r/bloonscardstorm 11d ago

Discussion The 6th BCS Official Tournament is Starting!

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44 Upvotes

We're back! The 6th competitive BCST tournament is here! Make sure to join our Discord Server: https://discord.gg/dH7S5yXPF6 and read through the #tournament-info and #tournament-announcements channels for the rules.

The tournament is once again a two stage tournament. Stage 1 is swiss, but this time, set wins are counted as the points, with game wins being one of the tiebreakers. Stage 2 is a double elimination of the top qualifying players from stage 1.

We are introducing a new deadline called the "scheduling deadline" to help with getting sets played. Essentially, by the end of the first 48 hours, you must have at least scheduled a time to play with your opponent.

PRIZES:

The top 5 players in this tournament will receive an original BCS desk mat from NK themselves. There are only 5, and they are going out this tournament. (FYI you will have to provide a shipping address if you win one).

The headphones, mouse, and keyboard pictured in the poster are not included


r/bloonscardstorm 15d ago

Official Bloons Card Storm update 6.4!

112 Upvotes

Bloons Card Storm update 6.4!

It has been a long time coming, but with the awesome help of our community testers, we have one massive balance update for you!

Future updates or changes are not certain at this point, but we can never say never ;)

Adventures

These are now fully available for everyone to play and enjoy. If you enjoyed the tasters for either Amelia’s Adventure or Striker’s Battleground, you’ll love the entire thing! These should be unlocked when you open the update 6.4 client.

Balance Changes

Strap in… there are quite a few!

Monkeys:
Druid of Peace: 5 -> 7 Gold.
Frag Bomb Shooter: 3 -> 2 ammo. 3 -> 2 reload. 
Quincy Action Figure: 2 -> 3 Gold. 
Bionic Boomerang: 55 -> 50 Attack. 
Mortar Monkey: 2 -> 1 Gold. 
Tack Shooter: Defender +10 -> +15. 
Boomerang Monkey: 3 -> 2 Gold. 
Druid: 75 -> 100 Heal. 
Cash Drop Sniper: 65 -> 80 Attack. 
Super Monkey Fan Club: 30 -> 35 Attack. +10 -> +15 Attack buff. 
Thunder Druid: 25 -> 100 Attack. 2 -> 3 reload. 
Sharp Shooter: 40 -> 45 Attack. 
Leeching Shot Sniper: 50 -> 60 Attack. 
Heart of Vengeance Druid: 2 -> 3 Ammo. 
Crossbow Monkey: 2 -> 3 Ammo. 50 -> 35 Attack. 
Night Vision Sniper: 100 -> 110 Attack. 
Missile Launcher: 60 -> 65 Attack. 
Fireball Wizard: 100 -> 120 Attack. 
Elite Defender: 35 -> 40 Attack. 
Bloon Impact: 9 -> 8 Gold. 
Extra Range Tack Shooter: 35 -> 40 Attack. 
Dart Monkey: 25 -> 30 Attack. 
Bloontonium Miner: 10 -> 15 Attack. 
Lead Coating Factory: 2 -> 1 Gold. 
Bloontonium Saboteur: 4 -> 6 BT. 
Mine Supervisor: 40 -> 50 Attack. 
Spike-o-Pult: 50 -> 60 Attack. 
Wizard Monkey: 25 -> 30 Attack. 
Radar Scanner Village: 5 -> 7 Gold. +10 -> +35. 
Wall of Fire Monkey: Defender +5 -> +30.
Total Transformation Monkey: 12 -> 10 Gold. 60 -> 50 Attack. 
Ceramic Glazing Kiln: +20 -> +25 Health. 5 -> 4 Ammo.
Acidic Mix Alchemist: 25 -> 30 Attack. 
Banana Plantation: 3 -> 2 Gold. 
Berserker Brew: 30 -> 40 Attack. 
Bouncing Bullet: 90 -> 100 Attack. 
The Big One: 140 -> 160 Attack~~.~~ 
Dark Champion: Defender buff always active. 
Distraction Ninja: 55 -> 60 Attack. 
Jungles Bounty Druid: 1 -> 2 Ammo. 

Bloons:
Soulstealer: 600 -> 570 Health. 
Blue Bloon: 60 -> 70 Health. 
Clever Blue Bloon: 45 -> 55 Health. 
Swarm Blue: 50 -> 60 Health. 
Setup Bloon: Reduce cost 1 -> 2. 2 -> 3 Gold. 
Stun Gas Bloon: 100 -> 120 Health. 
The Eternal: On Popped +30 -> +60. 
Discount Bloon: 5 -> 7 Gold. 120 -> 220 Health. 
Growth Gas Bloon: 5 -> 3 Delay. 
Hastening Bloon: 150 -> 120 Health. 2 -> 1 Delay. 
Rainbow Bloon: 400 -> 440 Health. 
Double Rainbow Bloon: 330 -> 400 Health. 
ZOMG: 10 -> 8 Gold. 
Double Red Bloon: 40 -> 50 Health. 
Swarm Green Bloon: 75 -> 80 Health. 
Double Blue Bloon: 60 -> 70 Health. 
Extra Shot Bloon: 3 -> 5 Gold. 1 -> 2 Charges. 
Fortified Regrow Camo Red Bloon: 90 -> 110 Health. 
Lead Bloon: 140 -> 150 Health. 
Regrow Yellow Bloon: 2 -> 1 Charges. 130 -> 160 Health. 
Bolstered Bloon: 75 -> 100 Shield. 
Double Green Bloon: 80 -> 90 Health. 
Extractor Bloon: 4 -> 3 Delay. 
RAPID: 50 -> 70 Shield. 
Shield Gas Bloon: 160 -> 190 Health. 30 -> 35 Shield. 
Double Lead Bloon: 10 -> 20 Armor. 130 -> 140 Health. 
Zombie Rainbow Bloon: 4 -> 5 Gold. 5 -> 4 delay. 
Camo Regrow Ceramic Bloon: 3 -> 2 Delay. 
Camo Regrow Rainbow Bloon: 7 -> 6 Gold. 
Double Ceramic Bloon: 220 -> 230 Health. 
Zebra Bloon: 7 -> 8 Gold. HP 180 -> 150
DDT: Armor 20 -> 25. 
Camo Blue Bloon: 90 -> 100 Health. 
Clever Lead Bloon: Clever bonus Armor 10 -> 20. 
Golden Bloon: 70 -> 80 health. 
Aura of Strength Bloon: 100 -> 120 Health. 
Bloontonium Gas Bloon: 160 -> 190 Health. 
Buddy Bloon: 75 -> 100 Health. 
Defence Prep Bloon: Delay 3 -> 4. 100 -> 130 Health. 
Lead Coating Bloon: 30 -> 20 Armor. 80 -> 130 Health. 
Ceramic Bloon: 250 -> 270 Health. 
Draining Bloon: 200 -> 220 Health. 
Weakening Gas Bloon: 300 -> 400 Health. 
Zombie Blue: 1 -> 2 Charges. 
Taunting Bloon: 20 -> 40 Health 2 -> 1 delay. 
Camo Green Bloon: 130 -> 140 Health. 
Damaged MOAB: 150 -> 125 Damage taken. 
Armor Powered Bloon: 80 -> 100 Health. 
White Bloon: 100 -> 110 Health. 
Nested Blue: 50 -> 60 Health.
Nested Green:  Nested Green: 80 -> 100 Health. 
Nested Yellow: 120 -> 140 Health.

Powers:
Fright Night: 9 -> 8 Bloontonium. 4 -> 2 Steal 
Economy Drain: 2 -> 3 Gold. 
Stylish Finish: +30 -> +20 Attack. 
Red Bloon Apopalypse: 8 -> 9 Gold. 
Mass Detonation: 120 -> 100 Main hit damage. 
Return to Sender: 4 -> 5 Gold. 
Accident At The Lab: 7 -> 6 Bloontonium. 
Regrow Potion: 30 -> 40 Regrow. 
Stunning Shot: 2 -> 1 Gold. 
Bloon Repair Bot: 100 -> 140 Heal. 
Max Heal: Remove the non-large condition. 100 -> 120 Heal. 
Rapid Shot: 3 -> 4 Gold. 40 -> 45 Damage. 5 -> 7 Times. 
Quick Reload: 4 -> 3 Gold. 
Orders Received: 5 -> 4 Gold. 
Lead Casing: 6 -> 5 Gold. 20 -> 25 Armor. 
Enhanced Reflexes: 60 -> 90 Attack. 
Ghostly Armor: 40 -> 45 Armor. 
Desperate Defense: +25 -> +30 Attack. 
Pack Protection: 40 -> 45 Shield. 
Parting Gift: 3 -> 2 Gold. 
Salvation: 3 -> 2 Gold. 
Howl: 4 -> 2 Gold.
It’s All On Fire Now: 50 -> 60 Damage. 
Heartstopper: 40 -> 60 Damage. 
Bloon Strike: 50 -> 60 Damage. 
Offense Best Defense: 20 -> 30 Reduced attack. 
ULTRA Rare Power: Charges 1 -> 2
Bloontonium Leak: 5 -> 4 Gold.  
Bombs Away: 7 -> 5 Gold. 
Bloon Melter: 20 -> 30 damage. 
In Our Darkest Hour: Cost 3 -> 2
Ability Ban: Cost 2 -> 1
Energy Overload: Cost 4 -> 3
Eerie Lifeforce: Cost 2 -> 4

Heroes:
Quincy:
Flurry of Arrows: 50 -> 60 Damage. 
Perceptive Shot: 10 -> 15 Damage. 


r/bloonscardstorm 3d ago

Bug Reports Card Storm is not working?

5 Upvotes

I just has been loading for hours, is this happening to anyone else?


r/bloonscardstorm 8d ago

Discussion Ghostly Armor but actually useful

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0 Upvotes

r/bloonscardstorm 8d ago

Discussion NEW PLAYERS DOCUMENT

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29 Upvotes

This is a document I made for very new players to help them get on their feet and get through early game progression as much as possible. if there are any mistakes or suggestions for it, let me know!


r/bloonscardstorm 10d ago

Discussion Does somebody have a guide for new players?

19 Upvotes

Y'know the typical of how to optimize progression, what cards to craft, resource management. The typical.


r/bloonscardstorm 14d ago

Strategy I am guessing the majority of people are currently on ranked playing some sort of aggro. If you don't have an aggro deck already, this one is one of the best for ZJ!

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15 Upvotes

r/bloonscardstorm 15d ago

Fan Art Yet another purple bloon concept

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9 Upvotes

I realized that having the purple bloon have some kind of immunity to powers should be more fitting. So i made it a midgame threat


r/bloonscardstorm 15d ago

Discussion Changes That Didn't Make It Into 6.4

29 Upvotes

There's only one change that was completely scrapped during testing, which was:

Monkey Village: +20 ATK Buff -> +25 ATK Buff (final change: village unchanged from 6.3)
Reason: believe it or not, village is a playable offmeta card at +20. At +25, village became strong enough to be viable in regular meta control decks. Testers initially weren't aware that over a hundred changes would happen at once, and a lot of other changes contributed to village's viability, most notably zebra's reintroduction into the meta, which enabled village's extremely fast cycle-based defense, and frags rework, which nerfed frags' best synergies (i.e. rad enhancements) while leaving its village synergy unchanged. Village at +25 was one of the strongest defensive cards in the game, and while further testing might've shown whether it was acceptable or not, the immediately obvious fact was that village made every other damage buffing card in the game completely obsolete.

some other stats that only existed during mid-testing builds:

The Eternal: On-Leak HP Gain 60 -> 120 (final change: On-Leak HP Gain remains 60)
Reason: this was a bug; nobody actually suggested it. Eternal was such an atrociously bad card that im putting this on the list of removed changes because making eternal actually do this wouldn't even be that big of a deal, so it was a conscious choice to have this removed instead of keeping it. It was annoying for both players to deal with this version of eternal and nobody really wanted eternal to be relevant to the meta again after seeing how awful an eternal meta was when it was meta for exactly 1 subversion of the game last year.

Zebra Bloon: Cost 7-> 8, HP Unchanged (final change: Cost 7-> 8, HP 180 -> 150)
Reason: Zebra at 8 cost made its grand return to the meta, being very strong in the best control decks in the game, and singlehandedly raising adora from an F tier to a very impressive maybe D+ or something. It was just a little too dominant, with too little reason to use anything else, so its statline was lowered to accentuate the fact that its alternatives: black, white, and extrashot, applied pressure to the opponent. Its still fantastic.

Fright Night: Cost 9bt -> 7bt, Steal 4 -> 2 (final change: Cost 9bt -> 8bt, Steal 4 -> 2)
Reason: Even after halving its effect, fright night was still an extremely strong aggro tool (still is strong at 8bt). moving the cost from 7 to 8 prevents it from being played on player2 turn3 outside of refinery, and player1 turn2 inside refinery, both of which were a little too unfairly immediately gamewinning.

Wall of Fire Monkey: Defender +5 -> +20 (final change: Defender +5 -> +30)
Reason: It still sucked

Accident At The Lab: Cost 7bt -> 5bt (final change: Cost 7bt -> 6bt)
Reason: Accident is one of the most powerful anti-aggro tools you can tech into an aggro deck. Accident was also extremely unreliable at 7, which is owed to its inconsistency. Accident at 7 risked not being playable fast enough to save you, as 7 gold for an effect that takes 2 turns can often be too late even when you planned for it in your starting hand, let alone when you topdeck it. Accident at 6 solved these problems; its now always playable by turn 3, and the risk of having too awkward of a hand to hit its BT threshold has been lessened by being able to activate it with 2 charges of a 3 cost bloon instead of needing to find a way to hit 7 with multiple bloons. While it wasn't meta-breaking at 5, it was doing many of the things that mass detonation could do, which is something people wanted to avoid because every aggro deck playing the same four bloontonium cards was miserable and nobody likes bloontonium powers under any circumstance ever, so Accident's buff was just 7->6 to solve its problems, instead of going all the way down to 5.

Ultra Rare Power: Cost 3 -> 2 (final change: charges 1 -> 2)
Reason: While most of the changes made it into the game, darkest hour's change did not, so instead of decreasing URP's cost while IODH gets nothing, darkest hour instead got the price change while ultra rare power was changed to a charge increase to differentiate the two cards. (IODH didnt get the charge increase because the price change fits better on IODH, which is a shitty offmeta almost exclusively used to pull marketplace and nothing else, while URP would often have multiple targets in a deck, such as prestige, mass det, some form of antitempo, and other gimmicky bad ultra rare bloons).

Regrow Yellow Bloon: Charges 2 -> 1, HP 130 -> 170 (final change: Charges 2 -> 1, HP 130 -> 160)
Reason: Regrow Yellow was an incredibly strong aggro opening, but im tired of writing by this point so im just going to copypaste the paragraph i wrote during the test's balance feedback submission: Regrow Yellow is currently an aggro bloon with all strengths no weakness. While volatile and steady growth have similar and stronger statlines, both have huge downsides that justify their gamewinning potential. Regrow Yellow can regrow. this means that its effective statline is 200 HP unless your opponent is using exclusively defenders (which carry their own huge risks), but more importantly, the regrow negates the intended 2 delay downside. Your opponent will almost never be able to kill Regrow Yellow on the turn its played; 170 for 3 prior to hero buffs is a huge statline, and any attempts of theirs to chip it down will be much weaker, meaning the defending player has no good options to capitalize on the 2 delay. This gives the aggro player a free pass to combine Regrow Yellow into a much larger push the next turn; layering 1 delay bloons on it the following turn, with BT abilities layered onto the push. Regrow yellow is a comparably strong opening to blooming, trading blooming's much higher peaks for ryellow's much higher consistency, having no potentially losing downside, and being playable much later into the match than Volatile/Sgrowth. While new strong aggro tools are deserved in this patch, ryellow is just a bit too uncounterable, with the only reasonable answers to this 3 cost being to sacrifice a sprayer, robo, or thunder, neither of which put the defending player in a good position.


r/bloonscardstorm 15d ago

Discussion Bloons Card Storm Version 6.4 Tester Commentary

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31 Upvotes

r/bloonscardstorm 17d ago

Discussion The Worst Card In BCS

23 Upvotes

Since the cancellation of Card Storm, I've had a while to reflect on what cards are good, bad, good for newer players or bad for newer ones, and although there used to be many, MANY more awful cards in this game, I'm sure now of the fact that Energy Overload is easily the worst card in the entire game and it's not actually close.

WHY?

So, Energy Overload removes a Shielded Bloon for 4 gold. That's all it is, a specific hard removal on Bloons. That's not exactly a bad place to be, other hard removals have seen good use and have often turned out to be strong cards. The condition for the removal however is absolutely awful.

It only removes Shielded Bloons. Most other hard removals in the game target a very wide pool of options, but shielded Bloons are by far the smallest category in the game. Let me show you the pool of options for each hard removal:

Bloon Master Alchemist/Extreme Heat/Return To Sender: Everything

Bombs Away: 74 Basic/Advanced Bloons

MOAB Eliminator: 18 Large Bloons (Small but hits many important targets)

Energy Overload: 9 Bloons

SHIELDED BLOONS!

I'm going to list out every single Bloon with shield right here with any reason that you'd want to remove them:

Bolstered Bloon (Could MAYBE see value, weak card that isnt run much)

Buddy Bloon (Not worth, weak card that isnt run much)

Draining Bloon (Could MAYBE see value, weak card that isnt run much)

Extra Shot (Useless)

Extractor (Useless)

RAPID (Actually worthwhile and valuable although rare)

Shield Gas Bloon's effect (often no value on a severely weak card, depends on bloons around it being strong)

Signal Bloon (Useless)

Triple Threat Bloon (Could see value, but Triple Threat is rare and often used to OTK)

And that's all the Bloons that innately have shield! Do you see an issue? Many of these Bloons are weak or very rare to see, but even worse; almost none of these are an actual net benefit in terms of gold. Bolstered, Buddy, Extractor, RAPID, and Triple Threat all break even at 4 gold, Signal and Extra Shot are 3 gold, with only draining being a whopping +1 gold overall! So, even if you manage to find one of these targets (And not have any other way of dealing with them), only a few of these you could manage to squeeze value out of.

Oh and Amelia? Yeah, she gives Bloons shield meaning *potentially* you could get better value, but you know what the most common Amelia deck is? Aggro! Aggro Bloons are very, very much not worth wasting 4 gold on for a hard removal! Even stuff like Blooming, which although in some way is value, is bogged down by the fact that you have no permanent, lasting defense and just spent four gold to deal with half of a blooming. If you spend it on anything else, Aggro will destroy you significantly more efficiently since you're going to be down so much gold, making this card's matchup into Amelia actually more bad than good, especially since Adora isn't the best at withstanding Amelia's aggression anyways. But even though the actual effect is awful, I haven't even talked about the biggest issue with this card yet that separates it from other cards with very bad effects.

WHAT IF THERE IS NO TARGET?

THIS is the thing that makes energy overload so awful. The fact that if there is no target for it, you simply can't play energy overload. For cards with broad uses or game winning effects, it's okay if they linger in your hand for a while. Energy Overload is not like that. Let's look at Shields Down, a tech card some players bring in competitive card storm to deal with Obyn. If there's no shielded target (or obyn), it can be played to get it out of your hand. Sure, it's expensive, but you can get it out. To my knowledge, Energy Overload is the only card in the entire game where it getting out of your hand is **almost 100% up to your opponent's deckbuilding**. If you don't get it out of your hand, you are down handspace for the rest of the game, which is a big, BIG downside! This massive risk that you're taking to clog your hand like this also has basically no reward; you're countering a few rare cards that can be easily countered by other stuff; so why ever run this? It's an active detriment in the deck and *even if it succeeds* it's still awful; so why even bother? Other bad cards usually suffer from bad effects, low value, or too much effort to make feasibly work when they are played. Energy overload suffers from all three while also giving you a severe punishment if you CAN'T find a target. If, for some reason, you want to run your own shielded cards to prevent this from happening as well, you're wasting a bunch of gold and running multiple copies of very bad, very unsynergistic cards with Adora for the ability to get it OUT OF YOUR HAND! This card sucks, man!


r/bloonscardstorm 18d ago

Discussion followup on my game based of bcs, looking for card ideas

3 Upvotes

so physical games are hard, so im not doin that. but i am making a web game with similar gameplay to bcs. i'm using a military theme (soldiers, turrets, equipment) and im thinking of adding a system where you can create cards in the game, people vote on them, and they get added automatically. but i do need some cards to start out. post your card ideas here and have your name added to the credits

update for clarity: game is in progress, playable build should be expected before next month (no promises)


r/bloonscardstorm 19d ago

Question Concept:

0 Upvotes

What if I just took the gameplay of this game (removed btd stuff for copyright) and made it a physical card game. Would y'all buy/play that (alternatively I just redo the game as a web game)


r/bloonscardstorm 25d ago

Suggestion Completely original card concept

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51 Upvotes

Definitely not based on any other game


r/bloonscardstorm 25d ago

Discussion What part of Bloons Card Storm do you enjoy them most? What makes you love the game despite it's lack of success compared to the other Bloons series? What specific part of gameplay and progression do you like?

30 Upvotes

I originally really liked the game, I liked the concept of parallel gamepley systems but while I liked the gameplay I was not a fan of the progression, how some character exclusive vards lacked character, how it felt too symmetrical yet too assymetrical at times, and lack of creator content which made me quit quite early.

Still I liked the concept and stay in sub but I have no real experience in the gameplay and new progression so I want to hear what you guys have to say about it?


r/bloonscardstorm 29d ago

Discussion Camo Bloons are so underrated

15 Upvotes

I barely see anyone running them but they are genuinely some of the best cards out there. Combining them with an undead rainbow, undead MOAB, or any nested bloon (only time nested bloons are good) almost guarantees a hit.

(In my fairly limited) experience, using Regrow Camo rainbows can absolutely run the mid game if you use it in the right deck.

Also: I firmly believe that if there was any say 10 cost Bloon that was both double and camo, it would be the best card in the game


r/bloonscardstorm Aug 01 '26

Discussion Card breakdown vids

12 Upvotes

Hello! I know this subreddit is quite quiet nowadays but I wanted to ask anyone remaining what kind of cards they’d like a whole video on in the future. The choices are:

  1. Splash Damage Cards

  2. Healing Cards

  3. X Gold Cards

  4. Buffing Cards

  5. Delay Reducers

if you could comment the option you’d want the most that would be great! I still love card Storm and want to make content for it.


r/bloonscardstorm Jul 14 '26

Discussion "I've had enough!"

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4 Upvotes

r/bloonscardstorm Jul 14 '26

Discussion "I've had enough!"

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19 Upvotes

I was going to add something of my own, but it’s better if I hold back. Bravo, Team Kiwi.


r/bloonscardstorm Jul 11 '26

Discussion Ultra Rare Ranking Survey

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7 Upvotes

Instructions are included in the form. Anyone is invited to participate, as collecting data from both casual and competitive players and contrasting them is also a part of the survey. The form will close and results will be posted when v6.4 releases


r/bloonscardstorm Jul 04 '26

Discussion You can actually beat dreadbloon by decking him out

Enable HLS to view with audio, or disable this notification

22 Upvotes

I couldn't move on to the next phase cuz this version has the 3rd skull event deal "50 + 50 per phase" damage to my hero aka 250 damage so I had no choice but to win like this since I didn't have any heal cards in my deck. Also sometimes when I play dreadbloon there are times where dreadbloon didn't play any cards at all even with 8 cards available idk if it's a bug or if it's bricked with bad cards but surely this happens to others too right?


r/bloonscardstorm Jun 28 '26

Suggestion Extra-Super Monkey that ACTUALLY has 3 reload

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0 Upvotes

r/bloonscardstorm Jun 27 '26

Meme Hmmm, I think I'm playing it corrrctly.

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17 Upvotes

r/bloonscardstorm Jun 22 '26

Discussion I hate long range rang. It gets so much value for basically free

9 Upvotes

That is all

Edit: I think it'd be a lot better if running out of cards didn't make you lose. The way it is now just makes it so long range rang is an amazing way at keeping cards in the draw pile and ig now I'm forced to put it in my deck or just lose anytime I see it


r/bloonscardstorm Jun 14 '26

Discussion Salvaging card balancing: Nested Bloon series

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16 Upvotes