User:Polavux/Strategy:Bloons Card Storm: Difference between revisions
Qwertyxp2000 (talk | contribs) |
i like some of the card archetypes you suggested, not sure about the others |
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==Card | ==Card roles== | ||
*'''Board clears''': cards that damage all of the opponent's Bloons, like [[Spike Storm!]], [[Super Monkey Storm (BCS)|Super Monkey Storm]], [[Thunder Druid]], and [[Firestorm (BCS)|Firestorm]]. Almost every viable deck is going to run at least a few of these. | *'''Board clears''': cards that damage all of the opponent's Bloons, like [[Spike Storm!]], [[Super Monkey Storm (BCS)|Super Monkey Storm]], [[Thunder Druid]], and [[Firestorm (BCS)|Firestorm]]. Almost every viable deck is going to run at least a few of these. | ||
*'''Scalers''': [[Monkey (BCS)|Monkey]]s that get stronger over time, like the [[Wizard Monkey (BCS)|Wizard Monkey]] and [[Spike-o-Pult (BCS)|Spike-o-Pult]]. Typically run in control decks to allow ample time for them to scale. | *'''Scalers''': [[Monkey (BCS)|Monkey]]s that get stronger over time, like the [[Wizard Monkey (BCS)|Wizard Monkey]] and [[Spike-o-Pult (BCS)|Spike-o-Pult]]. Typically run in control decks to allow ample time for them to scale. | ||
*'''Tutors''': cards designed to draw cards | *'''Card draw''': cards that draw other cards without targeting specific kinds of cards. This includes Powers like [[Supply Drop (BCS)|Supply Drop]], [[Restock]], and [[Archer's Instinct]], as well as card-drawing Bloons like [[Black Bloon (BCS)|Black Bloon]]s, [[White Bloon (BCS)|White Bloon]]s, and [[Zebra Bloon (BCS)|Zebra Bloon]]s. | ||
*'''Removers''': | *'''Tutors''': cards designed to draw specific kinds of cards from a deck, such as [[Signal Bloon]], [[Bloon Reinforcements!]], and [[Rare Power]]. Decks using these will typically be set up so the tutors will always draw specific cards (e.g. [[Extractor Bloon]]s being the only Basic Bloons in a deck running Reinforcements). | ||
<!--Other ideas: "junk" >> think rba; "stall" >> hmm maybe "junk" | *'''Removers''': cards that remove a Monkey or Bloon, such as [[Expert Negotiator]], [[Bed Time]], and [[Shrink]]. Often run by midrange and control decks to stop the opponent from outlasting with high-value Monkeys and Bloons. | ||
*'''Finishers''': cards designed to finish off an opponent at low health when the opportunity comes, such as [[Pink Bloon (BCS)|Pink Bloon]]s, [[Quick Ready]], [[Bloon Strike]], and [[Hastening Bloon]]s. Often run in aggro and midrange decks. | |||
<!--Other ideas: "junk" >> think rba; "stall" >> hmm maybe "junk"?; "sabotage"? >> possibly just removers but may also be stuff like whoops, stunned, and cfire; "booster" >> umm, boost?; also add something to encompass Farms and Bloontonium generators--> | |||
==Deck archetypes== | ==Deck archetypes== | ||
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===Combo=== | ===Combo=== | ||
{{incomplete|Combo is making combinations with multiple cards? Mention OTK combo? Mention combo aggro (e.g. bolstered, embiggen, etc.)? Mention more combo cards, including those Eternal-specific decks?}} | {{incomplete|Combo is making combinations with multiple cards? Mention OTK combo? Mention combo aggro (e.g. bolstered, embiggen, etc.)? Mention more combo cards, including those Eternal-specific decks?}} | ||
<!-- Combo decks are variants of aggro/control/midrange decks that focus on exploiting particularly strong synergies between specific cards and/or using specific cards to their full potential. idk maybe give examples of combo decks for all three archetypes like emboldened aggro and eternal midrange --> | |||
===Tempo=== | ===Tempo=== | ||
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==Deck-building== | ==Deck-building== | ||
The most important element of building a deck is having a specific gameplan in mind. Not all viable decks fall into an archetype, but many do because they have clear plans for setting up wins that they can consistently execute. The key is not to pick cards | The most important element of building a deck is having a specific gameplan in mind. Not all viable decks fall into an archetype, but many do because they have clear plans for setting up wins that they can consistently execute. The key is not to pick cards just because they are good in a vacuum, but to pick cards that can execute a plan and/or work with other cards in your deck. For example, [[Pink Bloon (BCS)|Pink Bloon]]s are good cards, but they are rarely useful in control decks that are built to win in the late game by pushing large Bloons, and will often be wastes of card draws in those decks. Control decks will want to run cards that can enable those large Bloon pushes, like scalers to survive for a long time and [[Expert Negotiator]] to weaken the opponent's damage output. | ||
It is important to consider the number of copies of each card in a deck. More copies means a card can be drawn more consistently, but also that it is more likely to be drawn when you don't need it. In general: | It is important to consider the number of copies of each card in a deck. More copies means a card can be drawn more consistently, but also that it is more likely to be drawn when you don't need it. In general: | ||
*Run one copy of cards you never want multiple of | *Run one copy of cards you never want multiple of. | ||
*Run two copies of cards you typically want only one of, but can work with two (e.g. [[Dart Monkey Twins]]). | *Run two copies of cards you typically want only one of, but can work with two (e.g. [[Dart Monkey Twins]]). | ||
*Run three copies of cards you want multiple copies of in most games (e.g. [[Spike Storm!]]), or cards that can't be tutored that are required for specific setups (e.g. [[Bloon Embiggen]]). | *Run three copies of cards you want multiple copies of in most games (e.g. [[Spike Storm!]]), or cards that can't be tutored that are required for specific setups (e.g. [[Bloon Embiggen]]). | ||
*For even more consistency, decks often run multiple different | *For even more consistency, decks often run multiple copies of different cards with the same role. For example, lategame decks will typically carry multiple copies of both [[MOAB (BCS)|MOAB]]s and [[BFB (BCS)|BFB]]s. | ||
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