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--> | ||
**[[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. | |||
** | *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). | ||
** | **The biggest incentive for Rare Power is [[Quick Ready]], which works well in a lot of strategies. | ||
** | **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. | ||
** | **A lot of popular removal cards are Rares, including: [[Return to Sender]], [[Shrink]], [[Expert Negotiator]], [[Ghost Monkey]]. | ||
**For OTK decks, there are multiple cards that may benefit from this including: [[Double Trouble]], [[MOAB Construction Facility]]. | |||
** | *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 | *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. | ||
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== Update history == | == Update history == | ||