Gilgamesh, Demi-God
Extremely powerful. One of the strongest cards in the format.
Fafnir, Cunning Wyrm
Answers almost every board and immediately does 4 damage to enemy leader. Provides a permanent leader effect that will eventually overwhelm the enemy.
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.
Degenerate Dragon
Very powerful in this format when played in combination with cards like "All That Glitters". Insane tempo swing that can win the game by itself, and resolves one of the Dragon class' biggest weaknesses.
Rola, Hellfire Dragoon
Situationally very strong card. If you have met the condition for the secondary effect, then this card is completely overpowered.
Forte & Miriam, Bondforged
This card does a lot of useful things at the same time. The healing from Keenedge Artifact can be extremely relevant and secures the ability to attack the enemy leader. At the same time, this card draws a card and has late game spike potential by attacking for 8 damage to leader even without evolve point
Irma, Dragon Princess
Good at all stages of the game. Evolve effect is very useful, as is the fusion effect in the late game.
Valdain, Bound Shadow
As long as you drafted Natura cards, this card is pretty good. He has good stats and a strong evolve effect.
Doomsday Shark
A good card at all stages of the game that can enable many synergistic effects all at once. At turn 5, it can be used to control the board.
Lowly Dragon
Very flexible removal that draws cards, and can turn into a finisher in the late game.
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.
Coral Spirit
Extremely flexible 3-cost follower that helps to control the board and protect your leader. It is very easy to reach the required evolutions to activate most of its effects.
Thunderous Velociraptor
Has rush, replaces itself with a Tree and even has the ability to attack enemy leader for 6 damage in the mid 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
Terminus Dragoon
One of the best early game cards as it can contest any board while discounting the cost of cards in your hand. In the late game, can also attack the enemy leader.
Crystalshard Dragonewt
Best used with Natura cards but can also use existing followers to activate effects.
Dilophosaurus of Decay
Very easy effect to activate. Only downside is that it costs 7 mana, but otherwise very impactful card.
Beowulf, Accursed Hero
A 2-cost follower that has strong effects that scale into the late game.
Djeana, the Brighthearted
Fairly easy to set up her effect to ramp, nice card.
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.
Naterran Defender
Great Natura card that immediately pressure the opponent and can also attack the leader in the later stages of the game
Twofold Grace
One of the best 2-cost followers you can play early game. It's also especially good with shadow cards
Electrodrake
Good accelerate effect, acts as cheap removal. The overflow effect can be a downside but since the main body is very powerful, you can avoid the downside altogether.
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.
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.
Silverscale Sentry
Extremely useful and easy to play once evolve points are available.
Dragon Oracle
Ramp is an extremely strong effect, since it provides earlier access to your power-cards and comboes.
All That Glitters
It is surprisingly easy to find opportunities to play this card. As long as your draft has ways to answer large boards from the opponent, it is a very powerful card.
Voracious Venomaw
Despite being 10 mana, it's possible to cast this card in most games. Unfortunately, the effect to reduce leader's maximum health is often useless in this game mode.
Kyrie, Fragment of Hope
Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.
Heavenscale Dragon
Good card even without any synergies, only gets stronger with buff dragon cards.
Lucky Mermaid
Very strong 2-cost follower that can fix your hands and make all your buff dragon cards stronger.
Drake Hunter
Good at all points in the game. The evolve effect allows it to clear 3 followers by itself.
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
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.
Dragonslayer's Tragedy
Seems better than it is. It's great for clearing boards for a single turn, but if they have more resources they can just do it again.
Feena, Victorious and Just
Good resource card which ensures your early game curve.
Succulent Stegosaurus
The Accelerate effect is strong and the 6pp effect also has a lot of useful effects.
Firmscale Fish
Flexible card but can be rather underwhelming at times.
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.
Mermaid Commander
Against some classes, this card can instantly win you the game.
Smiting Shower
Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful
Sunderclaw Dragonewt
Bane allows this card to clear lots of threats. The autoevolve in overflow ensures its relevance at all stages of the game. Can be manually evolved as well to secure the spell.
Spoiled Mermanager
Good cycle card that heals your leader and fixes your hand.
Seraph of Sin
Good stats with useful effect to search for powerful neutral spells drafted
Aldis, Stylish Saint
Strong at contesting board states and can evolve to heal your leader for 4.
Silent Gargouille
The opponent won't always be able to clear this follower, and because it heals for 3, it's not too bad even if it is removed by the opponent
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.
Seaweed Spirit
Can't attack enemy leader early game but because of the board control it offers early game, it can translate to a large health lead. The evolve effect can make this a threat late game that the opponent needs to be careful of.
Wyrmcrafting
One of the best cycle cards which improves the card quality of your followers
Sacred Winged Fish
Can be used as removal in the early game. In the late game, 3-mana for 4-damage to enemy leader is quite good.
Overcoming Power
Can be slightly awkward to use due to random targetting, but it gives a tree
Relic Hunter
Good resource card with flexible usage patterns
Feathered Lizard
Good at all stages of the game. Board space is not a problem. Healing is relevant and the draw is inevitable regardless of which stage it is played.
Angel of Darkness
A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon
Relic Dragon
Too inconsistent in this format, but still a reasonable card for 7pp.
Shipwrecking Pincers
Can destroy followers and amulets. Healing can be relevant.
Ruins of Aiolon
Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly
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
Order Eternal
A strong reset option but still gives the opponent priority to set up their board again.
Infernal Meteor
You can draft your deck to consistently search for specific 7-costs with this card. Good at most stages of the game due to the overflow enhancement effect.
Militant Mermaid
Great early game card that vastly improves your mid and late game.
Mánagarmr Sentinel
Replaces itself and can heal your leader. Exceptional on turn 1 but can be hard to play in other stages of the game.
Angel of War
While a good card on paper, it can sometimes clog your hand with amulets.
Meddling Angel
Depends on the class you are drafting. Oftentimes just a 3-cost with a 3/3 statline.
Motley Alliance
2pp might be a little expensive for the effect but sometimes 3 healing is significant!
Celestial Wyrm God
It has good stats, restores health to leader and destroys an enemy follower. However, its ability to banish cards from deck can be detrimental, and reaching 10pp can be difficult.
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.
Let's Feast, in Style!
Can snowball in the early game while being cheap cycle in the later stages.
Hoverboard Speedster
Susceptible statline due to only having 1 health. However, it draws a card and has a good evolve effect.
Valkyria Lance
Usually an easy to use card that can make your neutral followers more useful and thin your deck. Better with Shadow cards
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
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.
Eternal Thoughts
Natura synergy card with bonus effect after 7pp.
Dragonrider
2/2 that can become a 4/2 is decent as far as 2-drops go
Gallant Dragonewt
A 2-cost follower with slight upside but difficult, if not impossible to get any of its additional effects
Serene Sea Shaman
First copy is good but can be difficult to find opportunities to play it against certain board states.
Dragon Shrine
In most circumstances is a slow pp boost. It's not a format where you can draw that many 7-cost followers early game and still expect to win.
Chance to Strike
Replaces itself and can be situationally good. However, in practice it can often be clunky to play
Rivaylian Outlaw
Good for a 1-cost follower but needs synergies to be worth drafting
Gone Fishing
Can be used to increase the consistency of your deck but it's nothing special.
Dormant Dragon
Underwhelming card until reaching 10pp, which can be difficult to achieve fast enough.
Age of Dinosaurs
Very bad card until you have at least 7pp. And even then...
Blazing Breath
Good removal early but rapidly becomes worse value as the game progresses.
Harbinger of the Night
Situational healing option
Case Cracked
Unreliable card that is often minus tempo or unplayable.
Altaia, Angel of Judgment
Needs an evolve point to be good
Platinum Dragonblader
Bad stats for a one-cost follower, evolve effect very rarely relevant