Introduction
LoR is full of bad cards, and some are so bad they make your deck worse. Throughout the years, the game's power level rose gradually, but some new cards have definitely earned their spot among the worst cards in the entire game.
After we got Dreamlit Paths, we could finally update our list with the 5 worst Legends of Runeterra cards of all time. Let's see the final ranking!
The Petricite Hall
This new Demacia landmark was released with the Dreamlit Paths set, and has already become one of the 5 worst LoR cards of all time - it replaced Strong-Arm in our original ranking.
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This card is incredibly heavy and slow, and its chapter III effect is useless.
Its chapter I effect, which Captures units, is relatively interesting. However, it isn't strong, and can easily be answered, as it goes on the stack. At the end of the day, you'll be better off playing a 4-mana unit.
Its chapter II effect is better: It Curses your opponent with Suppression. When you move on to chapter III, however, you'll have to open an unnecessary stack just to Obliterate Captured units. Your opponent will have plenty of time to answer as a result, and it will also heavily disrupt your own game plan.
Furthermore, Demacia doesn't have enough resources to build a deck around the game style this landmark demands - that is, a "super slow control deck", and that is why this card is our 5th worst LoR card of all time.
Sugary Snare
In 4th place, we have one of the most interesting Bandle City spells, Sugary Snare. When it was revealed, it inspired many deckbuilders, who tried to build crazy lists to abuse this effect.
However, they all became immediately frustrated when they realized there are no decent combos with this card - they're all inconsistent or can't win matches.
I remember I ranked this spell relatively high when it was released, as I could tell it could have a future, depending on the new cards we got in the upcoming years. However, as we won't get any new cards soon, Sugary Snare will remain useless for a long time.
It really is a trap… For whoever plays it.
The Papertree
My oldest readers will remember this landmark kept coming up when I wrote about the "worst LoR cards" and the "most forgotten LoR" cards. Now, The Papertree is back.
Unfortunately, the Attach archetype has the worst support landmark in the game because its effect is extremely mediocre and doesn't alter the course of the match, not even one bit. It actually just disrupts the flow of the lists it was supposed to help.
Attached units don't need +1/+0 when they attack, as they usually get more stats when you play defensive combat tricks on them on your turns. Not to mention, 1 attack is an almost insulting buff, considering it comes from 2-cost landmark that gives your opponent priority when you play it.
The Papertree also costs 2 mana and doesn't impact the board directly. This makes it one of the heaviest cards in the game, despite only costing 2 mana.
Seal in Steel
Speaking of useless effects, here's Seal in Steel, which obliterates an ally to create a weapon with their stats.
This card is so bad - it doesn't help you at all. Actually, it gets in your way. After you play it, you'll remove one of your units to create a weapon that you need to play on another unit.
Its first sin is that there are many other weapons that are better, more useful, and have their own effects. The equipment created by Seal in Steel won't have any.
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Its second sin is that the idea behind this card is to "concentrate buffs" all on one unit, and that's a terrible game style in LoR. You'll be too vulnerable to removals.
And lastly, you'll remove a unit by Obliterating it; this means you won't be able to revive it. So, any synergy you could use by reviving allies, either the strongest or the most expensive, is off the table.
Sunk Cost
Sunk Cost has been the worst LoR card of all time for a while.
And there's a reason why it has been the worst LoR card of all time since forever: it is incomprehensibly expensive.
Besides being a slow spell, it costs 8 mana - this means you're forced to play a removal proactively for 8 mana. Which, in turn, means your opponent will be able to answer it with anything they have.
You'll successfully "remove" the enemy unit often, but this will cost you a whole turn. And, on the other side, your opponent will be able to spend all their mana to refill their board and counter-attack with all they have.
This card is so bad that it was used in Ahri Kennen lists as a protest. The idea was to show this deck was so broken that, even with 3 copies of the worst card in the entire game, it could have over 60% win rate. And it did.
Final Words
If you read this far, thank you! I hope you enjoyed reading this article.
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See you next time!
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