It really ups the risk factor significantly (if you can’t just win toe to toe). But as long as you are careful not to overcommit you usually have 2-4 flee attempts and that gets you out most of the time.
2 sands plus some laggers and group curse is kind of nasty but honestly doesn’t happen often. And outside of cabal wars it’s absurdly difficult to setup. They always have the choice of waiting for a better time.
So in summary while it’s good it’s not surefire and the restrictions on where it can go and how often you can make sand balance out it’s utility.