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That and the fact that it costs momentum to play, maybe if it had anchor it might not be as worthless.
The problem is that, for all those conditions, the end result is that you do… 3x combo damage. In a game where you can rack up a number of cards that will deal some flat damage + 2x combo, several of which won't even end your combo.
Quick Draw+ will always deal 8 more damage than Combo Execute, can be used even without killing, doesn't have a combo requirement, doesn't end your combo, and the only caveat is that you must have your pistol holstered to use it. iirc, Throw Your Gun deals either 2x or 3x combo, doesn't end your combo, and I can't recall if it has a cost of 1 momentum or 0 -- but either way it costs no more momentum and the only caveat is that it reverts you to melee.
If you find a situation where Execute works, then great, but the problem is that those situations basically arise not because Execute is a good card but because your deck is strong enough to make up for its failings. It seems like virtually every alternative is better than Execute.
I think it could be a decent card if it was, like, 5x combo with the current conditions, or maybe if it were still 3x combo but didn't end your combo, or if it cost 0 momentum, or… something. Right now I just can't see a scenario in which I'd want it in my deck.