Gilgamesh, Demi-God
Extremely powerful. One of the strongest cards in the format.
General of Infamy
Extremely powerful win condition, especially when multiple copies are drafted.
Fenrir, Endbringer
Very easy to play, controls the board, can hit enemy leader. If in Vengeance, can be manually evolved to deal ten damage to enemy leader.
Rouge & Verte, Werekin
This card can completely answer almost every board by itself while dealing damage to the enemy leader. Also synergises strongly with many cards from the class
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.
Hervör
Very powerful at all stages in the game. This card does almost everything you could want in this format.
Mono, Garnet Challenger
It's worthwhile trying to draft a deck that can evolve at least 5 times, as this card is very powerful after that point.
Chaotic Chimera
Dependent on draft but one of the strongest payoffs
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.
Hypodermic Devil
One of the strongest 2-cost followers that supports both Machina and Evolve synergies.
Diabolus Hedone
Good card even without Wrath active. However, with Wrath active, it becomes extremely game changing.
Oceanus, Shifting Radiance
This card singlehandedly secures you the early game, while being playable at all points of the game.
Odin, Advent of Ragnarok
Very strong accelerate effect that later transitions to a discounted and very powerful tempo follower.
Hope-Chained Devil
Strong stats, draws cards, does damage to enemy leader and clears the enemy board. Very strong.
Ruler of Retribution
Even without evolving 5 times, it can be played from hand as a removal option that heals leader for three. Drawing the 1-mana 10/10 is extremely strong in the late game as well.
Nacht, Blood Huntress
If you evolve this card, you need to be careful not to deck out. Overall, just a good card even if you never evolve it.
Asuka & Shiori, Twins
Very powerful resource card that is significantly stronger when you have more evolve points than the opponent
Crimson Talonstrike
Great resource card that gives you two 1/1 followers, with a bonus effect if you manage to reach under 10 cards in deck
Doublame, Seeker of Beauty
Strong 2-cost follower with no downside. Very strong in the early game.
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
Garnet Rondo
The base effect is already good, but the secondary effect is extremely strong.
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.
Lian & Alfie, Hunters
Strong card at all points of the game, particularly after 5 evolutions have been achieved.
Nightmaker
Good tempo card, can attack leader, and synergises with machina and evolve cards.
Kyrie, Fragment of Hope
Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.
The Princess Express
The flexibility to pick whichever option is better for your situation is great. Medusa is very strong when played on curve especially due to Medusiana, which is very powerful removal.
Devilish Nurse
Helps to trigger Wrath condition and draws two cards while only being slightly understatted. Very strong resource card.
Buller, Child of Evil
Can be drafted regardless of any other synergies. Extremely powerful when under 10 cards left in deck.
Feena, Victorious and Just
Good resource card which ensures your early game curve.
Red-Hot Gossip
A removal effect that searches a machina follower at the minimum. With enough evolves, the value becomes much higher.
How to Train Your Bat
Very strong resource card with the ability to help reach Wrath condition. It can also allow you to recover an evolution point.
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.
Vampire Croupier
Pretty great card for achieving Wrath with decent payoff.
Scorpion Colossus
Despite its high cost, this is a very high value follower as it can immediately remove an enemy follower and forces the opponent to clear. It also does 5 face damage in a majority of situations, which progresses your lethal plan.
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.
Mastema, Dark Temptress
Very strong if you can reach the wrath condition. Otherwise, this card sucks.
Smiting Shower
Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful
Lawful Evil
Generally safe to pick this card early on to enable the possibility of the under 10 cards in deck condition. It's good enough even if you don't get the right draft.
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.
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.
Blau, the Valkyrie
Very strong and reliable removal in the midgame while leaving a follower that the opponent has to destroy later.
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.
Temptress of the Cups
Flexible follower that helps answer the board while healing your leader and achieving the Wrath condition
Hell's Heartbreaker
Safe card to draft early that can help to enable the under 10 cards in deck condition
Bloodsmith
Good stat line that can remove an enemy threat without using evolve. Sets up vengeance effects for a large swing the following turn.
Bolt Devil
High cost follower with an appropriately strong effect if you can reach that point in the game.
Relic Hunter
Good resource card with flexible usage patterns
Archdemon's Heir
Very strong 2-cost due to its flexibility. The 0/1 follower also interrupts random target removal.
Angel of Darkness
A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon
Waterwing Demon
You can usually draft this card safely. It's a flexible card that can be used for removal and to attack enemy leader.
Dice Devil
Has pretty good stats for a 2-cost follower. Helps you get to wrath, and has a good healing effect.
Milnard, Demon Butcher
Decent even for 5 cost. Has potential to be extremely good if drawn when only 10 cards remain in your deck
Weapon Tamer
Good card for enabling machina and wrath synergies. Can be viewed as both a 1pp and a 2pp follower.
Silver Snipe
Very cheap removal with the ability to do damage to the enemy leader in the late game.
Ruins of Aiolon
Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly
Sanguine Night
It's a cycle card that can situationally cost only 1 mana, while potentially allowing for the under 10 cards in deck draft
Blood Pact
Simple and effective resource card
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
Razory Claw
Good finisher card. Flexible and can be used as emergency removal too.
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.
Meddling Angel
Depends on the class you are drafting. Oftentimes just a 3-cost with a 3/3 statline.
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.
Pain Everlasting
When you pick this card, you should consider how you intend to continue the rest of your draft so that you can get a more beneficial effect than your opponent if you have to play this later.
Let's Feast, in Style!
Can snowball in the early game while being cheap cycle in the later stages.
Fear's Disciple
Generically strong early game card that gets worse in the mid and late game
Demon of the Keys
Helps you achieve the wrath condition and has a fairly strong 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.
Hoverboard Speedster
Susceptible statline due to only having 1 health. However, it draws a card and has a good evolve effect.
Provisions Aplenty
It's a reasonably efficient cycle card, but is negative tempo to use. Often the target for Meddling Angel
Journey to the Past
Requires set-up to be effective, but with the right situation and draft can be very strong.
Wicked Collector
Minus tempo but automatically draws you a card where the stat increase can be quite strong.
Metallic Bat
Card has machina and evolve synergies, but is a little harder to get value with
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.
One Reminder
Decent cycle cards with some machina synergies
Vampire Liberated
If drafted early, can commit to drafting to the under 10 cards in deck condition.
Avnas
Situationally useful card but not particularly flexible.
Warped Fusion
Only draft if aiming for the under 10 cards in deck condition, this is a card that is very bad in the mid and late game.
Instinctive Rampage
Situationally useful card. Generally becomes weaker in the late game, even though it may be able to damage the enemy leader.
Instigator of Discord
A 2-cost follower with a strong evolve effect. While it doesn't gain any bonus stats on evolve, it can be useful in the early game to steal an opponent's follower. Is a bad draw in the late game without evolve points remaining.
Rivaylian Outlaw
Good for a 1-cost follower but needs synergies to be worth drafting
Master of the House
Average card without being in vengeance. The vengeance effect is underwhelming if not done early as well.
Dark General
Underwhelming without Vengeance, but can steal games away when your opponent isn't careful.
Gadel, Ravenous King
Very poor tempo, can lose you the game. On the other hand, if you can find an opportunity to use it, it can still draw you two cards, and in an emergency, can heal you.
Bloody Session
While the card can be quite powerful in certain situations, it can also be challenging to have two Blood followers on board to activate the effect in the first place, especially if the opponent actively tries to deny you the opportunity to use this card.
Grasping Spider
Must draft specifically so this card is playable.
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