5 Worst Cards in Unleashed

Today, let's go over the 5 worst cards in Unleashed, that is, those cards that will most likely never see any play, the "pack fillers", the ones you're sad to see when you open your packs.
5 - Moonlight Affliction

This might be a reaction spell, and on paper, its effect might seem powerful, but it's just too expensive.
It's just overkill. The effect is stupidly strong and comes with absurd numbers, but, as such, it needed to be expensive to be balanced. To balance the fact it nerfs something by -10 Might, it costs 7 energy.
Another problem is that you can currently resolve big units much more efficiently. You can do more than just nerf their Might and try to remove it this way.
You can use this spell as a reaction to an enemy attack, but why do that when cards like Star Crossed exist?
4 - Imposing Challenger

When this unit attacks a battlefield, it moves an enemy unit from that battlefield to another. If you don't control the other battlefield, the opponent will simply score a point.
It is better when the opponent controls both battlefields and you want to move a unit from one side to another to open space so that you can attack.
The problem is that this scenario is so specific and happens so rarely that you'll most likely not play this card often. Most of the time, you'll just give your opponent a free point whenever you move something with it.
You're forced to play Imposing Challenger on a battlefield you already control or move it to an open battlefield. If that's what you want to do, there are better ways to do it.
3 - Determined Sentry

This card is horrible nowadays, but it is the only one in this list that might become strong someday.
The main idea behind it is to keep 2 copies of it in your opening hand, start out first, and play the two of them. Like so, you'll score 2 points on turn 2 and put the two copies on different battlefields. Once again, this is an incredibly specific scenario that will only happen once in a blue moon.
However, because it is the only unit in the game that costs 1, it could eventually become useful in some crazy combo. Right now, this combo doesn't exist, and this unit is extremely weak.
2 - Sumpworks Map

Drawing cards is extremely important in Riftbound, but giving in to pressure to do it is not worth it. Sumpworks Maps does exactly that: you'll draw 1 whenever your opponent scores a point when you play this gear.
This could be strong if it didn't die at the beginning of your turn. It seems interesting, but drawing cards and preventing your opponent from scoring points is one of the things blue cards are known for.
To get something out of this card, you must play slowly and retroactively, which doesn't really fit the current meta.
1 - Dancing Grenade

After you read this card for the third time and realize that your opponent is the one that gets to decide whether they'll play Dancing Grenade again after you target one of their units, it's clear that this card is not just mediocre - it's terrible. It might be one of the worst cards in the game.
Even if you use Dancing Grenade on your own units several times to stack damage and kill an enemy unit, your opponent can just use Dancing Grenade again on your board to kill one of your units and deal a lot of damage.
While you do that, you'll spend a lot of energies. This effect is just too specific, and, if the stars don't align, you could end up clearing your own board accidentally.
Final Words
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Thank you for reading, and see you next time!










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