The poll excludes drawback cards, but for discussion purposes please feel free to mention any card that you would allow in your build for MP, that you least like to draw. I tried to include weak cards that wind up in hands due to being included on good items (e.g. Unreliable Block or Weak Chop on a Lochaber Axe or Rusty Armor on Perfect Toughness). I put a couple of cards on the same line on the poll as they similar enough to be dislike for the same reason. Crap I forgot to include Weak Chop...
I meant to have Weak Strike and Weak Chop on the same line, but then I felt like it was a potentially better card. If you are well buffed a weak chop can be quite nice 2+buff*2 could be two 12 point attacks (need Mass Frenzy, plus 2 of the +2 frenzies and a Frenzy Aura) and if nothing else you can try to draw out a second block, but most of the time it is as poor as a weak strike, since people dont usually stand close enough for a chop.
For me it's Unreliable Block, hands down. It consistently fails and is unplayable. I don't have a problem with any attack cards . Bad luck can take blocks, and occasionally make a difference on rolls. Mind Worm can be good too. Weak attacks can fetch blocks not to mention, any buffed attack can still do more damage than nothing, Backbiting Strike will rarely kill you, let alone do more than 1 self damage. Ember Spray can be devastating against someone with Combustible, etc etc. I even like Spark as a HTB attack, just to reveal enemy blocks like Unreliable. Rusty Armor/Cloth Armor may suck but at least they take the bite out of one attack and then disappear. Shuffle shouldn't really be on this list, you can almost always play it (even if encumbered!) and get *some* use out of it. I suppose if you use Wlakwa's Boots you might kick yourself, wishing it were Violent Spin or Team Run instead, but personal feelings aside it is still a useful card.
Minor heal. It has a short range, can only draw out "block anys," can only ever heal 5 overall damage (Target + Talented healer + Healing Spirit), and uses up a move/turn with little effect. Sure you could light off Alturism with it, but only if you target an ally....in range...with Altruism on...and win a dice roll...that could shake off Alturism....
I didn't know you carried Whirlwind. It's funny you mentioned this because that was my least favorite card to see yesterday. It meant I'd brought my Death March build into a ranked match. (FYI - I didn't play the WWs.)
At some point after my Community Balancing Act thread, I retrieved an old build and forgot that one of my wizards had a Tempest Robes equipped. Needless to say I was sad when I drew both purple cards
Unless you're using a up close fire wizard, Ember Spray is awful, as it becoming useful usually means something is going terribly, terribly wrong.
Depends on the format, but generally useless armor annoys me the most. Everything else has a purpose (weak attacks for checking for blocks, movement for bluffing or closing the gap, Mind Worm can actually be fairly decent depending on builds). I guess armor is decent for reducing damage... like a single point... or being SPR fodder... but that isn't saying much. Although I do have to say I really hate drawing so many movement cards in League games... like I don't get why Jon puts so many freakin' movement cards in there... drawing them back to back for 4 turns in a row while the enemy gets insane cards like Thunderclap (Geomancer), Accelerate Time (Geomancer), Good For Us + Demonic Power (Graveyard Gambol), Advanced Battlefield Training (Oozeball), Mind Flensing (Artifact Anarchy), etc.
Also, what are you talking about? Unreliable Block only fails 5/6th of the time! :-P I actually find it quite decent as it can be a very clutch save and the potential damage prevention is huge. For example assume the average melee attack deals 11 damage (Bejeweled attacks), that makes Unreliable Block essentially a 1.83 damage reduction 100% of the time card. Which is better than Cloth Armor (0.66 * 2 = 1.33) and Rusty Armor (0.5 * 3 = 1.5). For it to be on par with Cloth Armor the average attack would have to be 8 and for Rusty Armor the average damage would need to be 9. So as long as the enemy is hitting you for more than 8 or 9 you're better off with an Unreliable Block. Plus, you can play around knowing you have a block and make slightly riskier moves because the pay off might even be bigger (blocking a 17 or 20 damage attack or an attack combined with AoA). Granted, you need facing which makes it sometimes better for the armor... but I definitely feel that Unreliable Block gets a lot more hate than it should. =)
I don't know, it always feels like all of the games that Unreliable Block fails, it makes a huge difference (usually causing character death!), whereas the games where Unreliable Block actually blocks, it seldom makes a difference. After all, it only has to NOT block one Powerful Hack 5/6 times where said Hack will kill you. Also, as I've pointed out before, the more times Unreliable Block fails the more likely it is to keep failing*. I prefer Flimsy Block. *Unlike 2+/3+ blocks, where they are more likely to prevent one of multiple attacks, even after failing.
Oddly enough, I actually recommended unreliable block to a friend over flimsy block recently, when he was doing his first run-through of Highway robbery when he was facing the Goblin Hulk. It was rather surreal.
Sorry, but this thread is about MP. That being said, it makes sense to take the right cards for the right situations.