Eerie Lifeforce: Difference between revisions
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|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 18: | Line 18: | ||
|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 | 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|6.2|section=y}} | ||
*With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] for less cost | *With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] for less cost. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only used early or as a last resort to stall the Bloon before a card such as [[Return to Sender]]. | ||
*Before using this card, check how many Bloons are currently in | **Eerie Lifeforce can be used early on by decks that don't play many Bloons to stall enemy Bloons. | ||
*Like Improved Fortification, Eerie Lifeforce can be used to make an OTK combination, and Immobile Bloons don't care about delay. | |||
**Similar tactics to strengthen a friendly [[Double Yellow Bloon]] before using two [[Quick Ready]] can be done. Playing a Double Yellow plus those cards would cost 21 Gold;<!--5+2+7*2=21--> decks without mid-round Gold generation or discounts should use [[Double Green Bloon]]. The [[Storm (BCS)|Storm]]'s Double Yellows can also provide this OTK opportunity. | |||
**[[ARBITR]] can be used if the opponent lacks anything strong enough to stop it. | |||
*Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 2 Gold. | |||
*Control decks that aim to outlast the opponent should not passively wait for the opponent to exhaust their resources. With Eerie Lifeforce, any one-delay Double Bloon with two Quick Ready 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]]. | |||
*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. | |||
==Gallery== | ==Gallery== | ||