Ghost Monkey: Difference between revisions

Removed unnecessary detail
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Significantly cleaned up wording to make ghost easier to understand
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*Ammo removal cards such as [[Whoops]] and [[Ceasefire]] on the opponent's Monkeys can be used to allow Ghost Monkey to act like a true Monkey removal. Note that the real removal only occurs at the end of the owner's turn if the affected Temporary Monkey has no ammo, and that this is a two-card combo.
*Ammo removal cards such as [[Whoops]] and [[Ceasefire]] on the opponent's Monkeys can be used to allow Ghost Monkey to act like a true Monkey removal. Note that the real removal only occurs at the end of the owner's turn if the affected Temporary Monkey has no ammo, and that this is a two-card combo.
*This card has no downside if used on a friendly Temporary Monkey. In particular, using it on [[Shinobi Tactics Ninja]] or [[Robo Monkey (BCS)|Robo Monkey]] can get you a lot of value.
*This card has no downside if used on a friendly Temporary Monkey. In particular, using it on [[Shinobi Tactics Ninja]] or [[Robo Monkey (BCS)|Robo Monkey]] can get you a lot of value.
*Ghost Monkey has weird interactions when affecting Monkeys without a visible ammo stat, many of which are non-attacking Monkeys. Notably, it cannot eliminate [[Druid of Peace]], [[Radar Scanner Village]], or [[Quincy Action Figure]] without removing its ammo.
*Ghost Monkey notably cannot eliminate [[Druid of Peace]], [[Radar Scanner Village]], or [[Quincy Action Figure]] due to those cards having a hidden 1 ammo.
*Monkeys with no visible ammo or reload have hidden ammo and reload stats. Almost all have 0 ammo/reload, but some have different stats which cause inconsistencies with its use. The three Monkeys mentioned above that Ghost Monkey doesn’t remove have their inconsistencies created by having a hidden 1 ammo, making it so that they cannot be removed.  
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