Eerie Lifeforce: Difference between revisions

Qwertyxp2000 (talk | contribs)
i saw that eerie lifeforce otk post with the storm
Qwertyxp2000 (talk | contribs)
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{{BCS last updated|6.2|section=y}}
{{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. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only as a last resort to stall the Bloon before a card such as [[Return to Sender]].
*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 as a last resort to stall the Bloon before a card such as [[Return to Sender]].
*Like with Improved Fortification's extra delay, Immobile Bloons don't care about the effect
*Like with Improved Fortification's extra delay, it can be used in combination with OTK, and Immobile Bloons don't care about delay.
**[[ARBITR]] can be used if the opponent lacks anything strong enough to stop it.
**[[ARBITR]] can be used if the opponent lacks anything strong enough to stop it.
**Similar tactics to strengthen a friendly [[Double Yellow Bloon]] before using two [[Quick Ready]] can be done. Double Yellows from the [[Storm (BCS)|Storm]] are still easier; playing a Double Yellow plus those cards would cost 21 Gold.<!--5+2+7*2=21-->
**Similar tactics to strengthen a friendly [[Double Yellow Bloon]] before using two [[Quick Ready]] can be done. Double Yellows from the [[Storm (BCS)|Storm]] are still easier; playing a Double Yellow plus those cards would cost 21 Gold.<!--5+2+7*2=21-->