Long Range Rang is a Basic Powercard in Bloons Card Storm, introduced in version 4.0. It deals 70 damage to a target Bloon. If it does not destroy the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It cannot return if the player is at 0 cards left, even if the Long Range Rang didn't destroy a Bloon.
Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially Target Practice Blimp). To keep it, ensure it never pops a Bloon; the reverse is true.
Long Range Rang can also target own Bloons. For instance, popping or damaging The Eternal, chipping a Volatile Bloon to follow up with a Hero ability, or unclog one Red Bloon from a Red Bloon Apopalypse. It's not strictly better than Quincy's Arrow Shot, however, as he's better for triggering Growth Gas Bloons.
With max Gold, up to 6 Long Range Rangs can be played, for up to 420 damage.
Cycling through Long Range Rang usages is time-consuming, about 5 seconds per use, which includes the time needed to grab the card and pick a target.
Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless some situations require it to fully pop a Bloon, such as opening space for The Eternal, or against most enemy scaling Bloons.
Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off.
Double Lead Bloon takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers.
Double Ceramic Bloon takes three hits to reach 10 Health, assuming no Health modifiers.
Stage 1 Dreadbloon at phase 3 and above has Rock Bloons with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4.