Gilgamesh, Demi-God
Extremely powerful. One of the strongest cards in the format.
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.
Levi, Wizard of Ages
The card can be a little dependent on your draft and your draws but the effects are incredibly potent, even if you assume that the evolve recovery effect is unlikely to occur. Realistically, will do 9 damage to enemy leader in most games.
Midelo, Seeker of Truths
Both forms of this card are quite strong, but the 7-cost version can potentially win you the game by itself.
Eleanor, Beloved Flower
Incredible card that does a little bit of everything. It can spellboost your hand twice, clear enemy followers and also heal your leader. When going second, she only costs 1pp, this card is so good.
Tetra, Sapphire Leader
Very powerful card as long as you draft some machina synergies. Make sure to play at least 3 machina cards when evolving this card to get the maximum value.
Dual Barrier
Does 12 storm damage at Enhance (8), which is extremely good. The other effects are also good, but it represents an opportunity cost.
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.
Owl Handler
The true value of this card lies in its Enhance (6) effect, but the main body is not bad too.
Asuka & Shiori, Twins
Very powerful resource card that is significantly stronger when you have more evolve points than the opponent
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.
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.
Twofold Grace
One of the best 2-cost followers you can play early game. It's also especially good with shadow cards
Rat Magician
Board space can be a consideration due to Earth Sigils. Very powerful card though for Enhance (5), the tempo gain is huge. The transform effect is also a potent form of removal.
Medea, Woeful Sorceress
The strength of this card depends on how many spells you have in your deck. Generally, you can evolve this card to draw 2 spells from deck and destroy the enemy board.
Celestial Command
Both forms of this card are quite strong, but the 6-cost can be difficult for many classes to efficiently answer.
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.
Demon Manipulator
Just a generally strong card at all points of the game. Evolve effect used at the right timing can instantly win you some games.
Connected Hearts
One of the best Machina support cards in the pool, able to make your deck more consistent while producing followers.
Kyrie, Fragment of Hope
Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.
Sweet Defender Golem
Requires a heavily synergistic draft to unleash its full potential. However, even if you cannot fulfil the requirement, the card is still a 7/10 ward, or alternatively, at least 4 healing if played for 2 mana.
Maiser, Rapid Peacekeeper
One of the best 1-cost followers even without the ability to easily spellboost him.
Feena, Victorious and Just
Good resource card which ensures your early game curve.
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.
Stalwart Snowman
Can be played in both the early and late game. Can answer large followers. It is also difficult for the opponent to clear.
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
Quicksilver Witch
Strong removal that draws a card. The evolve effect allows an addition 1-2 card draws. Can also enable spellboost synergies
Faust, Compulsive Seeker
Pretty flexible card but ultimately requires you to draft Earth Rite synergies.
Rosy Court Magician
Need to be able to spellboost this at least 4 times for it to be good. The ability to heal leader and banish an enemy follower are very powerful.
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.
Mind-Control Mage
Strong tempo reversal tool with evolve point.
Tech Wizard
Can be played for tempo on turn 3, but ideally used to reduce the cost of your machina cards to set up strong combos later in the game.
Gaia Sorceress
Powerful resource card that can draw two cards and heal 3 life to leader by using the evolve point.
Smiting Shower
Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful
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.
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.
Aldis, Stylish Saint
Strong at contesting board states and can evolve to heal your leader for 4.
Multielemental Neophyte
Magical augmentation is a very powerful resource card and removal spell. The follower provides half the earth sigils for it by itself, making it a good card to draft.
Mr. Bertrand, School Magus
Can be considered a 2-cost for most intents and purposes, except also has Mysteria and Spellboost synergies
Volcanic Eruption
Does a very large amount of leader damage, however, it can be played around by the opponent if they are expecting. Drafting multiple copies of this can be difficult for the opponent to properly react to.
Battery
Awkward card as it doesn't help remove the enemy board unless you use an evolve. However, it can be very difficult to answer two 6/7 followers on turn 7.
Magitech Mystic
A 2-cost follower with good stats, machina synergies and a powerful leader protection effect for the late game
Wild Magic
Situationally a very strong board clear that draws a card. Depends on draft.
Relic Hunter
Good resource card with flexible usage patterns
Outdoorsmage
The fanfare of the main follower is very strong and provides 16/17 of proactive stats. The flexibility to Acelerate can be good depending on the draft and hand
Fickle Tamer
Enables Earth Rite synergies. Enhance 6 effect can be quite awkward for the opponent to deal with if you have a good followup
Angel of Darkness
A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon
Academy Wyrmist
Surprisingly, the tokens are barely playable even without drafting any mysteria synergies
Rivaylian Officer
It does a small amount of everything. In particular, it makes it much smoother to draft spellboost cards.
Toxic Witch
Good stats for the early game. Can also be used for healing. In the late game, it has the ability to attack the enemy leader depending on your draft.
Ruins of Aiolon
Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly
Philanthropic Physician
Good stats with situationally good area of effect clear. However, sometimes the opponent will have no followers and the effect will use up resources for no reason.
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
Vayle, Diligent Summoner
Surprisingly decent card even without Mysteria Synergies, as the 1pp 1/1 draws a card.
Order Eternal
A strong reset option but still gives the opponent priority to set up their board again.
Angel of War
While a good card on paper, it can sometimes clog your hand with amulets.
Pascale, Radiant Oracle
The 3 Earth Rite effect is quite expensive for what it does, but when you need the card draw and healing, it's unparallelled.
Meddling Angel
Depends on the class you are drafting. Oftentimes just a 3-cost with a 3/3 statline.
Purehearted Robot
Seems okay as it can draw a card for an extra play point, but the limitation to once per turn minimises this card's strength.
Eir
The strength of this card depends on how many spellboost synergies you can draft.
Let's Feast, in Style!
Can snowball in the early game while being cheap cycle in the later stages.
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.
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.
Valkyria Lance
Usually an easy to use card that can make your neutral followers more useful and thin your deck. Better with Shadow cards
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
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.
Rocketbroom Witch
Synergises well with Machina cards and Spellboost strategies.
Conjure Golem
The part where this card is also a spell is a major plus for spellboost related decks.
Insight
Simple and effective cycle card. Main plus is that it helps enable spellboost synergies.
Summoning Disaster
While a flexible card in theory, the Enhance effects are not actually very good
Ginger, Raging Word
Can be difficult to consistently discount the card, especially if drawn later in the game. In the ideal scenario, it's a very strong card.
Explosive Mage
A card that is heavily dependent on your draft and can be completely useless in certain scenarios. Draft this card with caution.
Familiar's Pact
Card strength depends strongly on the draft. Can increase consistency of deck as you know exactly what cards it can search.
Arts of Trust
Card is heavily reliant on machina synergies to be functional
Checkmate
Extremely situational and dependent on draft. There are a number of followers that can reach 8 attack, which allows this card to become 10 damage to enemy leader. Sometimes will be completely useless for a very long amount of time.
Sloth's Command
It's a cycle card that can stall the opponent for a turn. But you still have to have an answer the following turn against a stronger board.
Mysterian Tome
This card sucks without drafting a lot of mysteria cards.
Binding Ritual
Awkward to find a great opportunity to play this. However, the value will increase with a strong earth rite draft.
Undying Witch
Can be hard to draft for this card's second effect and then draw it at the right timing.
Rivaylian Outlaw
Good for a 1-cost follower but needs synergies to be worth drafting
Magic Missile
Inefficient removal with cycle and spellboost capabilities. You can usually find time to play this though.
Vengeful Pack
Should be viewed mostly as a 4pp 4/4 ward with the situational OTK potential at 9pp.
Hanna, Model Student
Pointless card in this format.
Case Cracked
Unreliable card that is often minus tempo or unplayable.
Mustering Melody
Weak early game and being able to spellboost this 5 times is inconsistent in this format.
Harbinger of the Night
Situational healing option
Altaia, Angel of Judgment
Needs an evolve point to be good