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I think it needs revising.
A 1 cost card is not a 0 cost card. You underestimate how powerful even miniscule effects are when they have zero cost.
I agree that, while it's a 0 cost card, it's a hard-to-use one, which requires conditions to get played, but it's hard to see conditions where you would prefer to get that card in your hand rather than any other useful card.
IMO it should be slightly buffed, like by applying 1 vulnerable or, more interstingly, 1 weaken.
Heavy block decks don't need it. Aggressive decks don't need it because they'd take clash instead. I get the flavor but it would be heaps better if it applied something like Frail 2.
But apart from that it a poor card to use.
It has the normal uses, when you don`t get attacked or when block is high enough.
Early on it can carry the run and vs normal enemies may very well be enough damage to get a kill and avoid damage, worst case it`s akin to a strike that can`t be used for lack of energy.
Bosses:
Guardian and Slime: the extra burst it`s very useful to switch forms and avoid damage
Hexaghost: has some low damage attacks that make it useful, but generally less good
Collector: already makes you vulnerable on its own, also good for taking down minions
Champ: already makes you vulnerable on its own, lot of downtime, and it`s usually a race...execute often is death anyway...
Automaton: less useful
Vs the bosses of act 3....The deck should be done and one RC even if hardly used shouldn`t change much
1) Enemy do not attack you. This happens about 1/3 of times. You can play this card if enemy does weak attack on you so chance to use this card increases. But it has too low damage for this (better to prefer 5 damage card with zero cost in this case).
2) Enemy constantly puts vulnerability on you. Most enemies do not do this.
It's unusable if:
1) Enemy puts confusion
2) Enemy sometimes put vulnerability on you. In this case you cannot cast Reckless Charge even if enemy do not attack because you will prolong vulnerability duration for 1 more turn.
I think that this is most useless card in the game. Even Clash can be taken but reckless charge? No, I never take it.
Reckless charge has too low damage to be useful.
Far-out idea here, but what if Reckless Acted a bit like Doubt and Blood for Blood?
Recklessness: 0 Energy, 9 Damage
Each time you play this card, increase cost by 1. Inflicts Vulnerable 1 if in your hand at end of turn.
Possible upgrade besides damage: Exhausts from your hand upon any kill.
It wastes space in deck so i never realy take it.