User:Polavux/Strategy:Bloons Card Storm: Difference between revisions
Qwertyxp2000 (talk | contribs) btw, when is article come out |
now would be a good time to finish this now that 4.0 is out |
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==Card roles== | ==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]], [[Accident at the Lab]], 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]] | *'''Scalers''': [[Monkey (BCS)|Monkey]]s that get stronger over time, like the [[Wizard Monkey (BCS)|Wizard Monkey]], [[Spike-o-Pult (BCS)|Spike-o-Pult]], and [[Heart of Vengeance Druid]]. Typically run in control decks to allow ample time for them to scale. | ||
*'''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. | *'''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. | ||
*'''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). | *'''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). | ||
*''' | *'''Removal''': cards that remove or move a Monkey or Bloon, such as [[Expert Negotiator]], [[Bed Time]], [[Shrink]], [[Return to Sender]], [[Bloon Redirect]], and [[Bloonsday Device (BCS)|Bloonsday Device]]. 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 with Bloon-boosting cards like [[Double Trouble]] and [[Fortify]]. | *'''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 with Bloon-boosting cards like [[Double Trouble]] and [[Fortify]]. | ||
*'''Stallers''': cards designed to slow down the opponent, such as [[Red Bloon Apopalypse]], [[Glue Storm (BCS)|Glue Storm]], [[Slowing Bloon]], and [[Powerful Slowing Totem]]. | |||
*'''Protection''': cards that protect the Hero from damage, such as Defenders, [[Hero Protection]], and [[Corvus Academy of Arts]], to prevent one turn kills. | |||
<!--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--> | <!--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--> | ||
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<!-- 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 --> | <!-- 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 --> | ||
<!--mention eternal decks with combo with expand itself?--> | <!--mention eternal decks with combo with expand itself?--> | ||
Combo decks are | Combo decks are variants of aggro, midrange, or control decks that focus on using specific combinations of cards to their fullest potential. | ||
The most common kind of combo deck is a OTK (one turn kill) deck, which focuses on winning the game in a single turn with no prior setup. Cards like [[Quick Ready]] and [[Double Trouble]] allow a deck to apply a lot of sudden damage on a single Bloon with a lot of health, like a [[Bolstered Bloon]] (aggro) or [[The Eternal]] (midrange or control), while cards like [[Bloon Embiggen]] and [[Ceramic Glazing Kiln]] work better for swarms of [[Pink Bloon (BCS)|Pink Bloon]]s and [[Setup Bloon]]s. | |||
===Tempo=== | ===Tempo=== | ||
{{incomplete|Tempo is something to build time? describe cards and heroes that suit tempo}} | {{incomplete|Tempo is something to build time? describe cards and heroes that suit tempo}} | ||
Tempo decks focus on putting constant pressure on the opponent throughout the whole game. These decks focus on threatening the opponent with cards like [[MOAB (BCS)|MOAB]]s and [[Steady Growth Bloon]]s that require the opponent to attack those instead of the tempo player, draining their resources while allowing the tempo player to keep spending resources on applying pressure. These decks tend to be weak to hard removal, like [[Bloonsday Device (BCS)|Bloonsday Device]] or [[Bloon Redirect]]. | |||
The most common tempo Hero is [[Zee Jay (BCS)|Zee Jay]], who can increase the health of one Bloon each turn for free and can generate [[Rad Bloon]]s that give him more resources the longer they stay in play. | |||
==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 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 | 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 in the end, like scalers, removal, and board clears. | ||
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. [[ | *Run two copies of cards you typically want only one of, but can work with two (e.g. [[Barrel of Monkeys]]). | ||
*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 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. | *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. | ||