Bloons Card Storm glossary

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This is a list of terminology pertaining to Bloons Card Storm.

In-game terminology

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Active Ability
Add
Generating a temporary copy of a card that disappears at the end of a match. For example, Arcane Master adds a Yellow Bloon to the owner's hand.
Ammo
A resource representing the number of times a Monkey can attack before it needs to reload.
ATK
The amount of damage a Monkey deals with its attack to a Bloon. Originally referred to as "Attack Power" and sometimes abbreviated "AP", but was renamed in version 4.4 to avoid confusion with Armor Piercing.
Attack
Bloon
Bloontonium
Card
Card Back
Controller / owner
The player whose side of the field a card belongs to. There does not appear to be a distinction between a controller and owner (Emboldened Bloon uses "control", while Return to Sender uses "owner", but they refer to the same concept).
Cost
The amount of Gold or Bloontonium required and consumed in order to play a card.
Damage
This term has two meanings:
  • The amount of damage that a Bloon takes from a Monkey, Hero, Power, or card effect.
  • The amount of damage that a Hero takes from a Bloon or Power.
Deck
Deck out

A condition where the player loses because they are still at 0 cards on the next turn.

Delay

The amount of turns that a Bloon has before it's able to attack the Hero, barring any additional card effects.

Draw
This term has two meanings:
  • An action that adds a card from the player's deck to their hand. Most drawing actions draw the top card(s) of the player's deck to their hand, such as the draw that occurs at the start of each turn, but some actions can search for and draw specific kinds of cards.
  • An end-of-game state in which both players have reached a win condition at the same time (i.e., both players' Heroes have 0 health).
Economy
The base amount of Gold the player earns at the start of their turn, represented by a number on top of a green coin.
Effect
Enemy
A card controlled by the opponent.
Friendly
A card controlled by the player.
Gold

Currency during a match, which can be used to afford most cards.

Graveyard

The total Bloons that were destroyed throughout the game.

Hand

The player's current set of cards. It can only hold up to 8 cards at a time.

Heal
An action that restores the health of a Hero or Bloon, but cannot raise the target's health above its maximum health. Actions that can raise health above the normal amount are usually referred to as "gaining <x> health" in descriptive text, and they usually also raise the target's maximum health for the purposes of healing.
Health
This term has multiple meanings
  • The amount of points of a Bloon, which pops the Bloon when its health is at 0 or below
  • The amount of points of a Hero, which causes them to lose the game if their health is at 0 or below.
Hero

A playable character that has special abilities that cost Bloontonium, and capable of equipping cards unique to them.

Hero Ability
Keyword
Terms that describe specific effects or trigger conditions of effects.
Map
Match
Monkey
Opponent
Passive Ability
A Hero Ability that triggers its effects automatically as long as that Hero's Bloontonium is at or above a specific threshold.
Play
Player
Power
Rarity
Reload
Remove
Round
Shield
Storm
Summon
An action that creates a Bloon, such as a player playing a Bloon card or the Storm generating a Bloon. Originally referred to as "spawning" in in-game text, but all instances of it were replaced with "summoning" (or other conjugations of the word) in version 2.2.
Target
Turn

Jargon

These terms are commonly used by players and occasionally in patch notes or official decks. However, they are not used within gameplay-related text, such as card descriptions or Hero Ability descriptions.

Aggro
The process of immediately and constantly applying pressure to an opponent with low-delay Bloons before their defense is established.
Bait
A play that forces or goads the opponent to respond in a specific way, such as playing a weaker Bloon to get the opponent to use all their ammo on it, then playing stronger Bloons on the next turn to make it harder for the opponent to defend.
Bounce
An action that returns a card to the owner's hand (e.g. Return to Sender, Salvation).
Brick
Cards which are held in hand for an extended period of time without a way or reason to use them, thus taking up space in a player's hand.
Burn
Damage dealt to a Hero with card effects instead of Bloons, such as Bloon Strike.
Control
The process of eliminating as many opposing threats as efficiently as possible to ensure they are unable to react to threats in later rounds, or run out of cards in their deck.
Finisher
A card that can reduce an opponent's health to 0 when the opportunity comes, such as Pink Bloon or Quick Ready.
Midrange
A deck built to win in the mid-game by surviving early-game aggro decks and beating control decks before they can set up their main defenses.
Mirror
A match where both players have very similar decks or playstyles.
Mulligan
The act of discarding a card from the player's hand, returning it to the deck, and drawing a new card. Each player can mulligan a card in their starting hand up to three times before the first turn.
OtK / OTK
Short for "one-turn kill", meaning reducing the opponent's health from full to 0 in one turn.
Power creep
The general trend of newer cards outclassing older cards.
Stall
The act of slowing the opponent's progress. This often involves cards that increase Bloon delay, such as Slowing Bloon and Glue Storm, though it can also include cards like Red Bloon Apopalypse that prevent the opponent from performing actions for a few turns.
Tech
Cards run in a player's deck solely to counter an opposing deck, rather than increasing the effectiveness of a player's own deck.
Tempo
The process of getting high value out of offensive and defensive cards to create a snowballing effect and win the game by having higher stats than the opponent.
Tutor
A card that draws specific cards from the player's deck to their hand (e.g. Monkey Investigator tutors Bloon cards).

Common aliases and abbreviations

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