Rows should matter. After all, we were promised that rows would matter more if we went from 3 rows to 2 (an explanation that doesn't make any sense to me at all). Unfortunately, rows still don't matter much, other than having only 2 rows creating the possibility to have ridiculously OP row damage effects. With patch 3.1, it has been communicated that more cards will become row-restricted. I've just seen it: Cyclops' ability is now restricted to the Melee row, while Wyvern only does damage on the Ranged row. Does this make rows matter more? No, it doesn't. It simply limits card placement and friendly unit interactions, because you don't want to lose the ability (points) of a card when you play it. Instead of creating (again another binary) row-restriction mechanic for a single ability, why not give units different abilities for different rows? That would truly make rows matter. Something interesting for example, Cyclops throwing a unit from Melee could hit an enemy unit on the Melee row by the strength of the thrown unit, and hit an enemy on the Range row for half the strength if the enemy unit on the Melee row was killed (Deathblow, imagine: smashing through the Melee row with force from close up). Throwing from the Range row, Cyclops does not have a Deathblow effect. Now the decision becomes more tactical, depending on the situation. You can go for direct more points if possible playing on Melee, or perhaps you play Ranged because you expect row damage or you need to kill a big engine throwing a big unit from your Ranged row. There can be so many interesting abilities with two rows (three even more), but instead some cards now simply get single, (binary) row-restricted abilities. C'mon, let the creativity flow for truly strategic choices in card placement on the different rows!