9.45
Gilgamesh, Demi-God

Gilgamesh, Demi-God

Extremely powerful. One of the strongest cards in the format.

9.2
Flame and Glass, United

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.

9.15
Levi, Wizard of Ages

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.

9.1
Midelo, Seeker of Truths

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.

9
Eleanor, Beloved Flower

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.

8.75
Tetra, Sapphire Leader

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.

8.7
Dual Barrier

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.

8.6
Elena, Defier of Destiny

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.

8.5
Odin, Advent of Ragnarok

Odin, Advent of Ragnarok

Very strong accelerate effect that later transitions to a discounted and very powerful tempo follower.

8.5
Oceanus, Shifting Radiance

Oceanus, Shifting Radiance

This card singlehandedly secures you the early game, while being playable at all points of the game.

8.45
Owl Handler

Owl Handler

The true value of this card lies in its Enhance (6) effect, but the main body is not bad too.

8.4
Asuka & Shiori, Twins

Asuka & Shiori, Twins

Very powerful resource card that is significantly stronger when you have more evolve points than the opponent

8.3
Medea, Woeful Sorceress

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.

8.3
Benevolent Mother

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.

8.3
Celestial Command

Celestial Command

Both forms of this card are quite strong, but the 6-cost can be difficult for many classes to efficiently answer.

8.3
Chronos, Time Tuner

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.

8.3
Rat Magician

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.

8.3
Twofold Grace

Twofold Grace

One of the best 2-cost followers you can play early game. It's also especially good with shadow cards

8.25
Anarchy Lizard

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.

8.25
Desert Wanderer

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.

8.2
Kyrie, Fragment of Hope

Kyrie, Fragment of Hope

Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.

8.2
Connected Hearts

Connected Hearts

One of the best Machina support cards in the pool, able to make your deck more consistent while producing followers.

8.2
Demon Manipulator

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.

8.15
Sweet Defender Golem

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.

8.15
Maiser, Rapid Peacekeeper

Maiser, Rapid Peacekeeper

One of the best 1-cost followers even without the ability to easily spellboost him.

8.1
Grimnir, Divine Stormspear

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

8.1
Feena, Victorious and Just

Feena, Victorious and Just

Good resource card which ensures your early game curve.

8.1
Goddess of Compassion

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.

8.1
Stalwart Snowman

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.

8.05
Quicksilver Witch

Quicksilver Witch

Strong removal that draws a card. The evolve effect allows an addition 1-2 card draws. Can also enable spellboost synergies

8
Faust, Compulsive Seeker

Faust, Compulsive Seeker

Pretty flexible card but ultimately requires you to draft Earth Rite synergies.

8
Rosy Court Magician

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.

8
Fallen Angel's Blessing

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.

7.95
Mind-Control Mage

Mind-Control Mage

Strong tempo reversal tool with evolve point.

7.95
Tech Wizard

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.

7.9
Smiting Shower

Smiting Shower

Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful

7.9
Gaia Sorceress

Gaia Sorceress

Powerful resource card that can draw two cards and heal 3 life to leader by using the evolve point.

7.85
Aldis, Stylish Saint

Aldis, Stylish Saint

Strong at contesting board states and can evolve to heal your leader for 4.

7.85
Seraph of Sin

Seraph of Sin

Good stats with useful effect to search for powerful neutral spells drafted

7.85
Steppe Soldier

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.

7.85
Blau, the Valkyrie

Blau, the Valkyrie

Very strong and reliable removal in the midgame while leaving a follower that the opponent has to destroy later.

7.85
Gunnlod's Hide-and-Seek

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.

7.8
Mr. Bertrand, School Magus

Mr. Bertrand, School Magus

Can be considered a 2-cost for most intents and purposes, except also has Mysteria and Spellboost synergies

7.8
Volcanic Eruption

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.

7.8
Multielemental Neophyte

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.

7.75
Battery

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.

7.75
Outdoorsmage

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

7.75
Wild Magic

Wild Magic

Situationally a very strong board clear that draws a card. Depends on draft.

7.75
Magitech Mystic

Magitech Mystic

A 2-cost follower with good stats, machina synergies and a powerful leader protection effect for the late game

7.75
Relic Hunter

Relic Hunter

Good resource card with flexible usage patterns

7.7
Fickle Tamer

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

7.7
Academy Wyrmist

Academy Wyrmist

Surprisingly, the tokens are barely playable even without drafting any mysteria synergies

7.7
Rivaylian Officer

Rivaylian Officer

It does a small amount of everything. In particular, it makes it much smoother to draft spellboost cards.

7.7
Angel of Darkness

Angel of Darkness

A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon

7.65
Toxic Witch

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.

7.65
Ruins of Aiolon

Ruins of Aiolon

Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly

7.6
Vayle, Diligent Summoner

Vayle, Diligent Summoner

Surprisingly decent card even without Mysteria Synergies, as the 1pp 1/1 draws a card.

7.6
Philanthropic Physician

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.

7.6
Order Eternal

Order Eternal

A strong reset option but still gives the opponent priority to set up their board again.

7.6
Snow, Pureheart Sage

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

7.55
Meddling Angel

Meddling Angel

Depends on the class you are drafting. Oftentimes just a 3-cost with a 3/3 statline.

7.55
Pascale, Radiant Oracle

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.

7.55
Angel of War

Angel of War

While a good card on paper, it can sometimes clog your hand with amulets.

7.5
Eir

Eir

The strength of this card depends on how many spellboost synergies you can draft.

7.5
Purehearted Robot

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.

7.5
Let's Feast, in Style!

Let's Feast, in Style!

Can snowball in the early game while being cheap cycle in the later stages.

7.5
Naterran Peace

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.

7.45
Technolord: Origin

Technolord: Origin

Can be good with a Machina draft, but requires setup for the effect to damage enemy leader.

7.45
Hoverboard Speedster

Hoverboard Speedster

Susceptible statline due to only having 1 health. However, it draws a card and has a good evolve effect.

7.45
Valkyria Lance

Valkyria Lance

Usually an easy to use card that can make your neutral followers more useful and thin your deck. Better with Shadow cards

7.4
Journey to the Past

Journey to the Past

Requires set-up to be effective, but with the right situation and draft can be very strong.

7.4
Provisions Aplenty

Provisions Aplenty

It's a reasonably efficient cycle card, but is negative tempo to use. Often the target for Meddling Angel

7.35
Conjure Golem

Conjure Golem

The part where this card is also a spell is a major plus for spellboost related decks.

7.35
Isunia's Reconstruction

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.

7.35
Rocketbroom Witch

Rocketbroom Witch

Synergises well with Machina cards and Spellboost strategies.

7.3
Summoning Disaster

Summoning Disaster

While a flexible card in theory, the Enhance effects are not actually very good

7.3
Insight

Insight

Simple and effective cycle card. Main plus is that it helps enable spellboost synergies.

7.25
Ginger, Raging Word

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.

7.2
Explosive Mage

Explosive Mage

A card that is heavily dependent on your draft and can be completely useless in certain scenarios. Draft this card with caution.

7.2
Familiar's Pact

Familiar's Pact

Card strength depends strongly on the draft. Can increase consistency of deck as you know exactly what cards it can search.

7.2
Arts of Trust

Arts of Trust

Card is heavily reliant on machina synergies to be functional

7
Sloth's Command

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.

7
Checkmate

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.

7
Mysterian Tome

Mysterian Tome

This card sucks without drafting a lot of mysteria cards.

6.8
Rivaylian Outlaw

Rivaylian Outlaw

Good for a 1-cost follower but needs synergies to be worth drafting

6.8
Undying Witch

Undying Witch

Can be hard to draft for this card's second effect and then draw it at the right timing.

6.8
Binding Ritual

Binding Ritual

Awkward to find a great opportunity to play this. However, the value will increase with a strong earth rite draft.

6.7
Magic Missile

Magic Missile

Inefficient removal with cycle and spellboost capabilities. You can usually find time to play this though.

6.5
Vengeful Pack

Vengeful Pack

Should be viewed mostly as a 4pp 4/4 ward with the situational OTK potential at 9pp.

6.2
Hanna, Model Student

Hanna, Model Student

Pointless card in this format.

6
Mustering Melody

Mustering Melody

Weak early game and being able to spellboost this 5 times is inconsistent in this format.

6
Harbinger of the Night

Harbinger of the Night

Situational healing option

6
Case Cracked

Case Cracked

Unreliable card that is often minus tempo or unplayable.

5.5
Altaia, Angel of Judgment

Altaia, Angel of Judgment

Needs an evolve point to be good

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