Eerie Lifeforce: Difference between revisions

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i saw that eerie lifeforce otk post with the storm
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Despite having the [[Stunned]] keyword, the Bloon doesn't actually get stunned; this is a remnant of a balance change in version 6.2.
Despite having the [[Stunned]] keyword, the Bloon doesn't actually get stunned; this is a remnant of a balance change in version 6.2.


The card artwork portrays a [[Ninja Monkey]] in a graveyard getting stunned by the ghosts of multiple Bloons.
The card artwork depicts a [[Ninja Monkey]] at a graveyard getting stunned by the ghosts of multiple Bloons during nighttime.


==Tips==
==Tips==
{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|section=y}}
*With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] for less cost. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only as a last resort to stall the Bloon before a card such as [[Return to Sender]].
*With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] for less cost. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only used early or as a last resort to stall the Bloon before a card such as [[Return to Sender]].
*Like with Improved Fortification's extra delay, Immobile Bloons don't care about the effect
**Eerie Lifeforce can be used early on by decks that don't play many Bloons to stall enemy Bloons.
*Like Improved Fortification, Eerie Lifeforce can be used to make an OTK combination, and Immobile Bloons don't care about delay.
**Similar tactics to strengthen a friendly [[Double Yellow Bloon]] before using two [[Quick Ready]] can be done. Playing a Double Yellow plus those cards would cost 21 Gold;<!--5+2+7*2=21--> decks without mid-round Gold generation or discounts should use [[Double Green Bloon]]. The [[Storm (BCS)|Storm]]'s Double Yellows can also provide this OTK opportunity.
**[[ARBITR]] can be used if the opponent lacks anything strong enough to stop it.
**[[ARBITR]] can be used if the opponent lacks anything strong enough to stop it.
**Similar tactics to strengthen a friendly [[Double Yellow Bloon]] before using two [[Quick Ready]] can be done. Double Yellows from the [[Storm (BCS)|Storm]] are still easier; playing a Double Yellow plus those cards would cost 21 Gold.<!--5+2+7*2=21-->
*Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 2 Gold.
*Control decks that aim to outlast the opponent should not passively wait for the opponent to exhaust their resources. With Eerie Lifeforce, any one-delay Double Bloon with two Quick Ready and Eerie Lifeforce will eventually outscale any amount of [[Shield (BCS)|Shield]] and not require tech cards to counter specific Heroes like [[Adora (BCS)|Adora]] or [[Obyn Greenfoot (BCS)|Obyn Greenfoot]].
*Before using this card, check how many Bloons are currently in your graveyard by tapping the deck icon on the bottom-left corner to view it.
*Before using this card, check how many Bloons are currently in your graveyard by tapping the deck icon on the bottom-left corner to view it.
*Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 2 Gold.


==Update history==
==Update history==