Rare Power: Difference between revisions

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more could be said here about rare power, it looks cool but it's nothing more than just an advanced card grinder imo
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'''Rare Power''' is an [[Power (BCS)|Advanced Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|2.0}}. It draws a random Rare-rarity card from the player's [[deck]]. If the player's hand is full and a two-charge Rare Power is used, or if no Rare cards remain in the deck, the card is consumed without triggering the effect.
'''Rare Power''' is an [[Power (BCS)|Advanced Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|2.0}}. It draws a random Rare-rarity card from the player's [[deck]]. If the player's hand is full and they play the first charge of this card, or no Rare cards remain in their deck, it does nothing other than consuming the card.


The card artwork depicts a [[Wizard Monkey]]<!--probably "general", maybe BCS version because it's the BCS model, but it's a bit too unpredictable--> creating another card, which is glowing yellow.
The card artwork depicts a [[Wizard Monkey]]<!--probably "general", maybe BCS version because it's the BCS model, but it's a bit too unpredictable--> creating another card, which is glowing yellow.


==Tips==
==Tips==
{{BCS last updated|6.1|section=y}}
{{strategy needed|Add more use cases of Rare Power, and state what this card is really incentivized for, and the strengths/weaknesses of this card over others}}
*For an Uncommon card,<!--comparison of its own rarity compared to cards it draws--> Rare Power guarantees any of the Rare rarity cards, allowing to cycle through vital Rares sooner but at the cost of Gold.
{{BCS last updated|6.2|section=y}}
*Important cards that warrant Rare Power in a card slot include:
*For an Uncommon card,<!--comparison of its own rarity compared to cards it draws--> Rare Power guarantees any of the Rare rarity cards, allowing to cycle through vital Rares sooner but at the cost of Gold. It's not particularly valuable compared to [[Pick]] cards and traditional draw cards; many players rely on multiple Rares, increasing difficulty for Rare Power to isolate a wincon from Rares alone, Rare Power encourages a full hand, and is not efficient in early-game.<!--there is storm of arrows early picks, but... that's too early and there's not enough 3_or_less_g rares-->
**Finishers, especially [[Quick Ready]]. [[Pink Bloon (BCS)|Pink Bloon]] is also a Rare but not enough to entirely warrant equipping Rare Power, unless going for a midrange deck.
**[[Quincy (BCS)|Quincy]] users tend to prefer [[Archer's Instinct]], which also has two charges and costs 2 Gold each, but the player can choose a card instead of only drawing Rares.
**Bloons for pressure. [[MOAB (BCS)|MOAB]] is a solid example of a rushing bloon.
*Most players tend to equip this with the incentive of speeding up wincons, or gathering removals or board clears (the majority of popular removals and board clears are Rares).
**Board clears. Almost all the released ones are Rares. [[Thunder Druid]] and [[Super Monkey Storm (BCS)|Super Monkey Storm]] are frequently used Rares for dispatching high-HP swarms. [[Spike Storm!]] and [[Firestorm]] are still good draws.
**The biggest incentive for Rare Power is [[Quick Ready]], which works well in a lot of strategies. For [[Zee Jay (BCS)|Zee Jay]] decks, [[MOAB Construction Facility]] is another incentive, for [[Rad Bloon]] OTK specifically.
**Miscellaneous control cards. [[Hero Protection]] is a strong candidate because of its capability to tank a dangerous bloon without life loss. [[Jungle's Bounty Druid]]'s life regeneration is very strong if the opponent does not rush much during the mid-game.  
**For OTK decks, there are multiple cards that can benefit from this including: [[Double Trouble]], [[MOAB Construction Facility]].
**Removal cards. A lot of popular removal cards are Rares: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]].
**A lot of popular removal cards are Rares, including: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]], [[Ghost Monkey]].
**Combo cards. [[Double Trouble]] is a standout example for OTK decks.
**For board clears, [[Super Monkey Storm (BCS)|Super Monkey Storm]] and [[Thunder Druid]] are frequently used Rares for dispatching high-HP swarms. [[Spike Storm!]] and [[Firestorm]] are still good draws.
*Drawing all three Rare Powers in the early-game is bad, because these cards and the drawn Powers will easily get stuck in your hand, wasting the extra draws.
*Having too many Rare Powers in a deck can fill the hand often with the drawn Powers. Drawing all three Rare Powers at once is bad, because they'll easily get stuck in your hand, wasting the extra draws.  
*Like the [[White Bloon (BCS)|White Bloon]], if wanting to maximize card draws, make sure to have 7 or less cards in your hand before playing a Rare Power that has 2 charges.
*Like most drawing cards, it encourages a full hand, thus it's not suitable for [[The Eternal]] decks.
*Rare Power, like most drawing cards with multiple charges, encourages a full hand. Thus, it's not suitable for [[The Eternal]] decks.
*Some draw and pick cards are also Rares. Thus, it's not recommended to pair with multi-charge draw cards like [[Clever Green Bloon]] and [[White Bloon (BCS)|White Bloon]].
*Some draw or removal cards are not Rares, and thus won't become candidates for Rare Power. [[Bed Time]] is the only Uncommon Monkey removal, and [[Zebra Bloon (BCS)|Zebra Bloon]] is also Uncommon.
*Although its capability to draw Rare damaging Monkeys is decent, having them in your deck can make it harder to draw more important cards.
*To maximize card draws with a Rare Power that has 2 charges, make sure to have 7 or less cards in your hand.
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== Update history ==
== Update history ==
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|zh-tw=我覺得稀有度更像是一種……建議。
|zh-tw=我覺得稀有度更像是一種……建議。
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==See also==
*[[ULTRA Rare Power]]
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==Navigation==
==Navigation==
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