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Evolve. I see how it might be useful but I never take it because other choices are basically always better.
Dodge and Roll unless I desperately need ANY block. Just don't like to split the defense where half of it might be wasted on the next turn.
Reflex. Too many hoops just to replace an unplayable card in my hand with a playable one. Easier to draw a playable card in the first place.
Grand Finale. I don't see how to make it work reliably.
Blind. Deep Breath. Finesse, Flash of Steel, Jack of All Trades, Secret Weapon, Secret Technique, Thinking Ahead. Not worth it even for 0 energy. Or, to be more precise, they all are way too situational.
Transmutation. Unless the run is already so ruined that it would be fun to play with random cards.
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PS I love Sadistic Nature :) Not always, but If I have any form of mass debuff in my deck, SN is a must have. With something like Noxious Fumes it just great.
Evolve is great with the boss relic that adds 2 wounds to your deck (Mark of Pain?).
I probably need to take another look at these cards next time I see them in a shop :) I usually have class-specific cards for a draw but I probably underestimate the power of fetching.
I also don't like Chocke, Dash, Expertise, Predator Leg Sweep and a lot of 2 cost cads of silente except maybe for crippling poison.
I don't use malaise and doppleganger.
I don't use rand finale, finisher and masteful stab.
Opps, my bad, was thinking of that one where you get two energy with every three deck shuffles.
Most of the exhaust cards. Exhaust Ironclad just isn't very good.
Silent
Depends on the deck I'm going for. If I'm going for a poison build I ignore ALL non-poison attack cards. I go all out on just poison allowing me to completely ignore enemy block, any non-poison attack cards are just clutter.
The only exception to the above are AoE cards, 1 or 2 of those can be useful.