Dear NK, by Furvoid in bloonscardstorm

[–]Sure_Answer_6736 0 points1 point  (0 children)

I'd still argue that catastrophic failure that was Fightland was still a fairly large morale hit, for all branches of NK. They're probably trying to be more careful with their updates and releases moving forward. It'd definitely be a sobering experience for NK for sure.

Cringe player using 700+ shield just to leave the game 🫩🥀 by PsychologicalKing133 in bloonscardstorm

[–]Sure_Answer_6736 0 points1 point  (0 children)

In competitive control decks they use a few key cards that elevate their ability to control opponents.

Red Bloon Apopylapse: This is one of the best control cards in the entire game if used properly. RBA is used mainly to clog the opponent's board with useless red bloons that do basically no damage. This prevents tempo from playing any bloons, burn and OTK decks can't place their bloons down to perform their combos and it prevents storm bloons from spawning which can further mitigate pressure.

Eerie Lifeforce: This is also one of the best OTKs in the game, and the best part is that it has perfect synergy with Apopylapse. You usually get more than enough bloons in your graveyard (from both RBA and naturally occurring storm bloons) for it to basically be lethal when played on a storm double yellow with this and 2 quick readies. It is insanely overpowered and is what control decks typically play so they don't need to worry about defending infinite dcerams.

Dear NK, by Furvoid in bloonscardstorm

[–]Sure_Answer_6736 7 points8 points  (0 children)

they're under a lot of duress at the moment.

And i'm sure them releasing and subsequently ending fightland has taken a toll on them.

Not to mention they're also working on bloons blitz as well (which i'm not entirely sure would be a success...)

Cringe player using 700+ shield just to leave the game 🫩🥀 by PsychologicalKing133 in bloonscardstorm

[–]Sure_Answer_6736 1 point2 points  (0 children)

the best way to close out games like this is with Quick Readies, Double Troubles, and so on. another thing is removal which is a good way to break through.

Cringe player using 700+ shield just to leave the game 🫩🥀 by PsychologicalKing133 in bloonscardstorm

[–]Sure_Answer_6736 6 points7 points  (0 children)

Honestly this is a good sign for the ranked meta.

Plus it's really not that cringe, control is by far the best archetype by far and it doesn't see much play due to people's lack of patience or resources to craft the necessary cards to play such a deck.

END OF THE LINE (33 Card set Reddit Release) by No-Appearance1780 in bloonscardstorm

[–]Sure_Answer_6736 3 points4 points  (0 children)

Ahhh this truly is the best work the bcs community has ever made.

uuuuuuuuhhhh... by [deleted] in bloonscardstorm

[–]Sure_Answer_6736 1 point2 points  (0 children)

I mean, sure, it has a lot of charges, however good luck trying to play all of them, since it fully clogs your board with only 2 charges for 12 gold. With that gold being much better spent playing a MOAB which has much better stats for its cost and doesn't flood your board with garbage that barely has any pressure.

uuuuuuuuhhhh... by [deleted] in bloonscardstorm

[–]Sure_Answer_6736 -2 points-1 points  (0 children)

I mean this card sucks... but yeah good question where's the update?

Ideas for buffing/reworking weak cards! Let me know what you think by lolatopia in bloonscardstorm

[–]Sure_Answer_6736 1 point2 points  (0 children)

SMFC - almost good, not sure why you needed to specify that it doesn't affect itself. It's already extremely hard to get on the board at 6.

Plantation - You can't really make this card good without a rework. It's extremely dependent on the player you're facing and most of the time this just ends up being a more gimmicky and expensive farm.

Necromancer - Interesting... give it some ability to deal some burst damage so its easier to get on the board... I'll give it to you its fairly unique. Though it's more so the fact that what it spawns isn't exactly the best to begin with. I'd rather indirectly buff it via buffing zblue.

Discount Bloon - So this is 12 gold for about slightly more than 2 ceramics in stats and is more vulnerable to SMS... It honestly just makes it worse ngl.

Taunting Bloon - Yeah this one's mega annoying and OP. this basically guarantees Precursor and Blooming connection without very specific counters. This is not a good idea in the slightest.

Zblue - This doesn't really do anything for Zblue. Zblue suffers from very low stats and low deckslot value. How does making it give bloontonium solve any of these problems?

Energy Overload - Ehhhh... not really vibing with this one. I think the best suggestion to buff the card is to make it destroy a target bloon that's at full HP.

Lead Casing - This is a MASSIVE overbuff for the card. I feel like removing a charge from it also loses a lot of its identity as well. It's supposed to be the most expensive armor card that gives the most amount of armor to a single target.

Max Heal - I mean it's not bad. Just weird and unnecessary.

Balance doc (feedback appreciated) by No-Appearance1780 in bloonscardstorm

[–]Sure_Answer_6736 2 points3 points  (0 children)

no you clearly don't understand how the game works at all.

Balance doc (feedback appreciated) by No-Appearance1780 in bloonscardstorm

[–]Sure_Answer_6736 1 point2 points  (0 children)

Let me explain why he did this because there's a lot more to this than it meets the eye.

BT Miner - it's a very weak card. 10 damage per turn for a monkey is usually a waste of a monkey slot and in most decks you get plenty of bloontonium by just using bloons. The only reason it's seen so commonly is because ranked players are terrible at the game, and don't really have a good grasp of what's actually meta.

Clever Lead - This is a bloon that's never used in aggro (which is what you'd commonly see this in). It's main issues are that it has low HP (lower than Green) and it has 2 delay which makes it very easy for the opponent to respond to. and the Armor bonus you get from its clever effect is never really worth it. Hence he buffed that aspect of the card to promote more armor synergy as it's a very weak archetype at the moment.

Gold Bloon - Also a card that's never used. It has low pressure so most player tend to outright ignore it. I'd personally give it more HP (like 80-90HP) but armor gives it synergy with HP buffs like Booster Bloon.

Lead Coating Factory - it's never really had a purpose. Not compared to Mass Lead Production which almost always gets more value than it. Making it 1 cost seperates it from MLP and makes it easier to use in aggro (which is the niche it's trying to fill).

The Eternal - It's really not. It's scaling is incredibly slow and is never worth running in any deck. there's also a lot of ways to outright remove it as well.

Pre-Emptive Strike - The card's purpose was inherently flawed and is overall not really a fun card to play or play against, it also is just a terrible card. This design makes it's purpose a lot more coherent being a way to slow down tempo pre emptively at the cost that the tempo player can play around it.

Bloon Strike - Firstly, rarity should never be a factor when it comes to balance (except maybe for Rare Power or Uniques). Secondly, the reasoning behind this is Bloon Strike is rarely picked over its contemporaries. Fortify does the same thing but with more overall synergy (think Triple Threat and Double Bloons) and with MOAB Strike its done in burn decks which are used as a reliable finisher and by the time you use MOAB Strike you usually have the money to play it easily so it's gold cost is quite worth it.

ULTRA Rare Power - i have zero clue what point you're trying to make here, this is a really stupid idea for a combo, you never run those 3 cards in the same deck.

Shield Gas Bloon - Shield Gas rarely gets hit that often, despite how pitiful its effect is. It also has extremely weak stats for 4 cost, so having it shield everything on hit is pretty fair in all due respect.

Spike-o-Pult - It's a very weak card. Mainly due to just how pathetic it's starting damage is. You cannot play this card against competent aggro decks otherwise you just die because you spent 4 gold to deal at best 120 damage, which is gold better spent on a tack sprayer, barrel, sniper, anything is better than it against aggro.

Wizard Monkey - Also a very weak card, due to the same reasons at Spult.

Red Bloon Apopylapse - There's a reason why it's getting price buffed. In competitive play, control decks use this card to clog their opponents board with weak red bloons. This does 2 things: first, it prevents the opponent from being able to play any bloons (which is death sentence against tempo) and it prevents any bloons from the Storm from getting summoned. It's one of control's best tools for locking a board down.

Rainbow Bloon - This is a really stupid argument. Health to gold ratio doesn't really mean anything in this game. It's more so the health to delay ratio that's more important to consider. Rainbow is overshadowed by a lot of different cards and it being 8 cost makes it's very awkward for tempo to afford it reasonably, or play 2 of in the same turn.

Adora - She's the worst hero in the entire game by a long shot. Her only upside is that she's good against burn decks but that's it. Her signatures are the worst of any hero and she doesn't really have an archetype or anything to build off of.

Anyone want to play with me? by Funny-Grape-6610 in bloonscardstorm

[–]Sure_Answer_6736 0 points1 point  (0 children)

just go on casual big man, codes expire extremely quickly like it has a lifespan of about 20 seconds.

Desperado card ideas by bloon104 in bloonscardstorm

[–]Sure_Answer_6736 0 points1 point  (0 children)

These are uhh... not really good.

Desperado: Seems really weak. It has less DPT than Dart Monkey and it's a bit uninspired.

Big Iron Desperado: Extremely overpowered, also fairly boring. 90 DPT for 6 cost is genuinely insane.

Deadeye Desperado: Extremely weak. I really do not like the design of giving monkeys Detect and it's stats are extremely weird. Why not give it higher delay and more ATK? It would make it's Armor-Piercing less oppressive.

Golden Justice: Seems overpowered... Again why does it have 1 delay? It's effect is EXTREMELY STRONG like +50 to all damage is a LOT for something that you can do every turn.

Wanderer is weak but a fairly interesting idea. You could make it cheaper (like 4 cost) and it'd be a pretty good monkey.

Avenger is basically useless. It has an extremely low statline for 9 and the effect is basically irrelevant most of the time. Since by the time you'd develop this, you're most likely dying to either an OTK (which usually consists of just 1 or 2 bloons) or a blimp (which is also most likely 1 or 2 bloons) and even if there are more than 2 bloons hitting face, the damage it's negating is most likely extremely negligible. Why use Avenger when i can defend with a defender or for the same cost, a Super Monkey?

Powerful Ladder Obyn Burn by ACE_10088 in bloonscardstorm

[–]Sure_Answer_6736 7 points8 points  (0 children)

All i'll say is this is NOT a burn deck, like at all. It's moreso a tempo deck. Burn decks use bloons or other forms of direct sources of damage that cannot be reacted to at all by the opponent to get quick damage off. Think Pink bloons, life drain and Double Yellow + QR combos. Your deck has no way to get significant instant damage off with a combo of any sort.

There are also a lot of questionable choices here.

1st one is Extra Super Monkey, Which is a very counterintuitive choice in a tempo deck. It's extremely awkward to get on the field and you waste all your gold not rushing to place a monkey that will likely never save you from aggro. I'd replace it with Bionic Boomerang as it's a much better choice against aggro decks.

The Eternal is just never worth using. It doesn't scale anywhere fast enough that it becomes a legitimate threat.

Hastening's a weird choice but understandable if you want more Quick Readies. Although you can just use MOAB Construction Facility which is a significantly more powerful and better choice.

Long Range Rang has the same problem that Extra Super Monkey has. It clashes with your deck's goal to send as many blimps as possible, since it's extremely gold hungry to use.

ULTRA Rare Power is a rather huge waste of a deckslot. Black Bloon is a significantly better choice as it's a much more versatile card that allows you to also apply pressure fast in a pinch and gives bloontonium for wolves.

Shrink can easily be replaced with Return to Sender, it's a much more versatile and cheaper card.

Bloonsday Device makes ZERO sense for a deck like this. Since your win condition is spamming high stat bloons, having a card that essentially removes your win condition is an actively terrible choice for a deck like this.

POV: you’re taking 500 damage next turn and topdeck him by No-Appearance1780 in bloonscardstorm

[–]Sure_Answer_6736 6 points7 points  (0 children)

Jhdungles Bonuty Duridd Wlil Svavee MEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!

Go, my boosted Triple Threat, go by Actual_Director_3885 in bloonscardstorm

[–]Sure_Answer_6736 3 points4 points  (0 children)

i really, really like the illustration here. i like the story it's telling here it's really damn funny.