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Hemokinesis deals 14/18 damage and hurts yourself for 3/2. Twin Strike does 10/14(5x2/7x2). Is 4 extra damage ever worth taking 3/2? Not really.
Rupture needs a ton of self damage to give you a decent chunk of strength. Compare it to Inflame, or hell even J.A.X.X, and why would you ever bother?
It only cost 1 to 'exhaust' Rupture.
Blood for Blood is fine on some really specific deck, but doesn't combo with Rupture, so... I rarely take that card anyway. And it doesn't scale with Strength :/
Bloodletting is excellent when you want energy, but I doesn't like much that card #whirlwind
Combust is a nice aoe card.
Hemokinesis is bad without Rupture, and even with it, there is still an order problem.
Brutality/Offering is excellent.
Why you said the related card are horrible?
Yes Inflame seem better, but Rupture isn't horrible. Rupture scale way better than Inflame.
As it stands, Rupture is uncommon enough to where you won't always find it, even if you need it.
Of all the STR gain cards, I'd say my least favorite is Inflame, because its consumed on use and only gives a small amount of STR. While cards like Demon Form and Rupture give you a constant supply of STR, one of over time, and the other at the cost of health. There's also Flex and Spot Weakness, both of which (mostly Spot Weakness) are situational, but can be used multiple times.
Blood can be powerful if done right, though similar to Exhaust, these builds have an inherant risk associated with them.
Currently, there is an issue with one of the Blood related relics, the Runic Cube. When you lose HP at the end of your turn(via Combust, Regret, Burn, etc), the cards drawn by Runic Cube are discarded with the rest of your hand, when it should function like the Dead Branch + Ethereal interaction(hand is discarded, then the relic activates after, so the newly aquired cards stay in your hand). So Blood isn't as good as it could be.
Or what they could do is change synergistic cards to apply bleeding instead of deducting one chunk of health, although it'd probably need to carry over between fights to prevent cheese.