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 pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their deck, even if it doesn't pop a Bloon.
Long Range Rang demands a lot of Gold to ever be considered for a deck. At 3 Gold for 70 damage, it fails to fully pop even 2 cost Bloons such as Strike Bloon or Swarm Green Bloon and also requires monkeys to finish them off.
Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on. Use it sparingly for later rounds, when Gold is less of a problem.
To keep it, ensure it never pops a Bloon; the reverse is true.
Although it can target your own Bloons, there's little practical reason to do that.
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 Long Range Rang serves as a wincon, particularly for Deck Manipulation Dreadbloon.
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.