9.7
Marlone, Pillar of Balance

Marlone, Pillar of Balance

Incredible card that gives you control of the board. The evolve effect allows you to reset the life at any time, which can be exceptionally useful with greedy drafts.

9.45
Gilgamesh, Demi-God

Gilgamesh, Demi-God

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

9.4
Selena, Clergy's Judgment

Selena, Clergy's Judgment

Excellent card that enables amulet drafts and synergises with Natura.

9.35
Jeanne, Worldwalker

Jeanne, Worldwalker

Very powerful late game finisher and board control tool. Can end the game singlehandedly.

9.25
Laina, Heaven's Judge

Laina, Heaven's Judge

Very powerful evolve effect to control the board, with a powerful leader effect that gets stronger as the game progresses

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
Alexiel, Godsworn Shield

Alexiel, Godsworn Shield

Can sometimes win the game instantly, but its dependence on evo points can make it awkward.

8.85
Cottontail Chirurgeon

Cottontail Chirurgeon

Gives a huge amount of stats and board control by itself. Must be answered

8.85
Divine Minister

Divine Minister

This card gives incredible board control. It is good when you are losing. It is good when you are winning.

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.

8.55
Odette, Ivory Dancer

Odette, Ivory Dancer

In some situations, extremely strong but sometimes doesn't really do that much. Will usually need an evolve point to be effective.

8.55
Armed Al-mi'raj

Armed Al-mi'raj

Extremely powerful tempo reversal tool. Can singlehandedly clear almost any board while drawing cards and restoring health.

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
Featherfolk Courier

Featherfolk Courier

One of your main win conditions. 8 damage to enemy leader even without any other drafted support.

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.

8.4
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
Twofold Grace

Twofold Grace

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

8.3
Pick of the Harvest

Pick of the Harvest

If played early in the game, it can create tempo that is extremely difficult for the opponent to effectively 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
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.

8.25
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
Fount of Tranquility

Fount of Tranquility

Very good resource card that is easier to use as the game progresses

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.

8.1
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
Feena, Victorious and Just

Feena, Victorious and Just

Good resource card which ensures your early game curve.

8.1
Concordia

Concordia

Comes out of your deck for free. Even if it's drawn, it's okay at 5pp.

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
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.

8
Heavenly Flag-Bearer

Heavenly Flag-Bearer

Good storm follower with an easy to fulfil condition

8
Eschamali Peacemaker

Eschamali Peacemaker

The condition is very easy to fulfil, and the effect of this card is exceptional for 6pp.

8
Meowskers, Shaggy Consul

Meowskers, Shaggy Consul

Solid for 1pp, also pretty strong after 5 amulets have been destroyed

7.9
Avaricious Altruist

Avaricious Altruist

Good stats, replaces itself almost immediately with healing synergies

7.9
Forbidden Altar

Forbidden Altar

With Enhance (6), it can be used as a reset button at any time. If used this way, it can be awkward as your opponent will usually be able to take control of the board afterwards. However, if timed early without enhance, it can provide opportunity

7.9
Herbalist Hare

Herbalist Hare

Very likely to get lots of value in the mid game without needing to use evolution point.

7.9
Smiting Shower

Smiting Shower

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

7.85
Wingbeats of Prayer

Wingbeats of Prayer

Although the delay is slightly delayed, with good planning, it can create a massive tempo swing and unanswerable board state.

7.85
Meus Gourmand

Meus Gourmand

It's usually easy to reach 3 evolves which makes this card a very strong stabilisation tool in the midgame.

7.85
Seraph of Sin

Seraph of Sin

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

7.85
Gracious Meus

Gracious Meus

Pretty strong for a 2pp follower, considering it gives a free tree.

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.

7.85
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
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
Aldis, Stylish Saint

Aldis, Stylish Saint

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

7.8
Sanctum of Wings

Sanctum of Wings

Can be awkward to draw this card at inopportune points of the game, but has a lot of potential.

7.8
Prayer of Conviction

Prayer of Conviction

Very simple and effective removal.

7.75
Relic Hunter

Relic Hunter

Good resource card with flexible usage patterns

7.7
Divine Wolves

Divine Wolves

Easy to activate its effect. Can help to control the board and heal a lot of health.

7.7
Eschamali Advocate

Eschamali Advocate

One of the key effects is that you can evolve this card to heal you for 6 health in the mid and late game.

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
Aether, Guardian of Light

Aether, Guardian of Light

Can be difficult to consistently evolve five times. However, the card can be quite strong even without the five evolved condition.

7.65
Citrine Rabbit

Citrine Rabbit

Although the stats are quite weak, it's a very strong resource tool.

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
Regretful Apostle

Regretful Apostle

Useful Accelerate effect at most stages of the game. It can be difficult to evolve enough times for this card to be useful at 8 mana.

7.6
Order Eternal

Order Eternal

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

7.6
Opposing Wings

Opposing Wings

Great card when evolve points are still available, but much worse without it.

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
Angel of War

Angel of War

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

7.55
Calculating Medic

Calculating Medic

If the effect activates, it's quite good. Otherwise, it's just an average 2-cost follower with decent stats.

7.5
Mark Overcome

Mark Overcome

Takes a while to get to the secondary effect, but it cycles a card for only 1pp.

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
Shining Prayers

Shining Prayers

If you draft a lot of natura cards, this card gains a lot of value. Kind of average though.

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.

7.5
Peckish Al-mi'raj

Peckish Al-mi'raj

Worthwhile if you have good amulets to search for, such as Pick of the Harvest

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

7.45
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
Technolord: Origin

Technolord: Origin

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

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
Tanzanite Convictor

Tanzanite Convictor

Flexible card but is sometimes awkward due to restoring health to the enemy leader

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
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.

7.3
Angels of the Covenant

Angels of the Covenant

Pretty hard to reach the condition of destroying 10 allied amulets, so is rated as if it will never transform.

7.3
Risewing

Risewing

Only really good on exactly turn 4.

7.3
Blackened Scripture

Blackened Scripture

Banish Removal can be very backbreaking against specific cards. Can be awkward to cast in the late game against large followers though

7.3
Halls of the Inquisition

Halls of the Inquisition

Although the opponent can play around this card, it can create difficult situations for the opponent, while replacing your hand size.

7.1
Lonesome Moon

Lonesome Moon

A decent card but can be awkward to play. It also interrupts attempts to build decks around finding certain amulets.

7
Cattleya, Grand Priestess

Cattleya, Grand Priestess

Has very good stats and a good effect, but is pretty expensive and weak against wide boards

7
Beastly Vow

Beastly Vow

Temporary negative tempo that can lead to huge reversals. Can be difficult to find time to play this in the mid or late game though

7
Jewel Shine

Jewel Shine

Cheap cycle card with small upside depending on draft.

7
Sekhmet, Goddess of Plague

Sekhmet, Goddess of Plague

Very awkward card that can situationally be good, but can sometimes make it difficult to create a winning position.

6.8
Pendulum Al-mi'raj

Pendulum Al-mi'raj

Usually a fairly average card, but with a good draft it becomes significantly stronger.

6.8
Holy Kitty

Holy Kitty

Should be easy to activate its fanfare effect. However, it depends on your draft on how useful the evolve is.

6.8
Holy Serpent's Blessing

Holy Serpent's Blessing

Costs too much if you haven't drafted any synergies

6.8
Rivaylian Outlaw

Rivaylian Outlaw

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

6.7
Deepmist Shaman

Deepmist Shaman

Good evolve effect, but otherwise pretty average

6.4
Acolyte's Light

Acolyte's Light

Fairly expensive (banish) removal. If your opponent doesn't play any value targets, you will fall behind on tempo.

6.4
Gale Scythe

Gale Scythe

Needs the right draft but the cost is quite high and it takes up board space

6.3
Winged Brilliance

Winged Brilliance

It is quite difficult to make full use of its effects. Also, board space can be a significant issue in this game mode.It is quite difficult to make full use of its effects. Also, board space can be a significant issue in this game mode.

6
Case Cracked

Case Cracked

Unreliable card that is often minus tempo or unplayable.

6
Crystalline Tiger

Crystalline Tiger

Pretty average card at all stages of the game

6
Harbinger of the Night

Harbinger of the Night

Situational healing option

5.8
Turquoise Sister

Turquoise Sister

Pretty bad without drafting the right synergies

5.5
Altaia, Angel of Judgment

Altaia, Angel of Judgment

Needs an evolve point to be good

5
Wings of Friendship

Wings of Friendship

This card can fix your hand but has many situations where it is not useful.

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