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.
Gilgamesh, Demi-God
Extremely powerful. One of the strongest cards in the format.
Selena, Clergy's Judgment
Excellent card that enables amulet drafts and synergises with Natura.
Jeanne, Worldwalker
Very powerful late game finisher and board control tool. Can end the game singlehandedly.
Laina, Heaven's Judge
Very powerful evolve effect to control the board, with a powerful leader effect that gets stronger as the game progresses
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.
Alexiel, Godsworn Shield
Can sometimes win the game instantly, but its dependence on evo points can make it awkward.
Cottontail Chirurgeon
Gives a huge amount of stats and board control by itself. Must be answered
Divine Minister
This card gives incredible board control. It is good when you are losing. It is good when you are winning.
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.
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.
Armed Al-mi'raj
Extremely powerful tempo reversal tool. Can singlehandedly clear almost any board while drawing cards and restoring health.
Odin, Advent of Ragnarok
Very strong accelerate effect that later transitions to a discounted and very powerful tempo follower.
Featherfolk Courier
One of your main win conditions. 8 damage to enemy leader even without any other drafted support.
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
Pick of the Harvest
If played early in the game, it can create tempo that is extremely difficult for the opponent to effectively answer.
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
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.
Fount of Tranquility
Very good resource card that is easier to use as the game progresses
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.
Kyrie, Fragment of Hope
Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.
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.
Concordia
Comes out of your deck for free. Even if it's drawn, it's okay at 5pp.
Feena, Victorious and Just
Good resource card which ensures your early game curve.
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
Meowskers, Shaggy Consul
Solid for 1pp, also pretty strong after 5 amulets have been destroyed
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.
Heavenly Flag-Bearer
Good storm follower with an easy to fulfil condition
Eschamali Peacemaker
The condition is very easy to fulfil, and the effect of this card is exceptional for 6pp.
Herbalist Hare
Very likely to get lots of value in the mid game without needing to use evolution point.
Smiting Shower
Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful
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
Avaricious Altruist
Good stats, replaces itself almost immediately with healing synergies
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.
Wingbeats of Prayer
Although the delay is slightly delayed, with good planning, it can create a massive tempo swing and unanswerable board state.
Gracious Meus
Pretty strong for a 2pp follower, considering it gives a free tree.
Meus Gourmand
It's usually easy to reach 3 evolves which makes this card a very strong stabilisation tool in the midgame.
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.
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.
Sanctum of Wings
Can be awkward to draw this card at inopportune points of the game, but has a lot of potential.
Prayer of Conviction
Very simple and effective removal.
Relic Hunter
Good resource card with flexible usage patterns
Divine Wolves
Easy to activate its effect. Can help to control the board and heal a lot of health.
Angel of Darkness
A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon
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.
Ruins of Aiolon
Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly
Citrine Rabbit
Although the stats are quite weak, it's a very strong resource tool.
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.
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
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.
Order Eternal
A strong reset option but still gives the opponent priority to set up their board again.
Opposing Wings
Great card when evolve points are still available, but much worse without it.
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.
Calculating Medic
If the effect activates, it's quite good. Otherwise, it's just an average 2-cost follower with decent stats.
Mark Overcome
Takes a while to get to the secondary effect, but it cycles a card for only 1pp.
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.
Shining Prayers
If you draft a lot of natura cards, this card gains a lot of value. Kind of average though.
Let's Feast, in Style!
Can snowball in the early game while being cheap cycle in the later stages.
Peckish Al-mi'raj
Worthwhile if you have good amulets to search for, such as Pick of the Harvest
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
Hoverboard Speedster
Susceptible statline due to only having 1 health. However, it draws a card and has a good evolve effect.
Tanzanite Convictor
Flexible card but is sometimes awkward due to restoring health to the enemy leader
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.
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.
Angels of the Covenant
Pretty hard to reach the condition of destroying 10 allied amulets, so is rated as if it will never transform.
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.
Risewing
Only really good on exactly turn 4.
Blackened Scripture
Banish Removal can be very backbreaking against specific cards. Can be awkward to cast in the late game against large followers though
Lonesome Moon
A decent card but can be awkward to play. It also interrupts attempts to build decks around finding certain amulets.
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
Jewel Shine
Cheap cycle card with small upside depending on draft.
Sekhmet, Goddess of Plague
Very awkward card that can situationally be good, but can sometimes make it difficult to create a winning position.
Cattleya, Grand Priestess
Has very good stats and a good effect, but is pretty expensive and weak against wide boards
Holy Kitty
Should be easy to activate its fanfare effect. However, it depends on your draft on how useful the evolve is.
Holy Serpent's Blessing
Costs too much if you haven't drafted any synergies
Pendulum Al-mi'raj
Usually a fairly average card, but with a good draft it becomes significantly stronger.
Rivaylian Outlaw
Good for a 1-cost follower but needs synergies to be worth drafting
Deepmist Shaman
Good evolve effect, but otherwise pretty average
Acolyte's Light
Fairly expensive (banish) removal. If your opponent doesn't play any value targets, you will fall behind on tempo.
Gale Scythe
Needs the right draft but the cost is quite high and it takes up board space
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.
Harbinger of the Night
Situational healing option
Case Cracked
Unreliable card that is often minus tempo or unplayable.
Crystalline Tiger
Pretty average card at all stages of the game
Turquoise Sister
Pretty bad without drafting the right synergies
Altaia, Angel of Judgment
Needs an evolve point to be good
Wings of Friendship
This card can fix your hand but has many situations where it is not useful.