There's a bunch of upgrades that I never use and I'm wondering if others use them and maybe I'm overlooking something. Here's my list of little used cards and the reasons why I don't use them, and sometimes a reason why I could imagine using them. I'd love your feedback or ideas on how to get more out of these, and I'd also love to hear about which upgrades you're not using and why.
The Bull Pennon: I see two problems with this one: 1) Impact 1 seems too situational. I'm not always certain that I'll get the charge, and even if I do get one, it doesn't seem that likely that I'll get two charges in a game. Even though it's only 3 points, it still seems like too many points for something that I might use once during the game. I think I'd rather use 3 points to make a bid for first or second player. 2) I don't know what unit I'd put it on. Waiqar has been too slow, but this could be a good upgrade for Deathknights. Then again, with Deathknights and with Oathsworn, the unit sizes are already pretty big and expensive by the time you get access to banners and I think I'd rather spend the points towards something that will make the initial investment in them more impactful.
Cursed Signets: This one seems like a good deal if you're running infantry and struggling against a ton of blight, but since your opponent could just invest in more damage instead of adding blight (taking master crafted weapons or rank discipline instead of combat ingenuity on archers, for example), it just seems like taking Cursed Signets is really just a bet that your opponent will build their army one way, instead of another.
Flank Guards: Another upgrade that seems promising on its face. The first problem with it is that there are so few units that can take training and they all have much better options. The second problem is that you can protect your flanks with better tactics... expecting a unit to be flanked is probably a bad tactic in the first place. I don't know, maybe this could be helpful on a 4x4 block of reanimates... but who would run that anyway?
Fire Rune: There was so much excitement about this card when it was first described in the previews for the infantry upgrade expansions. In reality though it's performance has been really disappointing. It's other downfall is that it requires you to use a valuable action to activate it. It's a rare instance when one wants to be fire runeing instead of moving, charging, modifying an attack, or using another special ability. When I have encountered these in a game, they only get used once, or maybe twice... too expensive for something so rarely used and unreliable to boot.
Heraldic Surcoats: For 5 points, it just costs too much compared to other options and the impact of panic is just too minimal at this point to make this worth taking. Perhaps the rise of Uthuk will see this one return to the battlefield.
Heartseeker: I so love the idea of this card, but it's totally pointless. It's easy enough to get critical lines of sight in this game while protecting your units with blocking units that you just don't need it. And the best units to field it on would be Kari or Maro. Kari though does better in melee so you don't want to leave her hiding in the back anyway. Maro is already so expensive that it's hard to justify 10 more points... and again, Fortuna's Dice is so much better on either of them.
Metered March: Maybe this would be a good card for an absolute beginner playing an absolute beginner. But by the time you get the hang of movement, after just a a handful of games, this one seems to have almost no utility.
Reaping Blade: I saw a lot more of this early on when we were playing small skirmish games and the 2 points between Reaping Blade and Fortuna's Dice made enough of a difference that this could sometimes get shoehorned in. I like that it automatically increases the reliability of a unit too. But there are just better choices and other ways to get reliability on your dice. Maybe this will be a good upgrade for Deathknights since they can take an artifact and roll so many dice, increasing the chances of blank faces. The mortal strikes are also complimentary to one role they can already fulfill.
Terrifying Heraldry: Again, this item was pretty good on reanimates back when we were playing just the core set and synergized well with their panic attack modifier. But there's just better options now and reanimates aren't likely to be the hitting core of anyone's army now, so doesn't seem to be much use. Maybe we'll see a resurgence of this though amongst the Uthuk as it seems many of their army builds believe more panic is better panic.
Triumphant Cry: Another one that I want to use so bad! It's just that again the units that most reliably kill things are the ones that have the least access to this item. My top picks would be Oathsworn, Carrion Lancers, Death Knights, and Flesh Rippers, but none of them can take a musician. I guess I would expect to see this card in use on Leonx Riders, but otherwise, I don't think I'd bother with this on infantry since their other options to enhance movement or actions in the musician slot are so much more valuable.
Waiqar and Daqan Spellcasters: While Latari and Uthuk have some great looking spellcasters, Daqan and Waiqar seem to have been left out in the cold. Of the Waiqar spellcasters, I've used the Death Caller extensively, but ignored the others altogether, and haven't seen anyone else using them at all. Of the Daqan spellcasters, the Uncontrolled Geomancer and Greyhaven Channeler seem to work best in conjunction with the Rune Golem, which is currently the most derided unit in the game. As for the Hexer, he seems like he would be alright but competes with other, much better choices for the hero slot.