Gilgamesh, Demi-God
Extremely powerful. One of the strongest cards in the format.
Bun & Bar, Partners in Crime
Extremely strong card that invalidates the opponent's early game and gives you the advantage instead.
Alwida, Marine Czarina
Very flexible and powerful card at all stages of the game. Can be used as a powerful finisher that is difficult for the opponent to avoid
Flame and Glass, United
Extremely powerful when played on Turn 6 and is extremely difficult for the opponent to answer cleanly. Can win the game by itself.
Wee Greatsword Warrior
This card is practically always good and the ability to heal your own leader while damaging the opponent's is unmatched
Fearful Fighter
The opponent must answer this or lose immediately
Swashbuckling Steel
If your opponent is unable to clear your previous followers, then this card can win the game by itself instantly. However, it can be played at any time and be a very powerful threat.
Invisible Soldier
Powerful at all stages of the game with all Enhance effects viable. Can be a strong finisher in the late game
Roland the Faultless
Usually pretty easy to get more than 3 evolves for the fanfare effect. The evolve effect is also a nice bonus.
Elena, Defier of Destiny
All of the cards you can get with this card's effect are quite strong. In addition, the evolve effect can be useful at every stage of the game.
Odin, Advent of Ragnarok
Very strong accelerate effect that later transitions to a discounted and very powerful tempo follower.
Oceanus, Shifting Radiance
This card singlehandedly secures you the early game, while being playable at all points of the game.
Asuka & Shiori, Twins
Very powerful resource card that is significantly stronger when you have more evolve points than the opponent
Brothers' Pride
Low cost removal with exceptional scaling. Can clear almost any follower in the late game while drawing a card for only 1pp.
Twilight and Silver
Extremely strong resource card that scales well into the late game.
Fleet Tigress
Exceptional natura card that can be used in any deck, considering its healing and pp recovery.
Benevolent Mother
Great card for Natura decks. It can answer many boards while developing your win condition. The evolve effect when achieved is also fairly strong for only 4pp.
Bayleon, Shining Sovereign
Pretty good card, as long as you drafted some natura cards. Ideally, don't play this card until you can evolve it.
Twofold Grace
One of the best 2-cost followers you can play early game. It's also especially good with shadow cards
Chronos, Time Tuner
One of the most powerful cards after Turn 10, but many games don't go that long, and even if they do, there's no guarantee you will draw this card at the same time. The evolve effect can be strong against certain classes, especially Portal, which relies on high-cost cards to swing the game.
Despotic Pawnmaker
The evolve effect is extremely strong and synergises with the entire class
Anarchy Lizard
Good stats with Ward effect. The last words allows your followers to clear enemy followers without evolve points. Its evolve effect is also exceptional, giving 12/8 in stats.
Desert Wanderer
Good stats for a 2-cost follower. One of the best cards to enable Natura Synergies, since it gives you trees without needing to give up tempo.
Kyrie, Fragment of Hope
Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.
Charlemagne, Great Unifier
It's reasonably flexible due to having free evolution. It also makes your neutral followers better, seems good for a two cost follower
Dashing Duelist
Draws a card, has a good evolve effect and even recovers evolve points.
Goddess of Compassion
All of this card's effects are possible. However, you should take care when fusing 3 cards as this will be a significant investment of resources.
Feena, Victorious and Just
Good resource card which ensures your early game curve.
Grimnir, Divine Stormspear
Played early game with evolve point to reset the board and deal damage to enemy leader. Pretty difficult to get full value from this card in most drafts
Brutish Buccaneer
Strong tempo play, especially on turn 5 where it can destroy an enemy follower and then end the turn as a 7/7
Rogers, Ruler of the Seas
Very efficient card, even without drafting many synergies. Of course, its true strength is unleashed in a synergistic draft.
Dei, Master Spy
Very flexible card. Consider all the possible effects before using the effects.
War-Weary Demolisher
Strong statline and can completely clear an opponent's board without using an evolve point.
Fiery Strike
Flexible card that can be utilised in different ways depending on how many cards you want to fuse.
Rosalie, Enduring Hope
Both versions of this card are playable depending on the situation. It can be used to cycle cards in the early game, to protect your leader or even to deal storm damage to the enemy leader.
Thunderswift Grace
Reasonable removal option in the early game that provides a strong follower after the initial cast. Good both early and late game.
Fallen Angel's Blessing
Both choices are fairly strong for their cost. Evolution point recovery or 4 healing are both very strong effects especially with their strong statline.
Princess of Gratitude
It has good stats for a 2 cost follower, draws a card and even has a decent evolve effect.
Fox Spearman
Has few downsides as it draws a card for 1pp in any deck with natura synergies.
Smiting Shower
Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful
Slaughtering Samurai
Can be infinite value singlehandedly. It is the perfect keep for many mulligans, while having two good accelerate effects for when you can no longer summon him normally.
Aldis, Stylish Saint
Strong at contesting board states and can evolve to heal your leader for 4.
Mercurial Mercenary
Strong early game, as it can control the board without using evolve point
Seraph of Sin
Good stats with useful effect to search for powerful neutral spells drafted
Steppe Soldier
Is strongest in the early game where the +1/1 buffs are more impactful. However, is good at most points of the game.
Tristan, Triumphant Knight
A mix between being a resource card and a removal card. It can be manually evolved to draw three cards in some situations.
Blau, the Valkyrie
Very strong and reliable removal in the midgame while leaving a follower that the opponent has to destroy later.
Gunnlod's Hide-and-Seek
Very powerful stats for 5 mana but gets progressively worse as the game progresses. Good with Blood due to wrath compatibility.
Leod, Light of the Moon
Good early game, even with manual evolution. With enough evolve synergies, also good in the late game.
Twilight Protector
A card that instantly replaces itself with a strong tempo evolve effect.
Lupine Crusher
Scales well into the late game due to being a Natura 1pp 3/1 rush follower that can also draw a card
Untold Kick
Efficient removal in the early game as it removes an enemy follower while providing you with a 1/2 follower. Later in the game, it can help cycle cards and efficiently control the enemy board without using any pp.
Palace Knight
Provides a good amount of stats for its cost and scales well into the late game.
Loyalty's Reward
Very cheap cost and can help snowball games early.
Relic Hunter
Good resource card with flexible usage patterns
Marc, Gregarious Swordsman
Vulnerable statline as a follower early game, but can act as extremely effective removal that can scale into the later stages of the game.
Tears of Tribulation
Reasonable stats for early game and ability to heal in the mid and late game.
Angel of Darkness
A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon
Felpurr Maid
Very strong removal option with a strong Enhance 6 effect that can destroy most enemy boards while leaving a follower that must be answered by the opponent
Monika, Chronoshift Admiral
Good early game to build Rally count. Its last words effect can be extremely strong with the right followup, and in some cases, impossible for the opponent to answer.
Send In the Troops
At all points of the game allows you to improve your hand for minimal play point cost, especially when discarding token cards.
Bladerights Hero
Reliant on having more evolve points to be truly good, which generally requires you to start second.
Ruins of Aiolon
Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly
Order Eternal
A strong reset option but still gives the opponent priority to set up their board again.
Snow, Pureheart Sage
1 health can make this card a little weak to certain cards, but considering it draws you a card and has a strong evolve effect, it's situationally very strong
Lightblade Wielder
Main problem with this card is that the 4/4 statline is fairly vulnerable despite being unable to be targetted by effects. It can be extremely awkward to play this card into some enemy boards
Seeker of Love
One of the better 1-cost followers due to immediately replacing itself with a 2 attack storm follower and having late game scaling after playing ten followers.
Meddling Angel
Depends on the class you are drafting. Oftentimes just a 3-cost with a 3/3 statline.
Angel of War
While a good card on paper, it can sometimes clog your hand with amulets.
Naterran Peace
Strong to enable Natura Synergies and can draw you a card by itself. In a synergistic draft, healing 2 is also quite strong.
Geirölul
Playable card with evolve synergies, but sort of underwhelming.
Tales of the Mundane
Consider your draft when selecting this card. While it is a strong resource card, it can sometimes be difficult to find a good timing to use this spell without losing tempo
Let's Feast, in Style!
Can snowball in the early game while being cheap cycle in the later stages.
Valkyria Lance
Usually an easy to use card that can make your neutral followers more useful and thin your deck. Better with Shadow cards
Hoverboard Speedster
Susceptible statline due to only having 1 health. However, it draws a card and has a good evolve effect.
Technolord: Origin
Can be good with a Machina draft, but requires setup for the effect to damage enemy leader.
Journey to the Past
Requires set-up to be effective, but with the right situation and draft can be very strong.
Provisions Aplenty
It's a reasonably efficient cycle card, but is negative tempo to use. Often the target for Meddling Angel
Scorching Swordsman
Very difficult for the opponent to remove through combat, but extremely vulnerable to removal effects
Isunia's Reconstruction
Very good when going second, but worse when going first. Healing 4 is very strong, and being able to replace cards in your hand is valuable.
Troya, Nocturnal Scout
Strength is very dependent on your draft and your draws. It's either good or pretty bad
Icyclone
Can be difficult to utilise the effect. 1/4 statline is quite high for a 2-cost follower.
High-Minded Knight
Too dependent on drafting and drawing neutrals at the right timing.
Knightly Thief
Able to contest every 2-cost follower, but scales poorly into the late game
Precious Memories
1pp draw a card. If you have a lot of ambush followers, this card is fairly strong.
Vanguard Lancer
Can be okay in a draft with lots of card draw
Rivaylian Outlaw
Good for a 1-cost follower but needs synergies to be worth drafting
Oathless Knight
A split 2/2 is not bad as it gives 2 rally and can make certain forms of removal have an awkward time dealing with your board.
Countersolari Adept
Low value card without drafting an aggressive deck or specific synergies.
Unbridled Fury
Easier to play in practice than it looks on the surface, but can still be restrictive to play effectively.
Case Cracked
Unreliable card that is often minus tempo or unplayable.
Harbinger of the Night
Situational healing option
Altaia, Angel of Judgment
Needs an evolve point to be good
Quickblader
One of those cards that seems better on paper than it really is. Outside of an aggressive draft, it eats up your resources for not that much benefit over other 1-costs.
Peerless Warrior
In most cases where this card's effect is useful, you've probably already won the game, making it redundant