Riftbound: Top 5 Worst Signature Cards

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In this article, we'll show you the 5 worst signature cards in Riftbound. These spells and units should support their archetypes and make them stronger, but most of them do nothing of the sort and are better in your bulk boxes, away from your decks.

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Translated byJoey | Let

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Revised byJoey | Let

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Introduction

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Today, we'll show you the 5 worst signature cards in Riftbound. These spells and units are supposed to support their legends and archetypes or reinforce their identities, but most of them are simply unplayable and don't make any sense in any list. Their effects are either too expensive or extremely redundant.

Let's see them!

Top 5 Worst Signature Cards in Riftbound

5 - Decisive Strike - Garen

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Garen's signature spell, Decisive Strike, is our first card today. It is pretty expensive, and its effect can be strong occasionally, but it just can't compete with other cards that see play in Garen lists, like, for instance, Grand Strategem. This card might be a lot more expensive, but its effect grants +5 Might to all your units instead of +2. And, in most games, this will win the game on the spot if your opponent can't answer it.

Grand Strategem might cost more, but it's worth it. Spending your runes on this spell is a lot more rewarding than spending 5 energy and 1 power to grant only +2 Might to all your units. This buff might not even make them big enough to win showdowns, for instance.

In any case, this spell defines this deck as an aggro swarm strategy. And, for that reason alone, it is not the absolute worst signature card in the game.

4 - Tibbers - Annie

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Tibbers, unfortunately, is too heavy and doesn't fit the current Annie lists at all.

You can compare it to Thousand-Tailed Watcher because of how much it costs and its effect, but Tibbers, unfortunately, is a lot weaker because it doesn't enter play ready.

This makes a huge difference in your matches because, like so, you can't count on Tibbers attacking. It will only deal 3 damage to all units on both battlefields.

Oftentimes, this damage won't be enough to kill any unit or will be redundant because you would be able to kill enemy units even without it.

Not to mention, Annie decks are quite proactive. They dictate how fast the match goes, and Tibbers is a lot more responsive and reactive. It doesn't fit their style.

3 - Noxian Guillotine - Darius

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Noxian Guillotine is one of the worst signature cards in the game because it is extremely redundant, expensive, and doesn't make sense in any Darius list.

You need a lot of resources to set up this card and make it work, and, most of the time, you don't really want to do this with a Darius list because they're quite dynamic and don't do removals.

Darius lists aren't control strategies. They prefer filling the board and leaning into the aggro swarm style. Playing a removal spell that needs a certain setup to work in this type of deck is the same as giving up an entire turn.

Not to mention that, if you truly want to play a slower Darius list, it still wouldn't make sense to play this card because there are much better, cheaper cards in these colors, like Hidden Blade.

2 - Highlander - Master Yi

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Unfortunately, Highlander is one of the worst signature spells in the game because it's another redundant spell that will only delay you as you try to progress your game plan.

Master Yi lists fix things in combat and by countering spells. This card forcefully resolves combat prematurely and doesn't counter any spell. All it does is prevent your unit from dying (something you don't really want because it will still go to your base).

So, instead of playing this spell, you're better off playing more counter spells and combat tricks. They'll allow you to take control of the match and not let your opponent take over. Highlander essentially lets enemy spells and attacks resolve in the opponent's favor, and you don't really want that.

1 - Final Spark - Lux

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Final Spark is the worst signature card in the game because it's ridiculously expensive, and many other much cheaper cards do the same thing it does. In fact, one of its direct competitors does the same thing as it does, but twice.

Singularity does cost 2 power, but it is infinitely better than Final Spark because it lets you target two units instead of one.

Currently, dealing 6 damage to a unit is already enough to kill it most of the time. Dealing 8 damage with Final Spark is senseless "overkill," considering how much this card costs.

If you'd like to kill a unit, you can do that with a Hidden Blade or a Cull the Weak, which cost 2 and 1 power, respectively. This is a lot cheaper than 8 energy, which is essentially an entire turn.

Final Words

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Thank you for reading, and see you next time!