Because the last two updates involved numerous minor adjustments to better balance cards -- especially to make some cards more appealing to players, I thought it would be interesting to see whether players still find some cards to be (puting it unsubtly) almost useless. So I would like to know what cards you rarely expect to see in use, and why. Who knows, maybe some one can point out a value in the cards I overlook.
One thing I have noticed is that some cards can go untouched by players and then all of a sudden become really popular when a new combo is discovered. Also unsued cards can see a revival when a new set comes out .
By faction, the cards I am least inclined to use are:
ashes -- although of value against certain swamp decks, the use is really too specialized
for me to want it as a standard addition to my decks. The discard pile would have to be
far more threatening for me to find a mechanism specific to handling it appealing.
siege cannon -- I want to like this card. In a way, it is an unlimited heat-seeker, but it is too slow
and too costly to have value in this way. The damage to barriers also seems very slow,
and nearly all barriers have a relatively benign nature anyway.
chanting druid -- as a means of generating power, the card is too slow, too vulnerable. And if
all I want is a sacrificial blocker, there are better alternatives. It does work well with
bodyswap, but I would not choose a green/black deck simply for that combo.
heart of the forest -- not enought healing potential to appeal.
ocean mist -- too random. Even with its limitations, I prefer the control of tide shift.
essence exchange -- I've used this card, only to eventually replace it. Troublesome auras other
than those of the forest faction (flood, whirlpool, burning world, vulcanic eruption, narrow
tunnels, mortality, etc.) continue to be problems on my side of the board. And forest faction
rarely has trouble neutralizing the stolen aura, then replacing it for little cost more than I
spend stealing it.
lich touch -- simply too expensive given the extent to which it usually harms me too. Other spells
to deal with powerful minions (like body swap, darkling slavers, taken under, meteor) almost
always leave me better positioned than lich touch.
stormship -- too little punch for too much cost.
arcane thief -- rarely is there enough enemy unused power to be worth stealing, and when there is
unused power, it is usually because all lanes are jammed and there is no place for the thief.
Being quick, evasive, and cheap is nice, but cloud fey has these same characteristics with
a useful power.
spell leech -- too vulnerable to really inhibit an opponent.
gravity well -- I can't get this card to work well in any of the dozen or so decks where I tried it. The
problem seems to be that it is too slow reducing strength of big minions, and many big
minions still have special powers that allow them to conquer the small minions this card
is designed to support.
spell book -- too slow to bring spells, and then brings too many at once.