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'''Quick Ready''' is an [[Power (BCS)|Exotic Power]] [[card]] in ''[[Bloons Card Storm]]''. It reduces the Delay of the target [[Bloon (BCS)|Bloon]] on either player's side by 1, to a minimum of 0. The affected bloon moves towards the queue in order of recentness (i.e. oldest go first).
'''Quick Ready''' is an [[Power (BCS)|Exotic Power]] [[card]] in ''[[Bloons Card Storm]]''. It reduces the Delay of the target [[Bloon (BCS)|Bloon]] on either player's side by 1, to a minimum of 0. The affected bloon moves towards the queue in order of recentness (i.e. oldest go first).


The card artwork depicts a [[Green Bloon (BCS)|Green Bloon]] finishing a race in first place, competing against a [[Blue Bloon (BCS)|Blue Bloon]] and [[Red Bloon (BCS)|Red Bloon]]. Only the Green is depicted to be moving, a nod to BCS turn mechanics. The race track is showered with confetti, and many of the Bloons in the spectator crowd have [[Bloon Decal]]s from ''[[Bloons TD Battles 2]]''.
The card artwork depicts a [[Green Bloon (BCS)|Green Bloon]] finishing a race in first place, competing against a [[Blue Bloon (BCS)|Blue Bloon]] and [[Red Bloon (BCS)|Red Bloon]]. Only the Green is depicted to be moving, a nod to ''BCS'' turn mechanics. The race track is showered with confetti, and many of the Bloons in the spectator crowd have [[Bloon Decal]]s from ''[[Bloons TD Battles 2]]''.


==Tips==
==Tips==
{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.3|section=y}}
*Quick Ready is a powerful finisher, especially when used on a high health Bloon that is at one delay. Unlike [[Hastening Bloon]], which costs 1 less Gold, Quick Ready can target any Bloon at the will of the player and can be discounted by [[Amelia the Amazing (BCS)|Amelia]]'s Act of Power. Quick Ready is a vital card to many archetypes and decks, and knowing how to use and play around it is essential.
*Quick Ready is a powerful finisher, especially when used on a high health Bloon that is at one delay. Unlike [[Hastening Bloon]], which costs 1 less Gold, Quick Ready can target any Bloon at the will of the player and can be discounted by [[Amelia the Amazing (BCS)|Amelia]]'s Act of Power. Quick Ready is a vital card to many archetypes and decks, and knowing how to use and play around it is essential.
*For Aggro, it typically is not necessary to run Quick Ready as it is expensive and most Bloons that you run do not benefit especially from Quick Ready.
*For Aggro, it typically is not necessary to run Quick Ready as it is expensive and most Bloons that you run do not benefit especially from Quick Ready.
*For Burn, Quick Ready can be used on [[Double Yellow Bloon|Double Yellow Bloons]] or [[Storm (BCS)|Storm]] Bloons to deal immediate chip damage to the opponent. This is typically better with Amelia, as Act of Power makes a combo like Double Yellow + Quick Ready cost less than 10 Gold.
*For Burn, Quick Ready can be used on [[Double Yellow Bloon|Double Yellow Bloons]] or [[Storm (BCS)|Storm]] Bloons to deal immediate chip damage to the opponent. This is typically better with Amelia, as Act of Power makes a combo like Double Yellow + Quick Ready (a combo that costs 8 Gold) cost less than 10 Gold.
*For Tempo, Quick Ready is immensely powerful at finishing off games by reducing high health 1 or 2 delay Bloons to 0 delay. It is highly reccomended to run Quick Ready in nearly every Tempo deck, as the efficiency of which it wins games is unmatchable. Combining it with [[MOAB Construction Facility]] can make very fast large Bloons that can kill very quickly. Common recipients are [[Golden Blimp]], [[Soulstealer Bloon]], and [[BFB (BCS)|BFB]].
*For Tempo, Quick Ready is immensely powerful at finishing off games by reducing high health 1 or 2 delay Bloons to 0 delay. It is highly recommended to run Quick Ready in nearly every Tempo deck, as the efficiency of which it wins games is unmatchable. Combining it with [[MOAB Construction Facility]] can make very fast large Bloons that can kill very quickly. Common recipients are [[Golden Blimp]], [[Soulstealer Bloon]], and [[BFB (BCS)|BFB]].
*For OTK, Quick Ready is practically required for nearly all combos. [[Double Yellow Bloon]] and [[Triple Threat Bloon]] OTK require Quick Ready, and [[Rad Bloon]] OTK is heavily boosted by running Quick Ready. To afford expensive combos, the OTK user must run a card like [[Quincy Action Figure]] or [[Favored Trade]] to be able to play over 20 gold in one turn.
*For OTK, Quick Ready is practically required for nearly all combos. [[Double Yellow Bloon]] and [[Triple Threat Bloon]] OTK require Quick Ready, and [[Rad Bloon]] OTK is heavily boosted by running Quick Ready. To afford expensive combos, the OTK user must run a card like [[Quincy Action Figure]] or [[Favored Trade]] to be able to play over 20 gold in one turn.
*For Control, Quick Ready is useful at finishing off the game with [[Eerie Lifeforce]], or Storm Bloons such as [[Double Ceramic Bloon|Double Ceramic]]. Quick Ready is essential for Control decks to finish out games against opponents.
*For Control, Quick Ready is useful at finishing off the game with [[Eerie Lifeforce]], or Storm Bloons such as [[Double Ceramic Bloon|Double Ceramic]]. Quick Ready is essential for Control decks to finish out games against opponents.
*Keeping Quick Readies in your hand for mid-to-late rounds is important, as it allows you to break a stalemate, or save yourself from an opponent's rush by killing them first.
*Keeping Quick Readies in your hand for mid-to-late rounds is important, as it allows you to break a stalemate, or save yourself from an opponent's rush by killing them first.
** Storing multiple Quick Readies are recommended when approaching the late-game, especially if there are already lots of high-HP Bloons on your side. The [[Storm (BCS)|Storm]] may also provide opportunities to use multiple Quick Readies.
** Storing multiple Quick Readies are recommended when approaching the late-game, especially if there are already lots of high-HP Bloons on your side. The [[Storm (BCS)|Storm]] may also provide opportunities to use multiple Quick Readies.
** If the opponent does not have a protective aura ([[Hero Protection]], [[Corvus Academy of Arts]]) active, a single leaking Bloon with 500+ damage can OTK them. Account for Defenders, Shields, and [[Adora (BCS)|Adora]]'s passive before using Quick Ready.
** If the opponent does not have a protective aura ([[Hero Protection]], [[Corvus Academy of Arts]]) active, a single leaking Bloon with 500+ damage can OTK them. Account for Defenders, Shields, [[Adora (BCS)|Adora]]'s passive, and 0-delay stoppers (e.g. [[Druid of Peace]], [[ARBITR]]) before using Quick Ready.
** Quick Ready + [[Double Trouble]] is a very effective combo that breaks through [[Defender|Defenders]] and [[Hero Protection]] if used on a higher health Bloon. Make sure to be aware of your Gold, as this combo is expensive and may require a card like Quincy Action Figure to afford.
** Quick Ready + [[Double Trouble (BCS)|Double Trouble]] is a very effective combo that breaks through [[Defender|Defenders]] and [[Hero Protection]] if used on a higher health Bloon. Make sure to be aware of your Gold, as this combo is expensive and may require a card like Quincy Action Figure to afford.
**As a countermeasure to multiple Quick Readies, players may divide their damage among large crowds of bloons, making the effectiveness of Quick Ready reduced on a singular Bloon.
**As a countermeasure to multiple Quick Readies, players may divide their damage among large crowds of bloons, making the effectiveness of Quick Ready reduced on a singular Bloon.
*Quick Ready is crucial to keep until it kills or puts your opponent in such a bad situation that recovery is near impossible. Do not use Quick Ready to just speed up Bloons, but instead use them as a finisher.
*Quick Ready is crucial to keep until it kills or puts your opponent in such a bad situation that recovery is near impossible. Do not use Quick Ready to just speed up Bloons, but instead use them as a finisher.