ARBITR: Difference between revisions
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Qwertyxp2000 (talk | contribs) →Tips: repetition truncated, expanded with saying what effectively means "this is a bad card for this reason" |
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==Tips== | ==Tips== | ||
{{BCS last updated|6.2|section=y}} | {{BCS last updated|6.2|section=y}} | ||
* | *Use the ARBITR to temporarily stop the opponent's board, gain turns to defend, and send your own counterrushes if possible. Control decks don't run this card due to its low long-term value. | ||
*Don't get complacent with the ARBITR; the opponent may still try to pop or remove it. | |||
**[[Return to Sender]] is a common removal against this. | |||
**[[Robo Monkey (BCS)|Robo Monkey]] with at least +25 ATK with all shots is enough to pop it in a single turn. | |||
**Some decks, including aggro decks, may add ARBITR as an anti-aggro Bloon. Have some Monkeys in a deck to avoid losing all aggression. | **Some decks, including aggro decks, may add ARBITR as an anti-aggro Bloon. Have some Monkeys in a deck to avoid losing all aggression. | ||
**Ezili's Hex ability is a hard counter to the ARBITR, even if it's extremely Armored. | **Ezili's Hex ability is a hard counter to the ARBITR, even if it's extremely Armored. | ||