Rare Power: Difference between revisions

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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 ==

Revision as of 13:12, 2 November 2025

Rare Power
Rare Power card art
Draw a random Rare card from your deck.
I consider rarity more of a... suggestion.
Class Advanced Advanced
Card Pack Classic
Rarity Uncommon
Keywords
Introduced Version 2.0
Stats
Cost Gold 2 Charges 2

Rare Power is an Advanced Power card in Bloons Card Storm, introduced in version 2.0. It draws a random Rare-rarity card from the player's deck. If the player's hand is full and a two-charge Rare Power is used, or if no Rare cards remain in the deck, the card is consumed without triggering the effect.

The card artwork depicts a Wizard Monkey creating another card, which is glowing yellow.

Tips

This strategy section is empty or incomplete.
See the strategy guidelines for more information on how to write strategy sections.
The editor who added this notice elaborates: 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
This section was last updated for: version 6.1
  • For an Uncommon card, 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.
    • 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).
  • 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.
  • Like most drawing cards, it encourages a full hand, thus it's not suitable for The Eternal decks.
  • Like the 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.

In other languages

This section was last updated for: version 3.2
Name
Language Text Notes
Danish Sjælden kraft
German Seltene Kraft
Spanish (Latin America) Poder raro
French Pouvoir rare
Italian Potere raro
Japanese レアなパワー
Korean 희귀 힘
Norwegian Sjelden kraft
Polish Rzadka moc
Portuguese (Brazil) Poder Raro
Russian Редкая сила
Swedish Sällsynt kraft
Chinese (traditional) 稀有力量
Flavor
Language Text Notes
Danish Jeg ser sjældenhed mere som et... forslag.
German Ich betrachte Seltenheit eher als … Vorschlag.
Spanish (Latin America) Considero la rareza más bien una... sugerencia.
French Je considère la rareté comme plus ou moins... une suggestion.
Italian Considero la rarità come un... suggerimento, più che altro.
Japanese 自分的にはレアリティを…ひとつの提案ととらえている。
Korean 희귀도란 게... 꼭 절대적인 건 아니죠.
Norwegian Jeg anser sjeldenhet som en … antydning.
Polish Rzadkość uważam raczej za... sugestię.
Portuguese (Brazil) Eu considero a raridade um tipo de... sugestão.
Russian Я считаю редкость скорее... предложением.
Swedish Jag anser att sällsynthet är mer av ett... förslag
Chinese (traditional) 我覺得稀有度更像是一種……建議。