Rare Power: Difference between revisions

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*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).
*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).
**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.
**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.
**For OTK decks, there are multiple cards that can benefit from this including: [[Double Trouble]], [[MOAB Construction Facility]].
**A lot of popular removal cards are Rares, including: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]], [[Ghost Monkey]].
**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.
**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.
**A lot of popular removal cards are Rares, including: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]], [[Ghost Monkey]].
**For OTK decks, there are multiple cards that may benefit from this including: [[Double Trouble]], [[MOAB Construction Facility]].
*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.  
*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 most drawing cards, it encourages a full hand, thus it's not suitable for [[The Eternal]] decks.
*Like most drawing cards, it 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 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.
*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.
*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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