Belphomet, Loretaker
Just like last time this card was in Take Two, it's too powerful. The fusion effects are strong, but if this card is played on turn 8, it's almost instant win.
Interstellar Battlecruiser
The 7 mana effect is extremely powerful and answers almost every threat in the game. At 8-mana, the ability to discard two cards from the opponent's hand is potentially game-winning by itself.
Synthetic Eden
Both effects are extremely strong and can be freely switched with evolution point. Immediately reverses tempo of the board and forces an enemy response.
Gilgamesh, Demi-God
Extremely powerful. One of the strongest cards in the format.
Chaos, Conflagrate
Very powerful win condition which ensures that your deck outlasts every other deck.
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.
Dual Swords of Severance
One of the best removal cards for this format. Especially in the late game, this card can recover play points while removing the enemy follower.
Anthenita, Spark of Change
Is a very strong resource card. If you draw your most powerful cards and copy it, your opponent will not be able to win a long game.
Dyne, Cannonsword Soldier
You will usually play this card for the 5 damage effect. It's very strong for only 6 mana, since you also get a 5/5 follower.
Duel with Destiny
Rated high due to incredible flexibility, with both effects being very strong and useful.
Illganeau, Restored Wretch
A 1pp 1/1 that can be repeatedly played. in the late game, does 12 damage to enemy leader. Strong.
Sparksting Archaeologist
Strong card for this format, especially for artifact synergies. Evolve effect is very strong and can remove multiple followers while healing.
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.
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.
Detestable Monolith
Very powerful when played for Enhance 6, as it has a tremendous statline, draws a card, has free evolve and only costs 3 play points.
Death Gunner
A flexible resource card that draws you many cards while controlling the enemy board.
Asuka & Shiori, Twins
Very powerful resource card that is significantly stronger when you have more evolve points than the opponent
Twofold Grace
One of the best 2-cost followers you can play early game. It's also especially good with shadow cards
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.
Aimless Gunner
Good at all stages of the game, but especially for 9 damage to enemy leader on turn 8 onwards.
Faerie Marionette
Extremely powerful card in both the early, mid and late game. Can act as a win condition in the late 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.
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.
Kyrie, Fragment of Hope
Good at all stages of the game and particularly powerful with evolve point due to the play point recovery effect.
Eon, Destiny's Hand
Cannot be used proactively, but good at reversing the game state. An evolution point can be used to easily reach 5 attack for its effect.
Elina, Winged Evangelist
Card is strong even without any Artifact synergies, as its evolve effect allows you to immediately receive the two artifacts put into the deck. This allows you to secure very efficient healing.
Lazuli, Gateway Liberator
All of this card's effects are very strong, as well as having a powerful statline. In particular, you want to use this to search for Chaos, Conflagrate..
Robotic Rampage
Strong Machina synergies, good removal and can control the board. In the late game, becomes a strong win condition
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.
Feena, Victorious and Just
Good resource card which ensures your early game curve.
Riftdweller
The stats are slightly weak for a 2-cost follower, but the ability to draw 2 cards for one extra mana is strong. The discard effect is usually not worth using.
Shadow Ruler
Powerful card that can answer many boards singlehandedly
Reboot Button
Enables Artifact drafts and is a highly efficient and flexible card with all its forms being usable depending on the situation.
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
Holy Biker
Good for artifact synergies, draws a card and can be used to help control the board.
Sisterly Bonds
One of the best 1-cost followers is available. In some cases, you may be able to utilise the six destroyed artifact condition to evolve Spinaria & Lucille.
Fettler Coyote
They're really not even trying to hide how strong this class is for Take Two.
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.
Outmoded Warrior
Good stats for a 3-cost follower, curves well into turn 4, and has a reasonable evolve effect. Also synergises with Machina and Artifacts.
Plucky Toymaster
Very flexible card that can help you clear most enemy boards. You don't have to evolve this card in a lot of situations.
Mass-Produced Enforcer
Pretty solid 2pp machina synergy card.
Smiting Shower
Strong removal for its cost. Flexibility to do 5 damage to enemy leader is sometimes quite helpful
Dreamer Puppet
One of the best 2-cost followers that guarantees control of the early game.
Aldis, Stylish Saint
Strong at contesting board states and can evolve to heal your leader for 4.
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.
Seraph of Sin
Good stats with useful effect to search for powerful neutral spells drafted
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.
Overgrown Wretch
3 mana for 4 damage to enemy leader, seems fine.
Disseminator of Wisdom
Although somewhat expensive due to being a 6-cost, it has good stats and draws two cards.
Relic Hunter
Good resource card with flexible usage patterns
Carnelia, Amnesic Attendant
With the right set-up and draft, the evolve effect becomes a strong tempo play that adds two cards to your hand.
Evamia, Spinner of Threads
Good stat line, and Mystic Artifact costing only 1 mana is very efficient. Both the ward and the evolve effect can provide powerful defence for your leader
Gizmo Lion
Average stats but the Mystic Artifact costing 1 is very good value for what it provides you
Father of Medicine
Obviously needs an artifact draft, but very efficient card with good stats, considering the evolution effect.
Mia, Winged Puppet
Good stats, provides the ability to control the board and can recover leader health. Can also be manually evolved.
Angel of Darkness
A 2/2 follower with Rush. The evolve effect is a bonus, usually good vs Dragon
Postapocalyptic Girls
The healing and protection effect is quite good but it can be challenging to reduce the pp of this card to a low enough point. Also, it's hard to play this without clearing the enemy board first.
Metal Mammoth
Very strong on 8pp, but the cost is quite high with no accelerate effect
Ruins of Aiolon
Strong synergy card. Doesn't do anything by itself but can enhance a machina draft significantly
Order Eternal
A strong reset option but still gives the opponent priority to set up their board again.
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
Puppet's Play
The 1pp version is good in the early game. It is much weaker afterwards, until you reach 6pp, but afterwards becomes a good card 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.
Doll's Teatime
Can be considered as a removal spell that provides much needed healing in the mid and late game
Agyll, Purelight Prototype
The stats are quite weak but it will search an artifact from the deck which is good enough. You will rarely use the fusion effect.
Let's Feast, in Style!
Can snowball in the early game while being cheap cycle in the later stages.
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.
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
Retrafia, Divine Mother
It's not as consistent to utilise the Crystallize effect in this format. However, it can be used as a reasonably strong finisher with the right draft.
Journey to the Past
Requires set-up to be effective, but with the right situation and draft can be very strong.
Electric Rhino
Pretty weak without artifact synergies. Wouldn't recommend without existing artifact draft.
Mythril Messenger
The second effect of this card is quite strong if you can reasonably draft towards the condition
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.
Dimension Cut
3 damage removal with upside during resonance, which means it scales into mid-game relatively well.
Nameless Impulse
Fairly costed card if you need more evolution points.
Automaton Knight
The slightly understatted portion of the card is made up for by the puppet generated upon death.
Laser Tyranny
Unreliable removal that gets worse as the game progresses. Only pick for Artifact synergies
Shin, Enemy of Chaos
Difficult to secure enough evolutions to activate in this format. However, the statline is okay early game.
Hall of Monoliths
You have to draft around this card for it to be good
Jet-Powered Pugilist
Good early aggressive card that gets worse if drawn later in the game
Magisteel Lion
Generic 2-cost whose value depends on if you have any artifact synergies in deck. Without artifact synergies, the fanfare is detrimental
Rivaylian Outlaw
Good for a 1-cost follower but needs synergies to be worth drafting
Fiery Barrage
Situationally useful card but can cause hand size issues
Harbinger of the Night
Situational healing option
Case Cracked
Unreliable card that is often minus tempo or unplayable.
Homunculus's Advent
This card is very average, unless you have a synergistic Artifact draft.
Ines, Maiden of Shadows
Only draft if you have synergies in deck. Keep in mind it can be evolved in a pinch for bonus effects.
Altaia, Angel of Judgment
Needs an evolve point to be good