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'''Long Range Rang''' is a [[Power (BCS)|Basic Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|4.0}}. It deals 70 damage to a target [[Bloon (BCS)|Bloon]]. If it does not pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their [[deck]], even if it doesn't pop a Bloon.
'''Long Range Rang''' is a [[Power (BCS)|Basic Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|4.0}}. It deals 70 damage to a target [[Bloon (BCS)|Bloon]]. If it does not pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their [[deck]], even if it doesn't pop the target.


==Tips==
==Tips==
{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.3|section=y}}
*Long Range Rang demands a lot of Gold to ever be considered for a deck. At 3 Gold for 70 damage, it fails to fully pop even 2 cost Bloons such as [[Strike Bloon]] or [[Swarm Green Bloon]] and also requires monkeys to finish them off.
*Long Range Rang's damage is inefficient for the cost, and its only strength compared to any other Power card is having infinite card generation. However, if the opponent cannot make a sufficiently big or fast push, the player will always have a way to slowly chip health of enemy Bloons and use excess Gold during max Eco to keep spending for guaranteed damage.
**Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on. Use it sparingly for later rounds, when Gold is less of a problem.
**Most cards for 3 Gold do more burst damage (e.g. [[Sniper Monkey (BCS)|Sniper Monkey]] does 90 damage), long-term damage (e.g. three [[Barrel of Monkeys]] does 60 damage per turn), or protection (e.g. [[Wall Of Trees (BCS)|Wall Of Trees]] protects 120 health).
*As a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]) or anything that affects only Monkeys (e.g. [[Stun Gas Bloon]], [[Weakening Gas Bloon]], [[Toxic Bloon]]).
*Long Range Rang has many weaknesses; it falls flat to aggro, can lose tempo due to the constant investment, and it encourages a full hand, making the user vulnerable to opposing tempo and control decks. Competent players who can properly manage resources will be able to outpace the slow damage and high spending requirements of this card. Additionally, it is helpless against instantaneous damage.
**Against the early-game and mid-game, Long Range Rang cannot keep ever up with more than 3 high-health Bloons at a time without additional support such as [[Super Monkey Storm (BCS)|Super Monkey Storm]] or placed Monkeys.
**During the late-game, Long Range Rang users may continuously use it on [[Storm (BCS)|Storm]] Bloons, such as the [[Double Ceramic Bloon]]s. If your deck focuses on late-game, add cards that bypass it with cards such as [[Eerie Lifeforce]] and [[Quick Ready]].
*Avoid overspending on Long Range Rangs, or else it will become difficult to build long-term resources. Use it sparingly after building a stable Monkey defense.
*As a Power, it is not affected by Bloons with [[Must Pop]] (especially [[Target Practice Blimp]]) or anything that affects only Monkeys (e.g. [[Stun Gas Bloon]], [[Weakening Gas Bloon]], [[Toxic Bloon]]).
*To keep it, ensure it never pops a Bloon; the reverse is true.
*To keep it, ensure it never pops a Bloon; the reverse is true.
*Although it can target your own Bloons, there's little practical reason to do that.
*With max Gold, up to 6 Long Range Rangs can be played, for up to 420 damage.
*Cycling through Long Range Rang usages is time-consuming, about 5 seconds per use, which includes the time needed to grab the card and pick a target.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless Long Range Rang serves as a wincon, particularly for Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off.
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off.
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers.
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers.
**[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers.
**[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless Long Range Rang serves as a wincon, such as Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn.
*Assuming max Eco, 3 Long Range Rangs can be afforded in a single turn, which deal up to 210 damage per turn. Every 3rd turn would allow an extra Long Range Rang, depending if Gold left over per turn is at most 10 out of 20.
*Cycling through Long Range Rang usages is time-consuming, about 5 seconds per use, which includes the time needed to grab the card and pick a target.
*Although it can target your own Bloons, there's little practical reason to do that.


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