Rare Power: Difference between revisions

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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}}
{{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|6.2|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. 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-->
*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.
**[[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).
*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.
**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.
**For board clears, [[Super Monkey Storm (BCS)|Super Monkey Storm]] and [[Thunder Druid]] 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]].
**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]].
**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.  
*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 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.
*Some draw and pick cards are also Rares. Thus, it's not recommended to pair with multi-charge draw cards like [[Clever Green Bloon]] and [[White Bloon (BCS)|White Bloon]].
*Some draw or removal cards are not Rares, and thus won't become candidates for Rare Power. [[Bed Time]] is the only Uncommon Monkey removal, and [[Zebra Bloon (BCS)|Zebra Bloon]] is also Uncommon.
*To maximize card draws with a Rare Power that has 2 charges, make sure to have 7 or less cards in your hand.
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== Update history ==
== Update history ==