War Bonds: Difference between revisions

Qwertyxp2000 (talk | contribs)
Tips: reworded that final tip, I've had games where I needed to hold war bonds to storm OTK on light tempo/eco midrange, so it's definitely a thing, just not useful as a direct gameplan.
 
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{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|section=y}}
*For Military Striker decks, this is a better [[Cash Drop (BCS)|Cash Drop]]. It also has 2 charges instead of 1, so having even just one Military Monkey nets more Gold. However, more specific deckbuilding with Military Monkeys is necessary, reducing choice of Monkeys to bring value to this card.
*For Military Striker decks, this is a better [[Cash Drop (BCS)|Cash Drop]]. It also has 2 charges instead of 1, so having even just one Military Monkey nets more Gold. However, more specific deckbuilding with Military Monkeys is necessary, reducing choice of Monkeys to bring value to this card.
*Having a mix of cheap Military Monkeys is recommended to allow War Bonds to gain more value early on.
*Having a mix of cheap Military Monkeys is recommended to allow War Bonds to gain more value early on. Some of the best examples include [[Sniper Monkey (BCS)|Sniper Monkey]], [[Mortar Monkey (BCS)|Mortar Monkey]], [[Shell Shock Mortar]], and [[Burny Stuff Mortar]].
*Like other cards that grant Gold generation during a round, War Bonds with at least one Military Monkey can also allow triple [[Quick Ready]].
*War Bonds is suitable for midrange Striker Military decks that afford expensive rushes and Monkeys while also having [[Quick Ready]] combos as wincons.
*War Bonds is suitable for midrange Striker Military decks that afford expensive rushes and Monkeys while also having [[Quick Ready]] combos as wincons.
*As a last ditch effort, since this card generates Gold after the start of the turn, it can enable combos which otherwise require 20 Gold, such as three [[Quick Ready|Quick Readies]].
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== Update history ==
== Update history ==