Outsiders is aFlesh and Bloodexpansion that gives you a look at the Pits, an interconnected network of tunnels filled with the lowest lives Rathe has to offer. Naturally, the pack comes with a slew of Assassin, Ninja, and Ranger heroes ready to do dirty deeds for a pittance.
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But beyond the story repercussions of the pack, it also introduces some of the most powerful cards in all of Flesh and Blood, balancing classes that have not seen play and giving a multitude of options to counter strategies sitting at the top of the meta. If you’re looking to gain some power for the next national tournament, Outsiders has got you covered.
10Death Touch
Starting strong, Death Touch is a hybrid Assassin and Ranger Attack Action card with a debilitating on-hit effect: when it strikes an opponent, you may create a Frailty, Inertia, or Bloodrot Pox token under their control.
The thing that stops this card from being overtuned is the stipulation that it cannot be played from your hand, requiring it to come from the arsenal or banished zones. This does not kill the card’s momentum, though, as it still works thanks to just how hazardous the Frailty and Intertia tokens can be.

9The Codex Series
The Codex series of cards encapsulates the Codex of Frailty, Inertia, and Bloodrot Pox, all sharing hybrid Assassin and Ranger Action classifications, tablewide effects, and the creation of tokens for all players.
For this group of cards, their use will give all players the ability to move cards from one zone to another; consequentially, you will get a Ponder token, and your opponents will receive a token corresponding to the Codex you utilized. Though misuse can lead to opponents getting significant card control, with caution this series can shut down even the strongest of gameplans.

8Premeditate
Premeditate is a card that has all the makings of a generic staple, offering a lot of value for a low cost. Playing this card as an Action, you gain a guaranteed damage boost to your next arsenaled attack action as well as a Ponder token the next time a hero gets hit. Even further, you may go again after this card takes effect.
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While not as powerful as the overplayed Command and Conquer, Premeditate provides enough value without demanding too many resources– it would be ill-advised not to have at least one in your sideboard regardless of your class. It may be a little difficult to get your hands on, though, given that it’sone of the most expensive cards in Outsiders.
7Vambrace Of Determination
Knowing thatOldhim is one of the best decks to play in the current meta, you may be put off from trying interesting strategies and pushed towards the common on-meta counters; thankfully, the Vambrace of Determination can save more niche decks from the land of obscurity.
This generic Equipment’s attack reaction reduces the efficacy of an opponent’s attack prevention by one, making it a natural counter for Oldhim’s Crown of Seeds. Even beyond Oldhim, it’s a great counter for any defense-heavy heroes you meet. If you can, it’d been in your best interest to sideboard this card as soon as possible.

6Bonds Of Ancestry
Bonds of Ancestry takes the Ninja class to a whole new level, even higher than that seen from Dynasty’s Crouching Tiger series of cards. Capitalizing on the Combo mechanic established in prior sets, this card can be played for free after a Gustwave card, and immediately followed up on by a duplicate Combo card matching any found in your graveyard.
Like most heroes in Flesh and Blood, the gameplan will always be to get to your best cards– since Combo Ninjas like Katsu are focused on peppering small blows, duplicates of powerful cards can suddenly have even more value thanks to this Attack Action.

5Wreck Havoc
Wreck Havoc is a brand-new challenger to the throne of Command and Conquer, and while just a bit less effective, it still makes itself at home in any aggro deck regardless of class.
Like the card that it attempts to compete with, no Defense Reactions can be played on its Chain Link, and you get the ability to destroy a card from your opponent’s arsenal– what separates Wreck Havoc from Command and Conquer, though, is that it can only destroy Defense Reactions. Though not as useful for killing other Aggro heroes, this card does wonders when taking on opponents that like to turtle up.

4Crows Nest
Outsiders has done a phenomenal job of adding items that balance the distribution of heroes you’ll see at events by making the underplayed more viable, and Crows Nest is a prime example that holds up this design philosophy. If you’ve gotten tired of Lexi dominating the Ranger game, this quiver will ensure a few Azaleas get their day.
Related:Flesh And Blood: The Best Cards From Dynasty

The Crows Nest allows you to pay a resource to add aim counters to face-up arrows placed into your arsenal, giving Azalea all the benefits of aim counters without having to rely squarely on bows likeDynasty’s valuable Sandscour Greatbow. Thanks to the on-hit effects that aim counters tend to activate, Azalea will surely be a tough opponent to beat.
3Concealed Blade
Concealed Blade is a hybrid Assassin and Ninja Attack Reaction that significantly buffs both classes and encourages a vibrant sideboard– this card essentially allows for a dagger to be equipped after scoring a hit from an Attack Action.
What makes this effect so good is its pairing with Flick Knives, which alone forces a dagger to hit while destroying it– since so many daggers have on-hit effects, you can force a hit, destroy a dagger, and then use Concealed Blade to equip yourself with a suitable replacement. Built right, both Assassins and Ninjas can leverage this trait to stifle enemies with a myriad of effects.

2Dishonor
In a pack filled with hybrids and generics that push the envelope, Dishonor stands above as a monotype card that completely changes the standing meta. The card isn’t exactly the strongest when it comes to raw attack power, but if you play it right, it can disable an enemy’s strategy completely.
If this card is played while controlling Surging Strike, Descendant Gustwave, and Bonds of Ancestry, the opponent that is hit will lose access to their abilities for the remainder of the game. Needless to say, this crushes the strategy of most heroes, and those that it doesn’t stop weren’t going to beat you in the first place. If you play Katsu, it’s worth giving this a look purely for the Combo synergy.

1Shake Down
Shake Down is a specialized card for Flesh and Blood’s second proper Assassin, Uzuri, giving her tactical ability that fits her character quite nicely. Normally, if this card is played on a Chain Link with an Attack Reaction, Uzuri gets to choose a color and banish a card of that color from her opponents hand.
Not only is this good for information gathering as well as stifling enemy plans, but in conjunction with Uzuri’s ability, easily slotted into combat. If there’s a Stealth card on the Combat Chain and you decide to switch to Shake Down, there’s nothing an opponent can do to stop the effect once it’s in motion.
Next:Flesh And Blood: Uzuri Hero Guide