From: Nutbus2@aol.com
Mega Mage3003's Top 10 Paper Mario based Cards
This time I'm doing cards based on the best Mario RPG for Nintendo 64 (and soon to be Gamecube this October) known as Paper Mario. Like my other Top 10's, this'll be split into Good Guys, Bad Guys, and Others.

Good Guys

10. Lakilester
Wind/Aqua
1900/1450/4*
During your Standby Phase, Special Summon 1 "Spiny Token" (Earth/Insect/1/500/400) to your side of the field in Defense Position.

9. Lady Bow
Dark/Fiend
1750/0/4*
This card cannot be destroyed by the effect of a Spell Card.

8. Goombario
Earth/Beast
1200/1200/3*
During the End Phase in which this card was destroyed, draw 2 cards.

7. Watt
Light/Thunder
1850/1200/4*
{insert Fairy Meteor Crush effect here}

6. Kooper
Water/Aqua
1800/2000/4*
This card cannot attack a non-EARTH monster. This card cannot switch battle positions while in Defense Position unless by the effect of a Spell, Trap, or Monster Effect.

5. Parakarry
Wind/Winged Beast
1300/2000/4*
During your Standby Phase, you may search your deck for any Spell Card and add it to your hand. If you do, shuffle 2 cards into your deck.

4. Bombette
Fire/Pyro
2000/1000/4*
This card is destroyed at the end of the Battle Phase that this card was involved in.

3. Sushie
Water/Fish
1950/1250/4*
This card can attack your opponent's Life Points directly only if you have no cards in your hand.

2. Luigi
Earth/Warrior
2200/1500/5*
This card can attack twice during the same Battle Phase.

1. Mario
Earth/Warrior
2500/2000/6*
Increase the ATK of all Level 4 monsters by 300 points.

Bad Guys

10. Tubba Blubba
Earth/Beast
3000/????/10*
This card can only be Special Summoned by removing 5 EARTH monsters from your Graveyard. If this card is in Defense Position, it cannot be destroyed by battle unless equipped with "Tubba Blubba's Heart".

9. Tubba Blubba's Heart
Earth/Beast-Union
0/0/3*
This card can be equipped to "Tubba Blubba". While equipped, The DEF of "Tubba Blubba" becomes 1300.

8. Huff 'N Puff
Light/Thunder
3000/2300/8*
This card can only be Special Summoned by removing 5 LIGHT monsters from your Graveyard from play. When this card is Special Summoned, place 4 counters on this card (These counters aren't considered to be Spell Counters). Whenever this card were to be destroyed, remvoe 1 counter from this card. Whenever there are no counters on this card, destroy this card.

7. Crystal King
Water/Aqua
3000/2700/9*
This card can only be Special Summoned by removing 5 WATER monsters from your Graveyard from play. During your Standby Phase, Special Summon 3 "Crystal Bit Tokens" (Water/Aqua/1/0/0) in Defense Position. If you have any "Crystal Bit Tokens" from your last turn on the field during your Standby Phase, sacrifice them before Special Summoning the new ones. Inflict 400 points of Direct Damage for every "Crystal Bit Token" sacrificed in this way.

6. Koopa Bros.
Water/Aqua
2400/1450/4*
When ever this card would be destroyed, place 1 counter on this card instead (This counter isn't considered as a Spell Counter). Decrease this card's ATK by 600 points for every counter on this card. When a fourth counter would be placed on this card, destroy it instead.

5. Tutankoopa
Dark/Spellcaster
3000/2100/7*
This card can only be Special Summoned by removing 5 DARK monsters from your Graveyard from play. During your Standby Phase, Special Summon 1 "Chomp Token" (Earth/Beast/4/1400/2000).

4. General Guy
Earth/Warrior
2300/2000/6*
During your Standby Phase, Special Summon 1 "Shy Squad Token" (Earth/Warrior/4/1500/1000).

3. Lava Pirahna
Fire/Plant
3000/2500/8*
This card can only be Special Summoned by removing 5 FIRE monsters from your Graveyard from play. During your Standby Phase, inflict 200 points of Direct Damage to your opponent's Life Points.

2. Goomba King
Earth/Beast
2500/1000/5*
Increase the ATK of all cards with "Goomba" in its card name by 500 points. This card is excluded.

1. Bowser
Fire/Dragon
3500/3000/12*
This card can only be Special Summoned by the Ritual Spell Card "Star Rod's Enchanted Power". You must also.........12 Level Stars or more.

Star Spirits

10. Star Spirit Mamar
Light/Fairy
1300/1200/3*
During your opponent's Standby Phase, choose 1 of your opponent's face-up monsters. The chosen monster cannot attack this turn.

9. Star Spirit Eldstar
Light/Fairy
1500/1300/4*
During your End Phase, increase your Life Points by 500 points.

8. Star Spirit Misstar
Light/Fairy
1700/1400/4*
You may discard 2 cards from your hand to increase your Life Points by 2000 points. If you do, all other cards with Life Points increasing effects are negated until your next End Phase.

7. Star Spirit Skolar
Light/Fairy
1800/1300/4*
During your Standby Phase, inflict 700 points of Direct Damage to your opponent's Life Points.

6. Star Spirit Muskular
Light/Fairy
1700/1400/4*
During your opponent's Standby Phase, choose 1 of your opponent's face-up monsters. That monster's ATK is decreased by 500 points until your opponent's End Phase.

5. Star Spirit Kalmar
Light/Fairy
1400/1100/3*
You may pay 300 Life Points to return 1 monster on the field to it's owner's hand. This effect can only be used once per turn and only during your Main Phase.

4. Star Spirit Klevar
Light/Fairy
1600/1200/4*
You may discard 3 cards from your hand during your opponent's Standby Phase. If you do, your opponent skips their Battle Phase.

3. Star Kid Twink
Light/Fairy
1000/700/2*
You may Special Summon up to 3 cards with "Star Spirit" in its card name by sacrificing this monster. The monsters you Special Summon must be from your hand.

2. Star Rod
Spell/Equip
This card can only be equipped to a monster with "Star Spirit" in its card name. Increase the ATK of the equipped monster by 500 points. In addition, the equipped monster is unaffected by Spell and Trap Cards (this card is the only exception).

1. Star Spirit's Ultimate Technique - Star Beam!
Spell/Quick-Play
This card can only be activated during your Standby Phase before any effect apply, and only if you have 5 monsters with "Star Spirit" in its card name on your side of the field. Destroy all cards on your opponent's side of the field. You must skip your Battle Phase for this turn, and all effects of monsters with "Star Spirit" in it's card name are negated for this turn. This card's activation cannot be negated by any card effect.