Spells on his or her next turn.
Attack 2: EEEEE Supreme Master-This attack does 20 damage to every target in the land you are attacking.
Card Number: 41/116
Rarity Symbol: Rare

Name: Gusty
HP: 50
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Friends-Search your deck for a Gusty and place it in a land under your control other than this one.  Shuffle your deck.  You cannot use this attack if you do not control any other lands.
Attack 2: AAA Tornado-This attack does 20 damage for every land under your control that has at least one Gusty in it.
Card Number: 42/116
Rarity Symbol: Common

Name: Green Koopa
HP: 40
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Hide-Flip a coin.  If heads, Green Koopa cannot be attacked on your opponent's next turn.
Attack 2: AA Spin Attack-20.
Card Number: 43/116
Rarity Symbol: Common

Name: Green Paratroopa
HP: 70
Evolution Stage: Stage 1-Evolves from Green Koopa
Minion Type: Air
Attack 1: AA Fly Away-Move Green Paratroopa to any other land under your control.
Attack 2: AAA Flying Tackle-30.
Card Number: 44/116
Rarity Symbol: Uncommon

Name: Tweeter
HP: 30
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Hop-10.
Attack 2: AA Strange Bounce-Move Tweeter to any other land under your control.
Card Number: 45/116
Rarity Symbol: Common

Name: Albatoss
HP: 60
Evolution Stage: Stage 1-Evolves from Tweeter
Minion Type: Air
Attack 1: AA Carry-Flip a coin.  If heads, move any Minion other than Albatoss in this land to another land under your control.
Attack 2: AAA Flying Tackle-30.
Card Number: 46/116
Rarity Symbol: Uncommon

Name: Lakitu
HP: 100
Evolution Stage: Stage 2-Evolves from Albatoss
Minion Type: Air
Attack 1: AA Thunderbolt-20.
Attack 2: AAA Wind Speed-30.  For every A on Lakitu not used to pay for this attack, the damage is increased by 10, up to a limit of 50 total damage.
Card Number: 47/116
Rarity Symbol: Rare

Name: Air Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Air
Attack 1: AA Shell Attack-30.
Attack 2: AAA Wind Speed-30.  For every A on Air Koopa not used to pay for this attack, the damage is increased by 10, up to a limit of 50 total damage.
Card Number: 48/116
Rarity Symbol: Uncommon

Name: Roy Koopa
HP: 120
Evolution Stage: Stage 2-Evolves from Air Koopa
Minion Type: Air
Attack 1: AAA Revenge-For every damage counter on Roy Koopa, flip a coin.  This attack does 20 damage times the number of heads.
Attack 2: AAAA Dog Pile-80.  Every Minion in this land except Roy Koopa receives 10 damage.
Card Number: 49/116
Rarity Symbol: Rare

Name: Spindrift
HP: 60
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Lure-If your opponent attacks next turn, he or she must choose Spindrift as the target.
Attack 2: II Bump-10.  If Spindrift was attacked on your opponent's last turn, this attack does 30 damage.
Card Number: 50/116
Rarity Symbol: Uncommon

Name: Bumpty Penguin
HP: 50
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Playful Bump-10.
Attack 2: I Friends-Search your deck for a Bumpty Penguin and place it in this land.  Shuffle your deck.
Card Number: 51/116
Rarity Symbol: Common

Name: Huffin Puffin
HP: 80
Evolution Stage: Stage 1-Evolves from Bumpty Penguin
Minion Type: Ice
Attack 1: II Penguin Attack-10.  This attack does 10 extra damage for every Bumpty Penguin in this land.
Attack 2: III Tackle-30.
Card Number: 52/116
Rarity Symbol: Uncommon

Name: Flurry
HP: 40
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Playful Bump-10.
Attack 2: II Snowstorm-Flip a coin.  If heads, your opponent cannot attack any target in this land on his or her next turn.
Card Number: 53/116
Rarity Symbol: Common

Name: Snowman
HP: 60
Evolution Stage: Stage 1-Evolves from Flurry
Minion Type: Ice
Attack 1: II Snowball-Flip two coins.  This attack does 20 damage times the number of heads.
Attack 2: III Deadly Aim-20.  This attack does 20 damage regardless of any other effects that would normally change the amount of damage done.
Card Number: 54/116
Rarity Symbol: Uncommon

Name: Dr. Freezegood
HP: 80
Evolution Stage: Stage 2-Evolves from Snowman
Minion Type: Ice
Attack 1: II Snowed In-Flip a coin.  If heads, your opponent cannot move any Minions during his or her next turn.
Attack 2: III Fresh Snow-20.  If the target you are attacking has no damage before this attack, the damage done becomes 50.
Card Number: 55/116
Rarity Symbol: Uncommon

Name: Ice Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Ice
Attack 1: II Shell Attack-30.
Attack 2: III Frozen Solid-20.  Flip a coin.  If heads, your opponent cannot play any Evolved Minion cards next turn.
Card Number: 56/116
Rarity Symbol: Uncommon

Name: Lemmy Koopa
HP: 80
Evolution Stage: Stage 2-Evolves from Ice Koopa
Minion Type: Ice
Attack 1: III Ice Shield-20.  If Lemmy Koopa is attacked during your opponent's next turn, he takes half the damage.
Attack 2: IIII Ball Trick-40.  This attack can only be used on Minions.  If the target is not Knocked Out after the damage is done, switch it with another enemy Minion of your choice from a different land.
Card Number: 57/116
Rarity Symbol: Rare

Name: Rocky Wrench
HP: 60
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: LL Well Built-Your opponent cannot attack any of your Buildings on his or her next turn.
Attack 2: LL Shield-Flip a coin.  If heads, your opponent cannot attack any of your Minions on his or her next turn.
Card Number: 58/116
Rarity Symbol: Common

Name: Chain Chomp
HP: 50
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Tied Down-Flip a coin.  If heads, no Minions in the adjoining land you are attacking can move during your opponent's next turn.
Attack 2: LL Chomp-20.
Card Number: 59/116
Rarity Symbol: Common

Name: Unchained Chomp
HP: 80
Evolution Stage: Stage 1-Evolves from Chain Chomp
Minion Type: Lightning
Attack 1: LL Chomp-20.
Attack 2: LLL Free Range-30.  This attack can be used on any enemy target.
Card Number: 60/116
Rarity Symbol: Uncommon

Name: Bob-Omb
HP: 30
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Explode-10.
Attack 2: L Bob-Omb Buddies-Search your deck for a Rob-Omb.  Add it to your hand and shuffle your deck.
Card Number: 61/116
Rarity Symbol: Common

Name: Rob-Omb
HP: 50
Evolution Stage: Stage 1-Evolves from Bob-Omb
Minion Type: Lightning
Attack 1: LL Share Damage-Flip a coin.  If heads, you may remove up to two damage counters from Rob-Omb.
Attack 2: LL Group Explosion-For every L on Rob-Omb, flip a coin.  This attack does 20 damage for every heads.
Card Number: 62/116
Rarity Symbol: Uncommon

Name: King Bob-Omb
HP: 80
Evolution Stage: Stage 2-Evolves from Rob-Omb
Minion Type: Lightning
Attack 1: LL Fight Fair-If King Bob-Omb takes damage during your opponent's next turn, the attacking Minion receives 30 damage.
Attack 2: LLL Throw-30.
Card Number: 63/116
Rarity Symbol: Rare

Name: Lightning Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Lightning
Attack 1: LL Shell Attack-30.
Attack 2: LLL Thunderstorm-Choose a target in any land.  This attack does 20 damage to it.
Card Number: 64/116
Rarity Symbol: Uncommon

Name: Ludwig Koopa
HP: 110
Evolution Stage: Stage 2-Evolves from Lightning Koopa
Minion Type: Lightning
Attack 1: LLL Bad Music-Choose an Evolved Minion in an adjoining land and move the evolution card to your opponent's discard pile.  If the Minion's damage now exceeds its HP, it is Knocked Out.
Attack 2: LLLL New Invention-Flip a coin.  If heads, this attack does 80 damage.  If tails, it does nothing.
Card Number: 65/116
Rarity Symbol: Rare

Name: Buster Beetle
HP: 80
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: GG Spin Attack-20.
Attack 2: GGG Rock Throw-30.
Card Number: 66/116
Rarity Symbol: Uncommon

Name: Monty Mole
HP: 40
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: G Dig-10.
Attack 2: GGG Sneak Attack-20.  This attack can be used on any enemy target.
Card Number: 67/116
Rarity Symbol: Common

Name: Harry Hedgehog
HP: 80
Evolution Stage: Stage 1-Evolves from Monty Mole
Minion Type: Ground
Attack 1: GG Slash-20.
Attack 2: GGG Undermine-This attack does damage equal to half the remaining HP of the target, rounded down to the nearest 10.
Card Number: 68/116
Rarity Symbol: Rare

Name: Microgoomba
HP: 30
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: G Friends-Search your deck for a Microgoomba and place it in this land.  Shuffle your deck.
Attack 2: GG Cling-This attack does 10 damage for every Microgoomba in this land.
Card Number: 69/116
Rarity Symbol: Common

Name: Goomba
HP: 50
Evolution Stage: Stage 1-Evolves from Microgoomba
Minion Type: Ground
Attack 1: GG Thorn Dart-20.
Attack 2: GGG Tackle-30.
Card Number: 70/116
Rarity Symbol: Common

Name: Paragoomba
HP: 80
Evolution Stage: Stage 2-Evolves from Goomba
Minion Type: Ground
Attack 1: GGG Flying Tackle-30.
Attack 2: GGGG Goombomb-This attack does 20 damage for every Microgoomba in this land.
Card Number: 71/116
Rarity Symbol: Uncommon

Name: Ground Koopa
HP: 60
Evolution Stage: Stage 1-Evolves from Super Koopa
Minion Type: Ground
Attack 1: GG Shell Attack-30.
Attack 2: GGG Avalanche-40.
Card Number: 72/116
Rarity Symbol: Uncommon

Name: Susan Koopa
HP: 100
Evolution Stage: Stage 2-Evolves from Ground Koopa
Minion Type: Ground
Attack 1: GGG Earthquake-30.
Attack 2: GGGG Aftershock-30.  This attack can only be used on Buildings.  If Susan Koopa used Earthquake last turn, this attack does 30 damage to every Building (other than Foundations with other components attached to them) in the adjoining land you are attacking.
Card Number: 73/116
Rarity Symbol: Rare

Buildings (9 cards)

Name: Foundation
HP: 10
Function: Allows you to construct other Buildings.
Card Number: 74/116
Rarity Symbol: Common

Name: Gun Tower
HP: 50
Function: Attacks launched from this land cause 10 extra damage to the target (before applying any other effects besides Artillery Range).
Card Number: 75/116
Rarity Symbol: Common

Name: Artillery Range
HP: 40
Function: Whenever a Minion in this land attacks, you may choose to discard all Energy attached to that Minion.  If you do, the damage done by the attack is doubled (before applying any other effects).
Card Number: 76/116
Rarity Symbol: Rare

Name: Parapet
HP: 80
Function: If damage is caused to any target in this land other than Parapet, that damage is reduced by 10 (after applying any other effects besides Fortress).
Card Number: 77/116
Rarity Symbol: Common

Name: Fortress
HP: 70
Function: Whenever your opponent attacks any target in this land other than Fortress, he or she must flip a coin.  If tails, the damage is reduced by half, rounded down to the nearest 10 (after applying any other effects).
Card Number: 78/116
Rarity Symbol: Rare

Name: Infirmary
HP: 50
Function: Once per turn, you may remove a damage counter from a Minion in this land.
Card Number: 79/116
Rarity Symbol: Uncommon

Name: Railroad Tracks
HP: 60
Function: Once per turn, you may draw a card from the top of your deck and add it to your hand.
Card Number: 80/116
Rarity Symbol: Uncommon

Name: Throne Room
HP: 30
Function: Once per turn, you may flip a coin.  If heads, search your deck for an Evolved Minion card.  Show it to your opponent and add it to your hand.  Shuffle your deck.
Card Number: 81/116
Rarity Symbol: Rare

Name: Underground Tunnel
HP: 40
Function: You can move Minions from this land to any other land under your control which has an Underground Tunnel.
Card Number: 82/116
Rarity Symbol: Common

Spells (25 cards)

Name: Ambush
Location: Unoccupied lands
Function: The first Minion to invade this land receives 30 damage.  This card is then discarded.
Card Number: 83/116
Rarity Symbol: Uncommon

Name: Training Troops
Location: Your lands
Function: Put a Stage 2 Evolved Minion card from your hand on the matching Basic Minion.  You can only play this card when you would be allowed to evolve that Minion anyway.
Card Number: 84/116
Rarity Symbol: Uncommon

Name: War Buddies
Location: Your lands
Function: You may move Energy cards in this land from one Minion to another as many times as you want.
Card Number: 85/116
Rarity Symbol: Common

Name: Barricade
Location: Occupied lands
Function: Targets in this land cannot take any damage until the end of your next turn.
Card Number: 86/116
Rarity Symbol: Common

Name: Honorable Discharge
Location: Discard pile
Function: Choose one of your Minions and shuffle them and any cards attached to them back into your deck.
Card Number: 87/116
Rarity Symbol: Common

Name: Mushroom
Location: Discard pile
Function: Remove up to two damage counters from one of your Minions.
Card Number: 88/116
Rarity Symbol: Common

Name: Reconstruction
Location: Discard pile
Function: Choose one Building (other than a Foundation) that you control, and move it to another one of your lands.  You may not attach it to a Foundation that already has a Building of that type.  This counts as upgrading that Foundation.
Card Number: 89/116
Rarity Symbol: Uncommon

Name: Rotten Mushroom
Location: Discard pile
Function: Discard one Energy card from your hand to remove up to four damage counters from one of your Minions.
Card Number: 90/116
Rarity Symbol: Uncommon

Name: Shared Pain
Location: Discard pile
Function: Choose an occupied land.  Remove all the damage counters from all targets in that land, then replace them evenly.  If it cannot be done evenly, add one extra damage counter to as many targets of your choice as necessary.
Card Number: 91/116
Rarity Symbol: Uncommon

Name: Tearing Down
Location: Discard pile
Function: Choose up to three Buildings that you control from anywhere in the play area, and shuffle them back into your deck.  You cannot choose a Foundation, unless it has no other buildings attached to it.
Card Number: 92/116
Rarity Symbol: Common

Name: Embargo
Location: Opponent's lands
Function: Your opponent cannot move any Energy cards from his or her hand to this land on their next turn.
Card Number: 93/116
Rarity Symbol: Uncommon

Name: Midnight Raid
Location: Discard pile
Function: Discard up to two Energy cards from an enemy Minion of your choice.
Card Number: 94/116
Rarity Symbol: Common

Name: Mine Field
Location: Any land
Function: No Buildings can be constructed in this land.
Card Number: 95/116
Rarity Symbol: Uncommon

Name: Prisoners of War
Location: Occupied Lands
Function: No Minions can move in or out of this land until the end of your next turn.
Card Number: 96/116
Rarity Symbol: Uncommon

Name: Strict Rationing
Location: Opponent's lands
Function: Your opponent cannot evolve any Minions in this land during his or her next turn.  He or she also may not move any Evolved Minions into this land.
Card Number: 97/116
Rarity Symbol: Uncommon

Name: Bomb Squad
Location: Discard pile
Function: Choose one Mine Field in play and discard it.
Card Number: 98/116
Rarity Symbol: Common

Name: Draining Resources
Location: Discard pile
Function: Discard all Energy cards from your hand.  Your opponent does the same.
Card Number: 99/116
Rarity Symbol: Common

Name: Even Odds
Location: Discard pile
Function: If you have more than 7 cards in your hand, choose some to discard until you have 7.  Otherwise, draw cards from the top of your deck until there are 7 cards in your hand.  Your opponent does the same.
Card Number: 100/116
Rarity Symbol: Uncommon

Name: Fresh Troops
Location: Discard pile
Function: Flip a coin.  If heads, search your deck for any Minion, show it to your opponent, and add it to your hand.  Then shuffle your deck.
Card Number: 101/116
Rarity Symbol: Uncommon

Name: Garbage Picking
Location: Discard pile
Function: Discard as many cards as you want from your hand in order to move an equal number of cards of your choice from your discard pile to your hand.  (This card does not count as one.)
Card Number: 102/116
Rarity Symbol: Rare

Name: History Repeats
Location: Discard pile
Function: Discard one other card from your hand and choose a Spell other than History Repeats from your discard pile.  Use that Spell immediately.
Card Number: 103/116
Rarity Symbol: Uncommon

Name: Induced Evolution
Location: Discard pile
Function: Discard one Evolved Minion from your hand.  Look at your opponent's hand.  If he or she has any Evolved Minions that can be played, choose one and play it.
Card Number: 104/116
Rarity Symbol: Rare

Name: Magic Tournament
Location: Discard pile
Function: You and your opponent put your hands face-down in front of you.  You draw a card from the top of your deck and show it to your opponent.  If it is not a Spell, your opponent draws a card from the top of his or her deck and shows it to you.  Continue taking turns until one player draws a Spell.  That player adds all the drawn cards to his or her hand.  The other player discards all the drawn cards.
Card Number: 105/116
Rarity Symbol: Uncommon

Name: Severe Shortages
Location: Any land
Function: Shuffle all the cards from your discard pile into your deck.  Then discard this card and two other cards from your hand.
Card Number: 106/116
Rarity Symbol: Rare

Name: Supply Line
Location: Discard pile
Function: Draw two cards from the top of your deck.
Card Number: 107/116
Rarity Symbol: Common

Energy (9 cards)

Plant Energy-Provides 1 P.  108/116
Fire Energy-Provides 1 R.  109/116
Water Energy-Provides 1 W.  110/116
Fighting Energy-Provides 1 F.  111/116
Evil Energy-Provides 1 E.  112/116
Air Energy-Provides 1 A.  113/116
Ice Energy-Provides 1 I.  114/116
Lightning Energy-Provides 1 L.  115/116
Ground Energy-Provides 1 G.  116/116

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