Banana Farm (BCS): Difference between revisions

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==Tips==
==Tips==
{{BCS last updated|3.4|section=y}}
{{BCS last updated|6.0|section=y}}
*Farm is best used if your opponent is waiting over multiple turns, so you can profit enough Gold to afford expensive cards and combos. It becomes less relevant after Round 10, which gives +10 Gold per round, but may still be worth keeping if you spend Gold often.
*Farm is best used for decks which need lots of Gold so you can afford expensive cards and combos.  
**Farm breaks even after 2 rounds since it was placed, assuming the Farm was not removed.
**Farm breaks even after 2 rounds since it was placed, assuming the Farm was not removed.
*Some players may keep their Banana Farms in order to fund lots of strong bloons and/or afford multiple Ultra Rares. Additionally, strategies that heavily rely on [[Jungle's Bounty Druid]] may have Farms to assist enough life regeneration to offset heavy HP losses.
*Farm is extremely useful early and late for affording stronger offenses that your opponent can’t keep up on. Using it on 10 eco allows for plays such as two [[MOAB (BCS)|MOABs]], a [[DDT (BCS)|DDT]], and a [[MOAB (BCS)|MOAB]] and a [[Healing Bloon]] without having to save any Gold. Using it during early stages of the game allows for easier times affording Bloons like [[MOAB (BCS)|MOAB]], [[BFB (BCS)|BFB]], and [[Soulstealer Bloon]].
*Equipping one or two Banana Farms is usually enough in a deck, as a third one is potentially excessive.
*Strategies that rely on [[Jungle's Bounty Druid]] may have Farms to assist enough life regeneration to offset heavy HP losses.
*Running one or two Banana Farms is usually enough, but a third can be run if finding Banana Farm is crucial for the deck.
*Banana Farm can be used early to counteract the effects of cards like [[Fright Night]] or [[Economy Drain]], as it is a source of Gold that cannot be removed by those cards.


==Update history==
==Update history==