Introduction
Legends of Runeterra has numerous bad cards. However, as the meta always shapes itself around the most optimized lists, players always use the best cards all the time - and it turns out we never see the bad cards that are in the game.
For that reason, I decided to gather the 5 worst cards of all time in all Legends of Runeterra. Be careful, and don't use these cards, as they're all terrible!
5 - Seal in Steel
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This spell was released to the game in The Darkin Saga expansion, and is an attempt to build some synergy with equipment in Targon. Besides being a card that doesn't match this region's whole visual identity, as it is red, it also doesn't match practically anything Targon does.
To use this card's effect, you need to have a unit on board, and then you Obliterate this unit to get an equipment piece that costs 3 mana in your hand. It's a lot of actions, and a lot of time invested, to have, at the end, a weapon with good stats for a second unit of yours on board. Why would you play Seal in Steel, if you have, in the same region, Draconic Bands?
Besides all that, equipment removal tools are quite common nowadays after Explorers were released to the game. So, it is even harder to make this card work. Actually, this spell is a nerf to Seraphine, as this champion can generate this card randomly, and that can really hurt the decks that use her.
4 - Jae Medarda
Jae Medarda was introduced to the game in the Foundations set, the first set of cards in the whole game. This card, after the Arcane Netflix series, became very relevant because of the character Mel Medarda, who is in the show, which makes it clear that they are likely related.
However, Jae is in the running for the title of the worst card in the entire game since the dawn of time, because Piltover & Zaun doesn't provide an easy way to interact with this card. To activate Jae's effect, you need to target him somehow, and that works even when your opponent tries to remove it. But, as he doesn't have any relevant keywords, or even strong stats, it doesn't make sense to bring him in your deck, and neither does wasting removal spells on him if you're playing against him.
Jae forces the player who wants to bring him in their deck to bring another region alongside the Piltover & Zaun package of cards, such as Freljord, to at least try to activate his card draw effect more easily. The most important factor of all, which makes this card painstakingly bad, is that, when the matter is drawing cards, Piltover & Zaun is the best region, and Jae Medarda is the worst card draw in the entire game.
3 - The PaperTree
This landmark was introduced to the game in the Worldwalker set as a support card to Attach units from Yuumi's package of cards. The issue is that this type of strategy isn't as abundant in the game to make this card good. You need to spend 2 mana to play a landmark that won't have an immediate effect on the board, which means, you'll be sacrificing a lot of your tempo in the match to get a value effect.
And this value effect is only getting 1 attack point when one of your attached units attack. That means, you need to play this landmark, play a unit, attach it with another card, and then attack. In all, it's 4 slow actions that you must do in the game to get only 1 extra attack point in the end. You'd also be occupying a space on your board to place your landmark as you do this.
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2 - Strong-Arm
This spell is extremely expensive and has a very conditional effect, that only works on followers, and if you activate Plunder on that same turn. Strong-Arm was introduced at the official Runeterra launch in the Rising Tides set, and is one of the weakest cards in the whole game.
If this spell could target champions, it could even be a playable card in Bilgewater's Midrange lists. This card's main issue is that Bilgewater itself, even though it doesn't bring removal as an identity trait, has better removal options than Strong-Arm, such as, for instance, Monster Harpoon.
Nowadays, it is even easier to activate Plunder effects, but, even then, wasting 6 mana on a slow spell to remove a single unit on board, and put it in your hand, is extremely slow.
1 - Sunk Cost
This spell was introduced with the Targon set, and is also a slow removal spell from Bilgewater. However, Sunk Cost, even though it doesn't need Plunder to work, costs 8 mana and is a slow spell.
When compared to Vengeance, which is the game's most standard removal spell, costs 6 mana and is a fast speed spell, it doesn't make any sense to bring Sunk Cost in any lists, even more so because Strong-Arm is easier to use than this card.
Despite all that, Sunk Cost saw some competitive play on the ranked queue, and was one of the most used cards in the entire game for a brief moment in the meta in the set Beyond the Bandlewood, as soon as Ahri was released to the game. The Ahri Kennen archetype was so strong, that many players, to protest and to prove a point, brought Sunk Cost in their decks. The point was that Ahri's list was so strong, that even with 3 copies of the worst card in the game, in an Allegiance deck, the archetype reached over 60% win rate. And truly, this list was still strong, even bringing 3 copies of Sunk Cost.
Final Words
If you read this far, now you know which are the 5 worst cards of all time in Runeterra.
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