Eerie Lifeforce: Difference between revisions

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==Tips==
==Tips==
{{outdated|fundamentally changed for OTK late-game, now less combos without the QAF}}
{{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 used early or 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 used early or as a last resort to stall the Bloon before a card such as [[Return to Sender]].
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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.
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.
Version 6.4 increased Eerie Lifeforce's Gold cost now that it become one of the best late-game win conditions for control decks while still being a great option in all competitive matches against aggro.<ref name="odysseyTOS-6.4">{{cite|url=https://www.youtube.com/watch?v=Y5RCsiqq--s|title=6.4 Tester Commentary - Bloons Card Storm|publisher=YouTube|author=OdysseyTOS}}</ref> The cost nerf mainly aims to limit its viability as an anti-aggro tool,<ref name="odysseyTOS-6.4" /> but has also made it harder to combine as OTK (despite OdysseyTOS not mentioning this explicitly).


==Gallery==
==Gallery==