Rare Power: Difference between revisions

Qwertyxp2000 (talk | contribs)
more could be said here about rare power, it looks cool but it's nothing more than just an advanced card grinder imo
Qwertyxp2000 (talk | contribs)
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==Tips==
==Tips==
{{strategy needed|Add more use cases of Rare Power, and state what this card is really incentivized for, and the strengths/weaknesses of this card over others}}
{{BCS last updated|6.1|section=y}}
{{BCS last updated|6.1|section=y}}
*For an Uncommon card,<!--comparison of its own rarity compared to cards it draws--> Rare Power guarantees any of the Rare rarity cards, allowing to cycle through vital Rares sooner but at the cost of Gold.
*For an Uncommon card,<!--comparison of its own rarity compared to cards it draws--> Rare Power guarantees any of the Rare rarity cards, allowing to cycle through vital Rares sooner but at the cost of Gold. It's not particularly valuable compared to [[Pick]] cards and traditional draw cards; many players rely on multiple Rares, increasing difficulty for Rare Power to isolate a wincon from Rares alone, Rare Power encourages a full hand, and is not efficient in early-game.<!--there is storm of arrows early picks, but... that's too early and there's not enough 3_or_less_g rares-->
*Important cards that warrant Rare Power in a card slot include:
**[[Quincy (BCS)|Quincy]] users tend to prefer [[Archer's Instinct]], which also has two charges and costs 2 Gold each, but the player can choose a card instead of only drawing Rares.
**Finishers, especially [[Quick Ready]]. [[Pink Bloon (BCS)|Pink Bloon]] is also a Rare but not enough to entirely warrant equipping Rare Power, unless going for a midrange deck.
*Most players tend to equip this with the incentive of speeding up wincons, or gathering removals or board clears (the majority of popular removals and board clears are Rares).
**Bloons for pressure. [[MOAB (BCS)|MOAB]] is a solid example of a rushing bloon.
**The biggest incentive for Rare Power is [[Quick Ready]], which works well in a lot of strategies.
**Board clears. Almost all the released ones are Rares. [[Thunder Druid]] and [[Super Monkey Storm (BCS)|Super Monkey Storm]] are frequently used Rares for dispatching high-HP swarms. [[Spike Storm!]] and [[Firestorm]] are still good draws.
**For board clears, [[Thunder Druid]] and [[Super Monkey Storm (BCS)|Super Monkey Storm]] are frequently used Rares for dispatching high-HP swarms. [[Spike Storm!]] and [[Firestorm]] are still good draws.
**Miscellaneous control cards. [[Hero Protection]] is a strong candidate because of its capability to tank a dangerous bloon without life loss. [[Jungle's Bounty Druid]]'s life regeneration is very strong if the opponent does not rush much during the mid-game.
**A lot of popular removal cards are Rares, including: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]], [[Ghost Monkey]].
**Removal cards. A lot of popular removal cards are Rares: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]].
**For OTK decks, there are multiple cards that may benefit from this including: [[Double Trouble]], [[MOAB Construction Facility]].
**Combo cards. [[Double Trouble]] is a standout example for OTK decks.
*Having too many Rare Powers in a deck can fill the hand often with the drawn Powers. Drawing all three Rare Powers at once is bad, because they'll easily get stuck in your hand, wasting the extra draws.
*Drawing all three Rare Powers in the early-game is bad, because these cards and the drawn Powers will easily get stuck in your hand, wasting the extra draws.
*Like most drawing cards, it encourages a full hand, thus it's not suitable for [[The Eternal]] decks.
*Like the [[White Bloon (BCS)|White Bloon]], if wanting to maximize card draws, make sure to have 7 or less cards in your hand before playing a Rare Power that has 2 charges.
*Like the [[White Bloon (BCS)|White Bloon]], if wanting to maximize card draws, make sure to have 7 or less cards in your hand before playing a Rare Power that has 2 charges.
*Rare Power, like most drawing cards with multiple charges, encourages a full hand. Thus, it's not suitable for [[The Eternal]] decks.
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== Update history ==
== Update history ==