User:Polavux/Strategy:Bloons Card Storm: Difference between revisions
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*'''Tutors''': cards designed to draw specific kinds of cards from a deck, such as [[Signal Bloon]], [[Bloon Reinforcements!]], and [[Rare Power]]. Decks using these will typically be set up so the tutors will always draw specific cards (e.g. [[Extractor Bloon]]s being the only Basic Bloons in a deck running Reinforcements). | *'''Tutors''': cards designed to draw specific kinds of cards from a deck, such as [[Signal Bloon]], [[Bloon Reinforcements!]], and [[Rare Power]]. Decks using these will typically be set up so the tutors will always draw specific cards (e.g. [[Extractor Bloon]]s being the only Basic Bloons in a deck running Reinforcements). | ||
*'''Removal''': cards that remove or move a Monkey or Bloon, such as [[Expert Negotiator]], [[Bed Time]], [[Shrink]], [[Return to Sender]], [[Bloon Redirect]], and [[Bloonsday Device (BCS)|Bloonsday Device]]. Often run by midrange and control decks to stop the opponent from outlasting with high-value Monkeys and Bloons. | *'''Removal''': cards that remove or move a Monkey or Bloon, such as [[Expert Negotiator]], [[Bed Time]], [[Shrink]], [[Return to Sender]], [[Bloon Redirect]], and [[Bloonsday Device (BCS)|Bloonsday Device]]. Often run by midrange and control decks to stop the opponent from outlasting with high-value Monkeys and Bloons. | ||
*'''Finishers''': cards designed to finish off an opponent at low health when the opportunity comes, such as [[Pink Bloon (BCS)|Pink Bloon]]s, [[Quick Ready]], [[Bloon Strike]], and [[Hastening Bloon]]s. Often run in aggro and midrange decks with Bloon-boosting cards like [[Double Trouble]] and [[Fortify]]. | *'''Finishers''': cards designed to finish off an opponent at low health when the opportunity comes, such as [[Pink Bloon (BCS)|Pink Bloon]]s, [[Quick Ready]], [[Bloon Strike]], and [[Hastening Bloon]]s. Often run in aggro and midrange decks with Bloon-boosting cards like [[Double Trouble (BCS)|Double Trouble]] and [[Fortify]]. | ||
*'''Stallers''': cards designed to slow down the opponent, such as [[Red Bloon Apopalypse]], [[Glue Storm (BCS)|Glue Storm]], [[Slowing Bloon]], and [[Powerful Slowing Totem]]. | *'''Stallers''': cards designed to slow down the opponent, such as [[Red Bloon Apopalypse]], [[Glue Storm (BCS)|Glue Storm]], [[Slowing Bloon]], and [[Powerful Slowing Totem]]. | ||
*'''Protection''': cards that protect the Hero from damage, such as Defenders, [[Hero Protection]], and [[Corvus Academy of Arts]], to prevent one turn kills. | *'''Protection''': cards that protect the Hero from damage, such as Defenders, [[Hero Protection]], and [[Corvus Academy of Arts]], to prevent one turn kills. | ||
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Midrange decks, as the name implies, lie between aggro and control. They focus on surviving the earlygame Bloon spam from aggro players and attacking in the midgame before control players can fully set up. The most common Heroes for this archetype are [[Adora (BCS)|Adora]], who uses Sun Shield to prevent OTKs and Ultimate Sacrifice to weaken lategame Bloons, and [[Gwendolin (BCS)|Gwendolin]], who uses Heat It Up / [[Firestorm (BCS)|Firestorm]] to defend in the earlygame and Flame Strike / [[It's All On Fire Now]] + [[Extreme Heat]] to eliminate stronger Bloons from control decks. These decks typically run a few cheap attacking Monkeys to handle aggro, like [[Dart Monkey Twins]], [[Burny Stuff Mortar]], and [[Tack Shooter (BCS)|Tack Shooter]], but few to no expensive attackers. Support Monkeys like [[Monkey Investigator]], [[Cash Drop Sniper]], and [[Banana Farm (BCS)|Banana Farm]] are used to build pushes in the midgame. In addition to the usual board clearers to handle aggro, midrange decks typically handle control with [[Quick Ready]] / [[Hastening Bloon]] as finishers and [[Return to Sender]] to counter scaling Monkeys and Bloons.<!--think eternal--> Some may run [[Ability Ban]] specifically to counter [[Adora (BCS)|Adora]]. | Midrange decks, as the name implies, lie between aggro and control. They focus on surviving the earlygame Bloon spam from aggro players and attacking in the midgame before control players can fully set up. The most common Heroes for this archetype are [[Adora (BCS)|Adora]], who uses Sun Shield to prevent OTKs and Ultimate Sacrifice to weaken lategame Bloons, and [[Gwendolin (BCS)|Gwendolin]], who uses Heat It Up / [[Firestorm (BCS)|Firestorm]] to defend in the earlygame and Flame Strike / [[It's All On Fire Now]] + [[Extreme Heat]] to eliminate stronger Bloons from control decks. These decks typically run a few cheap attacking Monkeys to handle aggro, like [[Dart Monkey Twins]], [[Burny Stuff Mortar]], and [[Tack Shooter (BCS)|Tack Shooter]], but few to no expensive attackers. Support Monkeys like [[Monkey Investigator]], [[Cash Drop Sniper]], and [[Banana Farm (BCS)|Banana Farm]] are used to build pushes in the midgame. In addition to the usual board clearers to handle aggro, midrange decks typically handle control with [[Quick Ready]] / [[Hastening Bloon]] as finishers and [[Return to Sender]] to counter scaling Monkeys and Bloons.<!--think eternal--> Some may run [[Ability Ban]] specifically to counter [[Adora (BCS)|Adora]]. | ||
Tempo decks are midrange decks that focus on applying constant pressure to the opponent throughout the whole game. These decks threaten the opponent with cards like [[MOAB (BCS)|MOAB]]s and [[Steady Growth Bloon]]s that encourage the opponent to attack them instead of the tempo player, draining their resources while allowing the tempo player to keep spending resources on applying pressure. These decks tend to be weak to | Tempo decks are midrange decks that focus on applying constant pressure to the opponent throughout the whole game. These decks threaten the opponent with cards like [[MOAB (BCS)|MOAB]]s and [[Steady Growth Bloon]]s that encourage the opponent to attack them instead of the tempo player, draining their resources while allowing the tempo player to keep spending resources on applying pressure. These decks tend to be weak to removal cards like [[Bloonsday Device (BCS)|Bloonsday Device]] and [[Bloon Redirect]]. The most common tempo Hero is [[Zee Jay (BCS)|Zee Jay]], who can increase the health of one Bloon each turn for free and can generate [[Rad Bloon]]s that give him more resources the longer they stay in play. | ||
===Combo=== | ===Combo=== | ||
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Combo decks are variants of aggro, midrange, or control decks that focus on using specific combinations of cards to their fullest potential. | Combo decks are variants of aggro, midrange, or control decks that focus on using specific combinations of cards to their fullest potential. | ||
The most common kind of combo deck is a OTK (one turn kill) deck, which focuses on winning the game in a single turn with no prior setup. Cards like [[Quick Ready]] and [[Double Trouble]] allow a deck to apply a lot of sudden damage on a single Bloon with a lot of health, like a [[Bolstered Bloon]] (aggro) or [[The Eternal]] (midrange or control), while cards like [[Bloon Embiggen]] and [[Ceramic Glazing Kiln]] work better for swarms of [[Pink Bloon (BCS)|Pink Bloon]]s and [[Setup Bloon]]s. | The most common kind of combo deck is a OTK (one turn kill) deck, which focuses on winning the game in a single turn with no prior setup. Cards like [[Quick Ready]] and [[Double Trouble (BCS)|Double Trouble]] allow a deck to apply a lot of sudden damage on a single Bloon with a lot of health, like a [[Bolstered Bloon]] (aggro) or [[The Eternal]] (midrange or control), while cards like [[Bloon Embiggen]] and [[Ceramic Glazing Kiln]] work better for swarms of [[Pink Bloon (BCS)|Pink Bloon]]s and [[Setup Bloon]]s. | ||
==Deck-building== | ==Deck-building== | ||