Eerie Lifeforce: Difference between revisions
Qwertyxp2000 (talk | contribs) dunno what to add in strategy, seems new enough for me to not really know what to get a strategy on |
fixed mistakes Tags: Visual edit Mobile edit Mobile web edit |
||
| (19 intermediate revisions by 5 users not shown) | |||
| Line 1: | Line 1: | ||
{{BCS power info | {{BCS power info | ||
|id=EerieLifeforce | |id=EerieLifeforce | ||
| Line 7: | Line 6: | ||
|image =BCS EerieLifeforce CardArt.png | |image =BCS EerieLifeforce CardArt.png | ||
|icon =BCS EerieLifeforce Icon.png | |icon =BCS EerieLifeforce Icon.png | ||
|description= | |description=Increase delay of target Bloon by 1, it gains +10 Health per Bloon in your graveyard | ||
|flavor =It's good for you, I promise! | |flavor =It's good for you, I promise! | ||
| Line 16: | Line 15: | ||
|introduced=6.0 | |introduced=6.0 | ||
|cost = | |cost =4 | ||
|charges=1 | |charges=1 | ||
}} | }} | ||
'''Eerie Lifeforce''' is an [[Power (BCS)|Exotic Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|6.0}}. It increases the [[Delay]] of the selected [[Bloon (BCS)|Bloon]] by 1 and gives it +10 health per Bloon in the player's [[graveyard]]. If there are no Bloons in the player's graveyard, it still adds delay to the target, but does not add any health. | |||
Despite having the [[Stunned]] keyword, the Bloon doesn't actually get stunned; this is a remnant of a balance change in version 6.2. | |||
The card artwork depicts a [[Ninja Monkey]] at a graveyard getting stunned by the ghosts of multiple Bloons during nighttime. | |||
==Tips== | ==Tips== | ||
{{BCS last updated|6. | {{BCS last updated|6.4|section=y}} | ||
*With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] that has higher cost but better potential reward. Using it on the opponent's Bloons can be done, but the Health gain and 4 cost means that doing so should be only used as a last resort to stall the Bloon before a card such as [[Return to Sender]]. | |||
**Eerie Lifeforce can be used early on by decks that don't play many Bloons to stall enemy Bloons, although the more expensive cost makes it somewhat dangerous to do this. | |||
*Eerie Lifeforce can be used to make an OTK combination, or to buff immobiles with its health gain. Buffing Bloons for non-OTK reasons is usually better done with [[Improved Fortification]], however. | |||
**Similar tactics to strengthen a friendly [[Double Red Bloon]] before using two [[Quick Ready]] can be done. Playing a Double Red plus those cards would cost 20 Gold, although this is an idealized situation, as any [[Defender]], [[Druid of Peace]] or [[Hero Protection]] can stop this combo. The [[Storm (BCS)|Storm]]'s [[Double Yellow Bloon|Double Yellows]] or [[Double Ceramic Bloon|Double Ceramics]] can also provide an OTK opportunity. | |||
*Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 4 Gold. It requires 15 Bloons in the graveyard to be better than [[Improved Fortification]]. | |||
*Eerie does not remove Bloons from the graveyard when played, meaning playing multiple won’t harm the others. | |||
*Control decks that aim to outlast the opponent should not passively wait for the opponent to exhaust their resources. Control decks often use [[Red Bloon Apopalypse]] along with the Storm’s spawns to fill up their graveyard before getting to powerful spawns for Eerie. Any Bloon with low delay, one or two [[Quick Ready|Quick Readies]] and Eerie Lifeforce will eventually outscale any amount of [[Shield (BCS)|Shield]] and not require tech cards to counter specific Heroes like [[Adora (BCS)|Adora]] or [[Obyn Greenfoot (BCS)|Obyn Greenfoot]]. This is primarily how very late game control decks finish games, by combining Eerie with strong Storm spawns. | |||
*Before using this card, check how many Bloons are currently in your graveyard by tapping the deck icon on the bottom-left corner to view it. | |||
==Update history== | ==Update history== | ||
{{BCS change list by name|Eerie Lifeforce}} | {{BCS change list by name|Eerie Lifeforce}} | ||
==Development== | ==Development== | ||
This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.<ref>{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1o0u89a/60_testing_and_changes/|title=6.0 Testing and Changes|publisher=Reddit|retrieved=6 oct 2025}}</ref> The original amount was displayed in the update video.<ref>{{cite|url=https://www.youtube.com/watch?v=Jzww0shH4DI|title=Bloons Card Storm Update 6.0 - New Hero Ezili, New Cards, & more!|publisher=YouTube|retrieved=6 oct 2025}}</ref> | This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.<ref>{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1o0u89a/60_testing_and_changes/|title=6.0 Testing and Changes|publisher=Reddit|retrieved=6 oct 2025}}</ref> The original amount was displayed in the update video.<ref>{{cite|url=https://www.youtube.com/watch?v=Jzww0shH4DI|title=Bloons Card Storm Update 6.0 - New Hero Ezili, New Cards, & more!|publisher=YouTube|retrieved=6 oct 2025}}</ref> | ||
Eerie Lifeforce had multiple aspects addressed during its testing in Version 6.2 playtests. The main issue was that stun on friendly Bloons lasted effectively two turns, so it would take forever to the Bloon to attack. Instead, the stun was changed to a delay increase,<ref name="odyssey-6.2-video">{{cite|url=https://www.youtube.com/watch?v=oTs-Rj9TCVw|title=BCS 6.2 Tester Commentary|publisher=YouTube, Odyssey}}</ref> considered an overall buff<ref name="odyssey-6.2-reddit">{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/|title=6.2 Beta Changes That Didn't Make It Into The Game (w/ tester notes)|publisher=Reddit, r/bloonscardstorm}}</ref> by community playtesters due to the effect being able to be used with [[Quick Ready]].<ref name="odyssey-6.2-video" /> This brought another development that community playtesters noted, which is that the Health gain was extremely powerful to the point that aggro would use Eerie Lifeforce on their own Bloons,<ref name="odyssey-6.2-video" /> and leaving it as is would make any archetype too strong as the scaling made any deck that ran even a decent amount of Bloons have a very strong win condition.<ref name="odyssey-6.2-video" /> Eerie Lifeforce was then nerfed from +20 -> +10 health per Bloon, which made it into the final game. | |||
Version 6.4 increased Eerie Lifeforce's Gold cost now that it become one of the best late-game win conditions for control decks while still being a great option in all competitive matches against aggro.<ref name="odysseyTOS-6.4">{{cite|url=https://www.youtube.com/watch?v=Y5RCsiqq--s|title=6.4 Tester Commentary - Bloons Card Storm|publisher=YouTube|author=OdysseyTOS}}</ref> The cost nerf mainly aims to limit its viability as an anti-aggro tool,<ref name="odysseyTOS-6.4" /> but has also made it harder to combine as OTK (despite OdysseyTOS not mentioning this explicitly). | |||
==Gallery== | ==Gallery== | ||