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Neveri

The wasted potential of Return Fire

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[Return Fire](https://tcgplayer-cdn.tcgplayer.com/product/632650_in_1000x1000.jpg)

When I initially saw this card I fell in love, but the more I've played it and the more I've tried to make it work the more issues are becoming apparent.

I get that it's a high value card when you get to use both the block and the buff, but the hurdles of doing so seem to be too much to be worth playing it.

  1. You can't arsenal it if you do it'll be stuck in there for the rest of the game unless your opponent destroys it or you trench it for a resource.

  2. You need to keep your arsenal clear This is pretty counter intuitive especially in Ranger, and especially with Marlynn who would often prefer to Arsenal a harpoon/arrow so she can just focus on activating cannon next turn.

This is further compounded by the fact that ranger will often times be generating ponder tokens and what do you want to do with the pondered card? Shoving it in your arsenal so you can draw up 4 and start next turn with that sweet 5 card hand.

This makes it especially vulnerable to one of the most popular staples in the game Codex of Frailty. If you leave your arsenal clear in attempt to load it by blocking with return fire you can just get Codex'd and if your opponent knows you're running Return Fire (or if you've blocked with it already) there's a good chance they're probably just gonna stick you with that Arsenal to deny you the +3

  1. Banishes the arrow from hand while getting the 4 block and buffing 3 is nice, you're also limiting what you can block with if the chain goes further than you expected and you're presented with an on hit you really want to block out, now all of a sudden your down a card to block cause it was banished. I hope you banished a 0 cost arrow cause if they end up picking apart the rest of your hand with disruption you won't be doing much next turn.

  2. There's no start of turn trigger You're thinking, "ohh I've cracked the code, I can just play Trench to get around an unwanted card being in arsenal at the start of my turn when this triggers to get a resource AND still load the arrow/get the buff!" Well you'd be wrong because there's no trigger generated. The only way around it is by trenching on your opponents turn and wasting the resource.

I figured since we've been printing cards like Just a Nick (0 for 5) and Tarantula Toxin (0 for 6) it wouldn't be absurd to give Ranger a technically 0 for 7, especially with it being on a card you never want to arsenal. I wish at the very least they would've made it do it's effect at the start of the action phase and generate a trigger than can be responded to with Trench clearing out any pesky arsenal cards and giving you a resource to do something with. :(

Posted Jul 9, 2025, 11:13 PM UTC

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