Shadowverse

Shadowverse

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Legendary & Gold Cards Liquifying List (DB/NE Updated)
By im mad trash bro
This guide will tell you which Gold and Legendary cards you should liquefy, and which you shouldn't. Hopefully this will help you to get vials to build a collection that with you can be proud of.
   
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Intro
Getting Gold or Legendary cards from packs can be pretty awesome. However, not all Gold and Legendary cards are viable or commonly used. So you may want to liquefy some of them to get those sweet sweet vials to craft cards you actually want. I have made this list of all the current Gold and Legendary cards, and tell you if you should liquefy them or not. Also, I have included explanations as to why you should or should not liquefy said card. The list is sorted by Play Point cost, and I have separated the cards per class. If you need to quickly find a card, just press Ctrl+F to search for it.
Neutral - Standard
Altered Fate
This card can be used in Path to Purgatory and Spartacus decks. Basically most decks that either wants to draw a lot of card or generate a lot of shadows have a use for this. While those decks aren't the best decks in the game, if you enjoy playing that kind of deck, definitely keep this. This card works as a hand 'resetter', which you can use to replace the bad cards in your hand with new ones. Every card discarded will generate a shadow, so it has good synergy with Path to Purgatory. Since it can potentially draw a lot of cards, Spartacus decks have some use for it as well. 'Normal' decks that don't want to sacrifice cards for shadows or Spartacus have no reason to run this.

Urd
Because of the way this card works, it has heavy synergy with Last Words and Storm followers. Her playability is heavily affected by her combo potential with those followers. This card is pretty much completely reliant on her combo potential with Last Words and Storm followers to be any good. She is pretty much dead weight on her own, as a 4PP 3/3 with no effect. So if there is a powerful combo available, she is okay, but when there isn't she has no use at all.

Path to Purgatory
Keep if you want to play PtP decks, else liquefy. This card used to be the engine behind one of the most powerful decks in the early days of Shadowverse. However, removing Amulets is becoming easier with each expansion, basically making this a bit unreliable as a win condition. That being said, the deck can still work, so keep this if you want to build a deck around it.

Wind God
Liquefy. Wind God has pretty bad stats for its' cost. A 1/5 on turn 5 just doesn't do much, especially since during that time Evolves will come into play. During this time you want to get as much tempo advantage as possible, and a 1/5 doesn't help with that. Also it requires quite a big board for its' effect to be useful. Most classes that play board centric decks have better options for board buffing in their class set (Like Gremory or Eachtar). Also she is a very mediocre turn 5 play on her own, even when Evolved.

Angel Crusher
Liquefy. This card is way too risky to play. You are basically throwing your whole hand away and thus become dependent on top decks, only to put a huge statted follower on the board. The problem is that almost every deck has single target hard removal these days, like Dance of Death or Rite of Exorcism, these days. The only potential use of this card is alongside Tilting at Windmills because it gets Storm, but Dragoncraft has way better options for big Storm followers.

Athena
Liquefy. Worthless card that has almost no use case. The statline is a bit on the weak side, and the effect doesn't make up for it at all. First of all she requires a big board to even have a use, and even then it doesn't do much. The effect only lasts the turn you play her, meaning it doesn't provide protection against the board clears and removal that the opponent can play next turn. Turn 6/7 is pretty much when the big board clears and removal cards are played. Basically, she doesn't do anything and has very little upside.

Gabriel
Liquefy. Although the card doesn't look all too bad, there are better alternatives nowadays. Most classes have access to cards that are either cheaper or have more powerful versions of her effect.

Lucifer
Liquefy. This card is in the same boat as Gabriel; a decent old card that has been overshadowed by alternatives from newer expansions. Pretty much every class that used to play this has better options for healing nowadays.

Prince of Darkness
Liquefy. Another decent old card that has been eclipsed by newer additions. The win condition this deck provides, as well as the card itself, are way too slow to be competitive these days. Not too mention that the tempo of the game has sped up to the point that reaching turn 11 without dying to a combo or other finisher is a pretty rare occurance.
Neutral - Darkness Evolved
Demonic Simulacrum
Liquefy. This card has a potentially incredible effect; a 2 PP 4/5 is amazing value. However, it requires you to have 2 evolved followers in play. This is almost impossible to pull off, since most off the time your opponent will try to kill your evolved followers the turn after they're played. Also, when draw this after you have used all your Evolves, it is pretty much a dead card. Because it has a base 0/3 statline, it is pretty much hot garbage when you don't get the effect off.

Archangel Reina
Liquefy. This card has a pretty fun effect, however it is very slow and usually too hard to pull off. It requires you to have a decent board, as well as an Evolution Point on turn 8. It is very uncommon to still have Evolution Points on turn 8, as well as having a decently sized board to take advantage of the effect (since board clears are usually played around this time).

Odin
Liquefy. Most classes have access to better alternatives for removing Last Words Amulets and followers. Especially with Fall from Grace being a Neutral 4-cost spell that has a similair purpose.

Dark Angel Olivia
Meta dependant card that is useful when games are going late. Dark Angel Olivia is a powerful tool in Control vs Control matchups. She gives you a big advantage in late game follower trading, as she refills your Evolution Points. You can then use the points to make favorable trades are gain value from Evolvo effects. However, nowadays most Control decks have some kind of OTK finisher, which pretty much completely negates the purpose of this card. If decks pop up that rely on late game follower trading to win, she might be worth it, but as it stands now there is little use for her.
Neutral - Rise of Bahamut
Uriel
Liquefy. Although the card isn't bad by itself, decks that would want to pull Amulets from their decks usually already have better ways to do this. For example Havencraft has Globe of the Starways. This could maybe see play if a class that doesn't have these tools gets a powerful amulet, but as of now it doesn't see play.

Goblinbreaker Teena
May be worth keeping as an anti-Neutral tech choice. This card's usefulness is basically tied to the dominance of Neutral cards in the meta. If you use it on a Non-Neutral follower, it is a pretty inefficient and low-impact play. When used on a Neutral follower however it is very strong. The problem for this card is that it needs to be used on midrange or expensive lategame followers to really get its' value, since using it on a Unica is way too much of an overkill. It may be worth keeping as a tech card just in case midrangy Neutral followers become common in the meta.

Lucius, Goblin Slayer
Liquefy. This card had a mediocre effect and low stats. While it kills most 1 drops, it keeps a lot of 3+ drops alive, which basically defeats the purpose of this card. There are way better things you can do on turn 5, be it playing other board clear tools or playing a follower with an Evolve effect.

Sahaquiel
Has potential for control decks with big Neutral followers. This card is an auto-include in any deck that utilizes powerful Neutral followers like Israfil, Lucifer and Bahamut. It can be a gamechanger when played right, but there aren't a lot of decks that utilize big Neutral followers as followers / top end of their deck. As it has pretty much no use outside of these decks, you should liquefy it if you don't want to play them.

Bahamut
Decent inclusion when the meta is Control heavy. Bahamut is one of the best lategame board clears in the game. It works great in Control vs Control matchups that don't rely on Amulets. He can be combo'ed with Tilting at Windmills to provide (pretty much) unavoidable face damage. However, he is very slow, and a lot of Control decks will use hard removal to remove him for cheap, or just use some kind of OTK to finish you off regardless.
Neutral - Tempest of the Gods
Grimnir, War Cyclone
Liquefy. While the card is pretty decent in a vacuum, he doesn't keep up with the current metagame. Almost every class has better board clears or better things to play on turn 10, which makes his Enhance effect very mediocre. And as a 3PP 2/3 Ward, while he isn't bad or anything, there usually better things to play.

Arriet, Soothing Harpist
Keep. This card has a lot of potential when combo'ed with followers that can deal huge amounts of face damage. The most common example of this is Holy Mage, which is used in City of Gold Havencraft as the main finisher. This card empowers this kind of 'big follower that deals massive face damage to end the game' kind of play. It can also be used to remove a Ward follower while still being able to deal face damage. This is the kind of card that can potentially be really powerful when it has good supporting pieces.

Earthshock Ogre
Liquefy. This card isn't that bad on its own, but the problem is that it is a 8PP cost follower. This makes it come into play way too late, and at this stage of the game he is not very impactful compared to other 8PP cards.

Israfil
Keep. This card is an amazing stabilizer which can fit in Control Decks that run Sahaquiel as well. On its own it's a pretty decent 9PP 8/8 with an immediate heal effect, as well as an AoE effect on attack. This card is especially good in combination with Sahaquiel, since it allows you to remove an enemy follower and deal 2 damage to all enemies immediately on turn 7. The problem is that at 9PP it is way too slow to see play in decks that don't run a big Neutral package (with Sahaquiel) or Dragoncraft decks (because of Ramp) tho.

Zeus
Keep. Pretty good card that can be utilized by certain control decks as a finisher. It is very slow, but certain decks can make use of it by either cheating it out (Reanimate of Sahaquiel) or ramping up. It is especially powerful in combination with Sahaquiel, so it might be worth it for control decks that run a big Neutral package at the top end of their curve.
Neutral - Wonderland Dreams
Rapunzel
Liquefy. While it is overstatted, it's effect is actually a downside. Most of the time you are looking for good effects when looking at 3-drops to put into your deck. Also this card is terrible when you don't have board control, as it doesn't do anything when you are not able to attack with other followers during your turn. There are way better 3-drops available to every class.

Alice, Wonderland Explorer
Liquefy. This card dominated the meta during Wonderland Dreams, as she was one of the major reasons that the Neutral Package was so strong. She had a direct impact on the board, as well as buffing followers in your hand to set up later turns. There were few better turn 4 plays than playing Alice. She has since been nerfed directly, as well as the Neutral Package being less powerful compared to the new decks with powerful class cards from SFL. As of now, most Neutral decks don’t even run her, because the card isn’t impactful enough as it is now.

Snow, Whitecat Sage
Liquefy. Weak 5-drop that has a mediocre effect. The lack of stats and a good (Evolve) effect for a 5PP follower makes this card look very bad when compared to other 5PP followers. Every class has better 5-drops available to them.

Hector
Keep when you play Neutral focused decks. This card pretty much only has usefulness in heavy Neutral oriented decks. It is pretty good if your deck has a lot of Neutral followers, but if not it is pretty much a mediocre card. There are way better 5-drops available for decks that don't have a lot of Neutral followers.

Queen of the Dread Sea
Liquefy. Completely useless after the nerfs. The current version of the card is way too slow to see any play. Before you could play your big Storm followers on the same turn as her, but now you need to wait another turn to play them. And playing a 10PP 5/5 that doesn't do anything immediately is game losing.
Neutral - Starforged Legends
Staircase to Paradise
Keep if you play zoo-ish decks. This card is a decent inclusion for decks that fill the board quickly with cheap, fragile followers. It synergizes especially well with Puppets, turning them into a massive draw engine. There are better draw options available, but it isn't a bad inclusion.

Helblindi
You might want to keep it if you play aggressive Neutral decks, but those are not very competitive. While this card isn’t terrible by any means, it isn’t very impactful. It has okay stats, but it’s just a vanilla 5/5 with no effect. If you Enhance it, it gains a moderately powerful effect. However, there are a lot of better 7PP followers and removal tools. The only advantage this card has is that it enables Neutral synergies, which some decks may use. So it might be worth including as a top-end for aggressive Neutral decks, but it has little use outside of those.

Qilin
Liquefy. Turn 5 is a very important turn, as this is the turn where you react to the Evolve play of your opponent. You usually want to play a follower with an Evolve effect or a follower with high base stats on this turn. Unfortunately, this card doesn’t have either of those. This card can’t compete in the Evolve Wars, as it will be removed next turn without accomplishing much. Also, it’s effect doesn’t trigger when it is attacked, which makes it pretty simple to trade into this.

Zodiac Demon
Liquefy. This is a niche card which has some combo potential with certain Last Words followers and the Servant of Darkness. However, it does require that the opponent has no followers on board, which is pretty uncommon at this stage of the game. There are a lot of better plays to make on turn 7 that have more reliable results.

Loki
Liquefy. While this card has insane potential with big finishers that rely on Fanfare effects to finish off the opponent, pretty much all of them already work on their own. While this card is completely reliant on those cards to have any use at all, those cards usually can finish the game on their own. Giant Chimera already OTKs opponents on his own, and King Elephant on his own is usually sufficient to finish a game.
Neutral - Chronogenesis
Goblin Emperor
Rotation: & Unlimited: Liquefy. This card has some potential in zoo-ish decks, but all of the classes that have play this kind of deck have better options from their class cards. The card itself is understatted and the card you receive from it is random, which makes it unreliable. Not only that, but the cards it provide are not very good and pretty much every class has better 3-drops.

Badb Catha
Rotation & Unlimited: May be worth keeping if you like playing Aggro or Midrange. This card is a decent fit for decks that like to be aggressive using wide boards. When played at 6 (which you usually want), she can provide a massive boost to your board. You can then use this to make favorable trades or push face damage. If the game goes late and you haven’t lost, the spell she provides can be used as a last resort burst/hand refill. However, this card is pretty much overshadowed by Gilnese, Omen of Craving. Gilnese provides a stronger offensive buff, while also having a better body and better lategame draw potential. The only thing this card has going for it is it’s flexibility.

Shining Bellringer Angel
Rotation & Unlimited: Liquefy. It has 0 attack, meaning it pretty much dies for free, maybe while buying you a turn. It is a bad tempo play, even more so when it is played on turn 4 when Evolves start coming into play. Not only that, but Purehearted Singer does pretty much the same as this card, while also having 1 attack and being cheaper.

Fall from Grace
Rotation & Unlimited: Keep. This card pretty much functions as a tech card against powerful Last Words followers and amulets. And while some classes have better options (Themis’ Purge or Crystalia Lily), the fact that it is a Neutral card makes it very valuable. Classes that don’t have a way to banish or transform followers/amulets can use this when certain powerful Last Words cards become popular.

Chronos
Rotation & Unlimited: Can be used in Spartacus Swordcraft or Mill Portalcraft, but both of those are not very competitive. This card is pretty much the meme legendary of the set. It forces both players to draw cards equal to the attack of the strongest follower they have on board. This makes it decent against Control, as they usually have big followers, but absolute garbage against aggro. Not to mention that this card itself is a very bad tempo play, with only 4/3 stats and no immediate board presence for 8PP. This is a dead card against everything that isn’t Control/Combo, and even against control/combo it is not very good. At this stage of the game you need to either look for finishers or build a big steady board (to finish the game with). This card does none of those two things.
Neutral - Dawnbreak, Nightedge
Paradise Vanguard
Rotation: Keep. Unlimited: Liquefy. This card is a 2PP 2/2 with no effect on its’ own, while also having an evolve effect that functions as situational removal. The effect itself is a bit tricky to activate, as you can usually remove something with 3 Defense or less with most removal spells already. However, there are cases where you don’t want a certain follower’s Last Words to activate, in which case you can set things up for this cards’ Evolve effect. In Rotation this card fills the spot of Lyrial, who served a similar purpose. In Unlimited, there is little reason to run this over Lyrial, as Lyrial can also target the enemy leader and the format has more counters to Last Words available.

Moon and Sun
Rotation & Unlimited: Keep. This card is a very flexible and potentially unlimited resource generator. When played it summons either a 2/2 with Clash: restore 2 defense to your leader, or a 3/1 with Clash: deal 1 damage to the enemy leader. Both followers put a copy of Moon and Sun into your hand upon death, meaning that you can potentially keep summoning them over and over. It is a decent standalone card at least, that can fit into decks that need board control to win the game. The fact that this card generates endless Neutral followers makes it a natural fit for Neutral synergy decks. Moon and Sun basically ensures that you always have something to play at any given turn. While the followers itself aren’t anything special, the fact that they are basically endless makes them pretty good. This card is a bit weaker in Unlimited, because the format has more answers to it (transform, banish), as well as the format having a lot more alternatives.

Oceanus
Rotation & Unlimited: Keep. Oceanus is just a solid standalone card that generates a card. You can either get a 1PP spell that restores 2 Defense or a 3PP spell that destroys a follower with 4 or less defense. Especially the latter option is very powerful, and a good addition to any deck. The former option is more situational, but you can use it as a last resort heal. It also has synergy with decks that use heals for additional benefits, namely decks that also run Tenko’s Shrine or Elana’s Prayer. It is better in Rotation than in Unlimited, because Unlimited has a lot of alternatives for the cost slot or purpose of the card.

Suttungr
Rotation & Unlimited: Good tech card against Seraph and other high cost amulets that are core to certain decks. This card is a tech card against decks that have a high-cost amulet as win condition, like Seraph or Tenko Havencraft. The card is also pretty flexible, as it gains a large amount of stats when there is no amulet to banish. It is either a 6PP 3/2 that banishes an amulet or a 6PP 6/5, which is pretty decent. The power of this card is that it isn’t a completely dead card against decks that don’t use a lot of amulets, which is usually a problem for tech cards. In conclusion, play this when decks with powerful high-cost amulets are prominent in the meta.

Marduk
Rotation & Unlimited: Liquefy. This card is more of a meme card than anything else. While its’ stats are good for the cost, it has no immediate impact on the board and its’ effect is so hard to work with. The effect wants to promote playing a lot of amulets and spells to burn down your opponent. However, amulets usually stick around on the board for some time, meaning it is unlikely that you can just keep slamming amulets down, because of the lack of board space. Also, you need to have a deck build around this, since you need a lot of amulets and spells to make this work. The reason such a deck won’t work is that the effect is tied to the follower itself, not your leader. This makes him way too unreliable as a win condition, because removing a follower on turn 7 isn’t a very hard thing to do.
Forestcraft - Standard
Rhinoceroach
Keep. This old card has certainly stood the test of time and is still heavily utilized to this day. It defined a deck around it, Rhinoceroach Forestcraft, which has become a class staple. The potential damage from this thing is massive and as such it is used as an OTK to win the game from nothing. It will keep getting more powerful as more and more supporting pieces are released.

Ancient Elf
Keep. This is used in a lot of Forestcraft decks, because of its' ability to bounce cards, as well as creating a giant Ward follower. Most of the time this can be dropped on turn 3 to become a 4/5 Ward, which is incredibly difficult to deal with so early. It has good synergy with Fairies, Fairy Wisps and Rhinoceroaches. Can also be used in the later stages of the game as a defensive tool.

Petal Fencer
Liquefy. Bad tempo play that messes with bounce effects. Fairies are usually used as a cheap card to add to the number of cards you played this game, and transforming them into 4PP 2/2s is very counterproductive. There are way better 4-drops available.

Noble Fairy
Liquefy. This card is supposed to function as some kind of board clear in combination with ping effects. However, it is very slow because it requires you to either have a big board or to be able to combo it with multiple pings. There are better ways to clear a board.

Robin Hood
Liquefy. Only has any real use against aggressive decks that use a lot of tokens. And even then, there are better ways to deal with them, like Cassiopeia or Will of the Forest.

Will of the Forest
Keep. This card is widely used in as a way to clear the board. It is very effective against aggressive decks and also has some use against bigger followers. It is 1 PP cheaper than Cassiopeia, which can be very important against aggressive decks. Very powerful card that sees a lot of play across Forestcraft decks.

Titania's Sanctuary
Liquefy. This card is way too slow, a terrible tempo play and the payoff of this card is minimal. Usually you can only play this on turn 6 or later, because playing it on curve means you drop an amulet without any direct impact. Even so, playing this and a fairy on turn 6 is not really impactful. It is not very likely that a 3/3 can favorably trade on turn 6.

Fairy Princess
Liquefy. This card is a low statted card that generates some value, but this usually isn't worth the tempo sacrifice. Playing a 6PP 4/4 with no immediate board impact is a big downside, even if it generates a decent amount of value. Although, the uses of a hand filled with Fairies is also a bit limited. There are better ways to generate tokens.

Homecoming
Liquefy. The problem this card is that it usually takes up a whole turn to play, after which your opponent can simply refill his side of the board again. It usually doesn't have enough impact or swing potential to be included in a deck. The only advantage that this card has over general board clears is that it doesn't generate shadows for your opponent or trigger Last Words.

Ancient Forest Dragon
Liqeufy. This card really does not have any place in Forestcraft. It is way too expensive to be used in early-midgame decks, and control oriented Forest decks usually don't focus on filling the board. Also, it doesn't affect itself, meaning that it will die pretty easily to removal, since it is usually your biggest follower anyway.

Rose Queen
Liquefy. This card sees pretty much no play since it is usually pretty hard to completely fill your hand with fairies, and filling your hand with these fairies is usually a bad play for most decks. The card is supposed to provide an OTK, but Forestcraft has better options for OTK that don't rely on gimmicky plays. Both Roach and King Elephant are better ways to kill an opponent from hand.

Silver Bolt
You can build a combo deck with it, but usually Roach or Elephant are better decks that have a big finisher. This card is used in the specialized Silver Bolt decks, where it is used along with White Wolf to deal massive damage to the enemy leader. These decks are decent, but there are better finishers available to the class.
Forestcraft - Darkness Evolved
Elf Girl Liza
Keep. This card is a powerful counter to damage based board clears and single target removals. It is an excellent card for maintaining board advantage and can be game winning against certain decks that have a lot of damage-based removal. The card can usually fit into tempo or aggressive oriented Forestcraft decks that want to overrun their opponent with followers.

Crystalia Tia
Not a bad card, but sees little play as of now. This card used to be a staple for Midrange Forestcraft decks. It was widely used in Tempo and Purgatory Decks as a way to remove threats and protect your leader. It's fanfare effect when played after 2 other cards allows it to have an impact the turn its played, without wasting an evolution point. Because the the big Ward follower is separated from this follower, you can use bounce effects to return Tia to your hand, while keeping the big Ward follower on the board. However, this card is a very slow play, as you either need to play at least 2PP of stuff alongside it or you need to use 0PP cards to activate it. Most Forestcraft decks rather use their 0PP card for other things, like empowering Rhinoceroach.

Elf Knight Cynthia
Liquefy. This card is not bad on its' own, but there is no need for it in the current Forestcraft decks. If you are looking for a card that empowers a token board, you can just run Fairy Saber, who has Rush without Evolve, or Neutral board buffers instead.

Grand Archer Selwyn
Liquefy. This card doesn't really fit with the current Forestcraft decks. The gameplay this card supports, which is playing appropiately sized followers on curve and value trading with them, isn't what most Forestcraft decks use. Most Forestcraft decks use either spells or buffed tokens to trade into bigger things, in which case this card doesn't provide a big enough advantage.
Forestcraft - Rise of Bahamut
Selwyn's Command
Keep if you want to play aggressive Forestcraft decks, else liquefy. This is one of the few unconditional Storm followers Forestcraft has access too, making it a natural fit for aggressive oriented decks. You usually don't want the enhance effect, since Grand Archer Selwyn doesn't fit into aggressive strategies. As a 3PP 2/1 Storm it is a decent play at least.

Elf of the Gemstones
Liquefy. This card is an understatted 5-drop without an Evolve effect. The effect it does have does nothing when played on curve, and because it is understatted it will usually die next turn so the effect doesn't even matter. There are way better 5-drops available.

Maahes
Liquefy. This card isn't a bad card by itself, but unfortunately it doesn't fit into the current Forestcraft decks. A 6PP 5/5 with Ward and a board clear is really powerful, but this card usually doesn't drop on turn 6. Because it is usually played on turn 8+, the AoE's swing potential is minimal, because followers will usually survive it by that time. Not only that, but it has to compete with Crystalia Aerin for a card slot, who is more flexible and doesn't need other cards to be played.

White Wolf of Eldwood
Keep. Amazing card for most lategame combo decks that use high-cost cards for their finishers (King Elephant, Silver Bolt). It allows you to pull off crazy OTKs on the next turn. It also has Rush, meaning that you can use it to trade immediately. It is however a pretty slow play, since it usually takes up a whole turn and a 4/4 on turn 8 doesn't do all that much. But since it works as a tutor and combo enabler, he has potential to be very strong when the necessary support is printed.
Forestcraft - Tempest of the Gods
Fairy Cage
Liquefy. This card is a slightly better version of Pixie Paradise, which unfortunately still doesn't make it good. Filling your hand with 1PP 1/1s usually doesn't do anything for you. The dream meme combo is basically that you have 1 Fairy, play it, get another Fairy from Fairy Cage, play it and so on. Problem with this is that filling your board with 1/1s doesn't have a lot of impact. I guess it can be combo'ed with Cynthia, Wind God or Roach, but even in that scenario you're opponent still has time to react (since the Fairies don't have charge). As for Roach combos, Roach Forestcraft has enough methods to generate Fairies (Sylvan Justice, Fairy Circle, Elven Princess Mage), so this card isn't necessary there. Especially since this is an amulet that fills up a board slot, meaning you only have 4 board slots remaining for your Roach combo.

Jungle Warden
Keep. This is a very solid card that can fit into most late-game oriented Forest Decks, as well as being used as a stall tool/follower in Roach Forest. On its own it's a 5PP 4/5 Ward which is reasonable. This provides you a way too stall the game, where in the past Ancient Elf was the only Ward follower that protected you against aggresion. However the power of this card is that it can be used with Enhance (10) to generate two 4/5s with Ward and Storm. These could be used to clear enemy followers immediately, or just deal 8 damage to the enemy leader as a finisher. This flexibility makes it a very powerful inclusion to every lategame-oriented Forest deck.

Crystalia Aerin
Keep. This card is one of the best defensive tools Forestcraft has at it's disposal. It is a pretty solid 4/6 Ward for 6PP, which also restores some Defense to your leader. But the real power of this card is its Enhance effect, which basically allows you to Evolve it for free. This makes it basically an 8PP 6/8 Ward which has Rush and also restores 3 Defense to your Leader, which is pretty nuts. You can also choose to spend the Evolution Point on something else, like a Roach for the additional 2 Damage that you may need to finish off your opponent. Amazing flexible card that is a very important inclusion for any kind of late game focused Forest deck.

Elf Queen
Keep. This card is one of the best defensive card that Forestcraft can have. If you don't play any kind of lategame deck, you'll want to include this in your deck (except for Path to Purgatory, for obvious reasons). This card is a solid 7PP 6/6 on its own, but the power of this card is its Fanfare. It consumes all your current Shadows to heal your leader for the amount of Shadows consumed. Because Forest plays a lot of weak followers that die easily, this will probably heal your for 10+ Defense. The only downside to this card is that it resets your Shadows, which means you can't really play two Elf Queens in quick succession. Also, because of this it isn't recommended to run more than two Elf Queens in a deck.

Deepwood Anomaly
Liquefy. This card is pretty cool, but it is a very slow card. Most high cost followers that serve as a win condition are either hard/impossible to remove (like Mordecai or Aegis), or have a powerful immediate effect (like Bahamut or Genesis Dragon). This card doesn't have either, making it a vulnerable target to any hard removal your opponent may have. Having this destroyed by a 5PP Dance of Death is a huge tempo loss, that can cost you the game. Also, this card doesn't even have to be removed to stop it. Any kind of Ward follower can delay Anomaly a turn, making Frontguard General and especially Khawy very hard counters to him. Also a pretty niche counter to Anomaly is Roland, as her amulet turns Anomaly into a standard 8/8 (max 4 damage from his effect and 4 damage from Anomaly's attack). Unfortunately this is too unrelieable and too slow as a late game win condition.
Forestcraft - Wonderland Dreams
Fairy Dragon
Liquefy. This card is a quite peculiar ward follower. It starts as a 0/4, but its’ Attack increases the later the game goes. However, the main issue of this card is that it isn’t useful at any stage of the game.
When dropped on-curve, it is basically a 0/4 Ward that your opponent can trade in for free. If played on later turns, it usually isn’t too hard for your opponent to deal with a 4 Defense follower. In most cases you are better of playing other 2-drops, like Liza or Wood of Brambles.

Elf Twins’ Assault
Keep. This card is an amazing removal tool that can be used at any stage of the game. Compared to Sylvan Justice, if you have at least 2 Neutral Cards, it deals double damage for no cost. Because of this, this card is basically an auto-include for Neutral focused Forest decks. On later turns it can remove two huge threats for only 2 PP. If your deck has even a few Neutral cards, it may be worth including this card as it only needs a few cards to make it good value.

Magical Fairy, Lilac
Keep. Lilac is a good tech card for more lategame oriented decks that need hard removal.
She is a very powerful Evolve play, since she gets to trade into one enemy follower for free, while leaving a 3/6 body behind. This can be powerful against hugely statted followers, which Forestcraft historically had some issues dealing with. Definitely keep this card when you plan on playing lategame decks like Roach or PtP.

Fairy Driver
Keep. This card has some use in Aggro Forestcraft decks. It turns your fairies into powerful chip tools, that constantly deal damage to the enemy leader. If the deck has enough ways to generate fairies, this card could provide you with 8 face damage each turn. The problem with this card is that your opponent will usually kill it the turn after its’ played without any difficulties, meaning that you need to save this card for later to combo it with fairies in one turn. All in all, it is useful in Aggro Forestcraft, but outside of that it doesn’t see much play.

Beauty and the Beast
Keep. This card is used as a finisher for Neutral Forestcraft decks. The Fanfare’s condition usually isn’t too hard too meet, meaning that this is essentially a 6PP 7/8 that can’t be damaged or destroyed by spells and effects. Because of this, this follower is very likely too survive a turn. You can then use this to damage the enemy leader, then play Arriet, and attack the enemy leader again for an OTK. A very powerful card that will remain a staple in Neutral Forestcraft decks.
Forestcraft - Starforged Legends
Spring-Green Protection
Decent inclusion for faster decks. This card is a pretty powerful card for it’s cost. It draws you a card when it pops, but also when it is returned to your hand. On top of that, it gives a nice stat boost to a friendly follower. This card provides a lot for it’s cheap cost. It can be used alongside bounce cards to quickly draw a couple of cards if you need to, but you can also leave it on board for it’s end of turn effect. Overall decent inclusion for faster decks.

Demon Child Zain
Liquefy. This card is basically a 3PP 2/3 Ward without effects in most situations. There are very few situations where trading all your tokens into enemy followers early is a good play. And as a vanilla 2/3 Ward there are better things to play on turn 3.

Venus
Liquefy. Not an inherently bad card, but there are just better alternatives for midgame followers. While she does provide a 0PP token, Fortunehunter Feena does the same but the token Feena provides also tutors Roach. Korwa and even Metera are also better cards to play on turn 5.
She simply doesn't do enough compared to other followers with a similair cost.

Cassiopeia
Keep. This is basically Will of the Forest with a 3/3 body attached. It allows you to clear the enemy’s side of the board while also developing your own board. This card is especially good against aggro decks that use cheap tokens as their main source of damage. Because of this, Cassiopeia is an amazing inclusion for every late game combo Forestcraft deck that needs more anti-aggro tools.

King Elephant
Keep. This card is a very powerful finisher that is also pretty reliable, because it ignores Ward.
With enough card generating cards this can easily become a 9+ attack to the enemy leader. It synergizes really well with White Wolf of Eldwood, allowing you to play two of them for massive amounts of face damage in a single turn. But since it is a 10 cost card it is very slow and it is only really needed in Control vs Control matchups.
Forestcraft - Chronogenesis
Fairy Torrent
Rotation & Unlimited: Liquefy. This card is a 1-cost bounce card with a mediocre effect. On a base level it bounces a card and restores 1 Defense, but you can also choose to play this for 5PP to return your whole board to your hand. Doing this is pretty much commiting tempo suicide, as you basically spend turn 5 doing nothing on the board; even worse emptying your own board. Doing this against Midrange or Aggro decks is pretty much game losing. The enhance effect as of now is very useful, and as a 1-cost bounce spell there are way better alternatives (like Airbound Barrage or Nature’s Guidance).

Rayne, Elf Smith
Rotation & Unlimited: Keep. This card is a very strong card that has the potential to swing games around with its’ evolve effect. It basically allows you to use a follower from your hand to trade into an enemy follower pretty much for free. This can be potentially game winning if you can play a big follower and remove a big enemy threat with it. In Unlimited its’ use is limited because it messes up Rhinoceroach tutors, but it is pretty much a must-have for any non-Rhinoceroach deck.

Insect Lord
Rotation & Unlimited: Keep. This card is used as a powerful removal tool. It provides relatively cheap removal that scales very well, since you can play more cards in a single turn the longer the game goes and thus the damage it deals increases as well. It can also be bounced using cards like Nature’s Guidance and Airbound Barrage to get multiple uses out of a single Insect Lord. This card is best used when the opponent doesn’t have a lot of (small) followers, so you use it to remove big single threats. In Rotation this is used as high tempo removal for Ward followers in Tempo Forestcraft. In Unlimited it is utilized a lot less, because it messes up the consistency of tutor effects for Rhinoceroach. It is still a good card for other Unlimited Forestcraft decks.

Aria, Guiding Fairy
Rotation: Has a lot of potential, so keep this if you play the class. Unlimited: Staple for the class, so much so that it has a 1-of limit. Definitely keep. This card provides powerful enhancers for other cards with Fairy Wisps. These fairy wisps can be used to add to the number of cards you played this turn without taking up board space or play points. This is most commonly used to build massive Rhinoceroaches. The enhance effect can be used as a last resort, you usually want to play this as a 4 cost card. It is way more powerful in unlimited thanks to Rhinoceroach, but it has a lot of potential in Rotation. If there are powerful cards printed that take advantage of the number of cards you played this turn, this may very well become a powerhouse in Rotation as well.

Fairy Saber
Rotation & Unlimited: Liquefy. This card is designed for board centric decks. It’s effect that gives other followers Rush isn’t really relevant, as it can’t be combo’ed with other followers very well because of its’ cost. Basically it provides a 4/5 Rush and a boardwide +1/+0 buff for 6PP. Forestcraft followers are very fragile on average, and they die very easily to most AoE board clears, which are usually played around turn 4-6. This makes this card too slow, especially when you consider Fairy Driver as an alternative.
Forestcraft - Dawnbreak, Nightedge
Paula, Icy Warmth
Rotation: Good option for bounce. Unlimited: Liquefy. This card is a 2PP 2/2 that, when you played 2+ other cards this turn, also provides either a bounce or a ping. This is a decent bounce card at the very least, so if you need a bounce you might want to include this. In Unlimited there are unconditional and cheaper bounce effects available (Airbound Barrage, Nature’s Guidance), so it doesn’t have much use in that format. The lack of Rhinoceroach in Rotation lowers the need for a bounce effect, but if you have some kind of combo that is improved by bounce, feel free to include this.

Storied Falconer
Rotation & Unlimited: Keep. This card is a 2PP 1/3 that also puts a 3PP 2/1 Skystride Raptor with Storm into your hand. Decent tempo play on its’ own and the card it generates can be used as removal or to deal chip damage to the enemy leader. It can also be Evolved to give all the Skystride Raptors in your hand Bane, turning them into efficient hard removal. It can also be bounced to generate multiple Raptors. Very flexible and powerful card that you can fit into most Forestcraft decks.

Swiftgait Okami
Rotation & Unlimited: Liquefy. This card is an understatted 5-drop that encourages you to play it on later turns alongside a high attack follower. You pretty much need to combo it out, as the opponent can just remove it if you play it on curve. The problem with this card is that it removes itself from play when it procs, which is a big tempo loss. It also doesn't really synergize with Forest's board swarm playstyle, as it only works on the first follower played. You are better off playing Fairy Driver in most cases.

Yggdrasil
Rotation & Unlimited: Keep. This card is a flexible tool that can be used to deal burst damage or to draw cards. It also has Drain and a high Defense total, which can help you survive longer. The cards it generates can be used in different scenarios. Wrath of Nature makes it possible for Yggdrasil to immediately trade and procc her Drain. It can also be used in conjunction with a couple of Fairies to deal a big chunk of damage to the enemy leader. Blessings of Creation can be used to refill your hand and add extra cards to the number of cards you’ve played this turn, which can be useful when combined with certain cards. An overall flexible tool that can be put into Midrange or Control Forestcraft decks.

White Vanara
Rotation: Has potential but needs more supporting cards. Unlimited: Liquefy
This card is a 6PP 5/5 Ward on a base level, which is pretty decent. If you increase its’ Attack or Defense with a spell or effect, it essentially gains Storm. The problem here is that it is not very likely to be able to get this effect off on curve. Because it doesn’t gain any stats on Evolve, you usually don’t want to Evolve it manually, meaning that you need to combo it on later turns with cards like Yggdrasil or Elf Song. If there are more cards that provide a cheap buff spell that you can use this with, this would be a pretty good finisher. In Unlimited there are better card available for both stalling (Crystallia Aerin) and finishing off your opponent (Roach, Elephant).

Greenglen Axeman
Rotation & Unlimited: Keep if you want to play aggressive Forestcraft decks.
This card provides a 6/5 Rush for 6PP, which is a very powerful tempo play. It also grants you a permanent effect that deals chip damage if you play 3 or more cards in a turn. Axeman is a very good fit for aggressive Forestcraft decks as a top-end big 6-drop. It also synergizes with the large amount of cheap cards that those decks tend to run. It can also be used in a Midrange deck because it is a 6/5 with Rush, and the effect might occasionally trigger.
Swordcraft - Standard
Front Lines
Liquefy. This card is a worse version of Royal Banner to be honest. Also, Swordcraft has better 1 drops to compete with this, like Quickblader or Vanguard. It doesn't do anything when played on turn 1, and most of the time it doesn't even have that much of an impact.

Gemstaff Commander
Liquefy. This card has no direct impact on the board, and has the same stats and cost as a Blitz Lancer. It's Evolve Effect isn't really that strong, especially compared to the variety of strong Evolve followers Swordcraft has. Most of the time, you're better off running pretty much any decent 3-drop instead of this.

Shadowed Assassin
Liquefy. This card doesn't have enough impact to see a lot of play. Its' stats are pretty bad when compared to other 4-drops like Jeno and Floral Fencer. On turn 4, the Evolve war is about to begin and playing this instead of Floral Fencer or Jeno makes it very likely that you'll lose this Evolve war.

Latham, Vanguard Captain
Liquefy. This card is pretty bad. It only has 3 Defense, as a 4 PP follower, meaning it will almost always die the next turn. Because of this, you almost always have to spend an Evolution Point on this guy, which is terrible value. Not only does he not have an Evolve effect, summoning a 1/1 isn't even that good. Compare to Floral Fencer this card is a joke, and Floral Fencer isn't even good enough to see play these days.

Stratagem
Liquefy. This card is another "win more" card. It only provides good value when you are already ahead. Most of the time, when you are ahead, you want to keep up the tempo by playing followers. When you are behind, this card will do nothing for you.

Aurelia, Regal Saber
Liquefy. Not a terrible card in any way, but there are just way better options available nowadays. Darksaber Melissa and Barbarossa are better options against wide boards. Also, the 5-cost slot in Swordcraft is really stacked; Apostle of Usurpation, Albert, Luminous Mage, Round Table Assembly and Dragon Knights are all very powerful cards that you'd rather include instead of this.

Arthurian Light
Liquefy. Amazing way to waste a turn. Playing a 5 PP amulet that doesn't have any direct impact is a terrible play. Not only that, the effect is completely useless. Summoning 1/1s with storm after turn 5 usually doesn't do anything. Playing Quickblader after turn 5 is also usually a bad play.

Sea Queen Otohime
Liquefy. This card used to be one of the strongest Commanders Swordcraft had access to, however it is pretty weak as of now. Filling your board with 1/2s on Turn 6 isn't gonna do much. 1/2s don't trade very well at this stage of the game, and a lot of AoEs can clear this without issue.

Tsubaki
Keep. Solid card that not only provides a 4/3 Ambush, it also removes huge enemy threats.
While there are cheaper cards with a similair effect that are more flexible, the fact that this has a 4/3 with Ambush attached can be a reason to run this. Especially aggressive variants of Swordcraft can make use of its' ability to remove a big follower while setting up burst damage for the next turn.

Alwida's Command
Keep. Amazing card that provides instant impact because of the 3/2 Storm, as well as decent protection thanks to it's 2/3 Ward. Solid card that can be used to stabilize the board or just to rack up some face damage. Fits into aggressive versions of Swordcraft very nicely.

Frontguard General
Keep. Solid Card that provides amazing protection for your leader and your other followers. It provides a solid 5/6 Ward, and when it dies it summons a 2/3 Ward. This makes it a very hard to deal with. Used in a variety of Control Swordcraft Decks as a way too stall the game. It also functions as a hard counter against decks that rely on a big Storm follower to finish the game, like Ramp Dragoncraft and Roach Forestcraft.

Dragonewt Charlotte
Liquefy. This card doesn't look terrible at first; a 4/7 with Storm and Ward is decent on its' own. It has direct impact on the board, as well as providing a solid Ward follower. However, it compete with Fangblade Slayer of the same cost. Fangblade Slayer is generally better, because of its Bane effect and the ability to both trade and deal face damage.
Swordcraft - Darkness Evolved
White Paladin
Keep. This is a decent 3PP 3/2 on its own, with an amazing Evolve effect that can be used as a defense mechanism. The effect is amazing vs any aggro deck, especially aggro decks with low Defense followers like Aggro Blood, but is also decebt as a stalling mechanism against Midrange or Control Decks. Great inclusion for Midrange and Control Swordcraft decks.

Rogue Creed
Liquefy. This card encourages you to play Ambush followers and just let them idle until they have massive Attack values. While this sounds pretty neat, it is way too slow in practice. Not attacking with your Ambush followers for like 9 turns will usually cost you the game.

Alexander
Liquefy. This card's purpose is to clear the opponent's board, either by smashing this thing into two big followers, or multiple small ones. While its' effect sounds crazy, with its' 9 Defense you shouldn't this thing to survive many trades. If you want a board clear, just run Lancer of the Tempest instead.

Leonidas
Keep. This card has more or less been pushed aside by Albert. It is way too slow for the current meta to see any play. It has no immediate impact when played; your opponent can simply ignore it to push face damage. Also it needs to die to give your the amulet, making this a very slow card. Usually you are better off playing Albert instead.
Swordcraft - Rise of Bahamut
Castle in the Sky
Liquefy. This card is supposed to support heavy token based Swordcraft decks. It starts off with a massive countdown of 15, but it gets reduced for every follower that comes into play. The problem with this card is that doing essentially nothing for 3PP on-play is usually a play this type of deck can't afford. These decks wants to pressure the opponent early as much as possible and not playing a 3-drop doesn't really accomplish that.

Amelia, Silver Paladin
Not a bad card, but Frontline Cavalier is usually better. This card is pretty solid on it's own, and it also provides you with a Gelt. Not only that, when the enemy had 3 followers or more, the Gelt is free. On top of that, since Amelia is a Commander, Gelt will trigger it's effect and become a 3/2 Ward. The problem with this card is that Frontline Cavalier also serves as a strong 4-drop that generates followers. Frontline Cavalier provides less stats overall, but it has a heal attached to it. So unless you really need those additional stats (for more aggressive decks), Frontline Cavalier is better.

Albert, Levin Saber
Keep. Amazing card that is used in almost every Swordcraft deck out there as a 3-of. It can be used as a 3/5 with Storm on turn 5 to stabiliize the board or rack up face damage. It can also be used on turn 9 as a way to remove big threats or just deal huge damage to the enemy leader. Very flexible and impactful card which is a must-have if you plan to play Swordcraft.

Fangblade Slayer
Keep. This card is an amazing way to clear big threats. Thanks to its 8 Defense and Bane, it can usually trade into two big threats. Not only that, it also deals its Attack damage to the enemy leader whenever it attacks an enemy follower. This makes it so that you can keep attacking followers while also racking up face damage. This card is a very solid inclusion for Midrange or Control Swordcraft decks as a lategame powerhouse.
Swordcraft - Tempest of the Gods
Captain Lecia
Liquefy. This card isn't a terrible card by any means, but it falls short compared to other 3-drops Swordcraft has available. The effect sounds nice for aggressive and midrange decks in theory, but in practice the impact of the effect is usually minor. The problem with this effect is that it doesn't affect Lecia herself, meaning that Lecia can just be removed the turn after you play her without accomplishing much.

Gawain of the Round Table
Keep. This card is used in Commander-heavy variants of Control Swordcraft, where it can be used to gain a significant tempo advantage thanks to its effect. These decks usually run a lot of powerful expensive Commanders, like Frontguard General and Roland the Incorruptible. Gawain allows you to play them earlier, or play multiple otherwise expensive Commanders in one turn. Gawain himself is a reasonable card; he is a 4PP 3/4 which is ok. When played on turn 4, you probably need to Evolve him in order to get the effect off, but you can also choose to play him on turn 6 to gain +1/+1 and Rush. This way you don’t even need to spend an Evolution Point on him. A very good card that can enable a lot of powerful turns for any Midrange/Control Swordcraft decks that runs a lot of Commanders.

Support Cannon
Liquefy. This card requires setup and is pretty slow. The card doesn’t really fit into aggro, since it prioritizes followers. This card encourages trading to clear their board, which isn’t something aggro wants to do. For Control decks, this card is way too slow. It is a very poor turn 5 play, since it has no direct impact on the board. You are usually better off playing Monika, Aurelia or Albert instead. Even if you decide to play this in a Control deck, because it targets random enemy followers, it is very inconsistent. If you want to remove a specific enemy follower, you are better off playing a 5PP removal spell instead of relying on the randomness of this card.

Roland the Incorruptible
Keep. This card is a pretty solid tech card for that functions as a counter against decks that rely on high burst damage finishers, like Mysteria Runecraft or Heavenly Aegis Havencraft. Also, since the Amulet it summons makes it so the enemy can’t deal more than 4 damage per damage instance, he can tank two damage instances because he has 5 Defense. Overall a pretty solid defensive card which can be utilized in Control Swordcraft.

Captain Walfrid
Liquefy. This card has the same problem as Sage Commander; it’s a win more card. If you play this without having a board, you suffer a huge tempo loss, because then you basically play a 8PP 5/5 that doesn’t do anything directly. Also, decks that want to run this, which are board flooding decks with a lot of cheap followers, probably can’t afford to run this because it is way too expensive at 8PP. It is also pretty hard to combo this with other followers, because of the very high PP cost. There are cheaper and better options available for buffing boards, like Badb Catha or Gilnese.
Swordcraft - Wonderland Dreams
Maisy, Red Riding Hood
Keep if you want to play decks with Neutral synergy. Maisy is a pretty good option for any kind of Neutral Swordcraft deck. It provides a solid 2/2 for 2PP, as well as having the option to Evolve it to destroy an enemy follower. Even when played without the Evolve effect, it’s still a 2PP 2/2 which is acceptable. It isn’t as good as Little Soulsquasher but it still is a good and powerful fit for Neutral Sword. However since Neutral Decks have become weaker since SFL, you may want to liquefy this if you don’t plan to play those decks (anymore).

Cinderella
Liquefy. This card saw play during the Neutral era of Shadowverse, however it barely sees play now. At first glance she looks pretty powerful; a 3PP 4/4 is pretty bonkers. However, whenever you play a Swordcraft follower, she is returned to your hand, which wastes a lot of tempo. In Neutral decks this wasn’t a huge deal, as you could just play Neutral followers to prevent the effect. As of now, the card only has some use in Neutral decks, which are pretty weak at the moment.

White Ridge Swordsman
Liquefy. This card is a pretty decent card for lategame oriented Swordcraft decks. The combination of Ward and Bane makes it very effective against high-statted followers. It has an immediate impact, and is decently hard to deal with for your opponent. However, the 5-cost slot for Swordcraft has a lot of competition, an compared to alternatives this card falls really short. It usually isn't too hard to destroy this with effects or damage spells/effects these days, so this will usually die without accomplishing much.

Council of Card Knights
Keep if you want to play decks with Neutral Synergy. This card provides amazing value and board presence. It summons 3 1/3s, which basically means this is a 5PP 3/9. Not only that but these 3 1/3s each have a powerful effect. On top of that, they are all Neutral cards, meaning they can synergize with Actress Feria, Alice and other Neutral synergy cards. However, as a 6-cost card is has to compete with Alwida's Command, which is usually better because the followers from Alwida have better stats and have traits. This card has some use in Neutral Swordcraft, so keep it if you want to play that.

Hero of Antiquity
Decent card, but there are better 8-drops available. This card is a pretty decent card for lategame oriented Swordcraft decks. It is basically a 6/10 with Rush that isn’t affected by cards like Themis’ Decree or Dance of Death. It has an immediate impact, and is decently hard to deal with for your opponent. However, there are better 8-drops available that just do more than providing a good body.
Swordcraft - Starforged Legends
Perseus
Keep if you want to play Aggro Swordcraft. This humble 1-drop is actually a very powerful fit for Aggro Swordcraft. This is because it is the only 1-drop Commander, with a 1/2 statline to boot. Because of its’ commander tag, it activates Centaur Vanguard’s Storm, and because it’s a 1-drop it synergizes with Princess Vanguard. The Evolve effect usually isn’t that big of a deal, but it is a nice benefit since Perseus gets full stats on Evolve. Perseus is an overall good 1-drop that synergizes with Aggro Swordcraft perfectly.

Lux, Solar Lancer
Keep. This is a very powerful 2-drop that is basically a more powerful version of Maid Leader. Not only is that statline better, its’ effect is also way better. Maid Leader had the issue that when played on curve, she could pull a very expensive commander from your deck, basically leaving you with a dead card for a couple of turns. Lux only pulls commanders that cost 5 or less, which minimalizes the risk of getting a dead card. She can also be Enchanced to pull another, more expensive commander when needed. All in all, she is a very powerful pulling tool that is a good fit for Midrange and Control Swordcraft decks.

Mars, Silent Flame General
Keep. This card has good stats on its’ own, while also putting pressure on your opponent. The opponent has to kill this, otherwise it will just buff all followers you play. All Swordcraft followers you play with this on board get +1 Defense, as well as a useful Clash that gives them +1 Attack. This is pretty good for a 3-drop with a 2/3 statline. Since both of the effects aren’t Fanfares, this card synergizes incredibly with Round Table Assembly. This card sees play in a variety of Aggro Swordcraft decks, and can also fit in Commander Control oriented decks.

Barbarossa
Decent anti-aggro tech card. This card functions as a counter against aggressive strategies that like to flood the board early on. It allows you to trade into wide boards for cheap, but it is pretty terrible against boards with 2 or less followers. Barbarossa is good when played for 2, but absolute garbage when played for 8. This basically means that its' viability is dependant on the prevalence of board flooding decks in the meta.

Round Table Assembly
Keep. This card is used as a way to thin out your deck while also putting followers on the board. It is mostly used alongside Princess Juliet and Mars as a mini Alwida’s Command of some kind. It can fit into several Swordcraft decks, because you can either use this aggressively with Storm commanders or defensive with White Paladin+Mars. This card gets better with every 3-cost Commander that is printed.
Swordcraft - Chronogenesis
Noble Chancellor
Liquefy. This card is a 2PP 2/2 with no immediate effect. It will usually die next turn anyway, as removing a 2/2 on turn 2-3 isn’t very hard these days. And there are better things to play on turn 2 than a 2/2 with no effect.

Lancer of the Tempest
Keep. This card is basically Breath of the Salamander with a 3/2 body for one more PP.
It is also one of the few board clears available to the class, making it a very good inclusion for control oriented Swordcraft decks. It is also decently flexible; you can choose to play this on early turns when absolutely necessary as cheap removal.

Confront Adversity
Liquefy. Dealing one damage to all enemy followers on turn 4 is only useful against decks that use tokens. The card also summons two tokens itself, one of which has Ward, but unless this card clears a large amount of their board, this will be an overall weak play. There are usually better things to play on turn 4.

Darksaber Melissa
Rotation: Keep if you want to play Control oriented Swordcraft Decks. Unlimited: A decent inclusion for Control oriented Decks, but it is weaker in Unlimited than in Rotation.
This card is a very powerful anti-aggro tool that can be very hard to deal with for your opponent. It can’t be targeted by spells or effects, while also having Ward and a (usually) big Defense. The only problem for this card is non-targeted damaging and destruction spells and effects. Unlimited decks are more likely to have these, which makes this card worse in that format. In Rotation, as long as there aren’t too many of these spells and effects, this card is a good inclusion.

Arthur, Knight King
Liquefy. Arthur used to be the powerful game ender for Midrange Swordcraft, but since the nerf he has been a lot weaker. First of all, him coming down a turn later can make a big difference, because the opponent has more time to react now. Also, filling your board with early game cards becomes weaker with every turn that passes, because there are more plays from your opponent and more board clears available. Last but not least, there are a lot of powerful 8-drops available to the class. Since you can’t have too much 8+ cost cards, you need to carefully choose the best option for your deck (Like Latham, Fangblade Slayer or Sky Fortress).
Swordcraft - Dawnbreak, Nightedge
Chromatic Duel
Rotation & Unlimited: Keep. This card is a cheap card generator that allows you to get either (or both) a 3/3 with Rush that summons a 1/1 whenever it attacks or a 3/4 that makes your other followers unable to be damaged by spells and effect for one turn, who both cost 4PP. Generally speaking, the 3/3 with Rush is better, because it doesn’t require you to have a large bad to get its’ value, as well as having Rush so it can trade immediately. But if you happen to have a large board against a class that has a lot of damage-based removal, having the option to pick the 3/4 can be gamewinning. It also has an Enhance effect that basically puts both followers into your hand, and then refunds its’ cost, which is a nice bonus in the lategame. Overall amazing card that you can fit into pretty much any Swordcraft deck.

Innocent Princess Prim
Rotation & Unlimited: Liquefy. This card is a cheap Ambush follower with a decent body. It also has an Enhance effect that turns her into a 4/6, as well as putting a 0 cost 2/3 Ward with Bane (if you play immediately) into your hand. The problem with this card is that it trades very poorly as a 1/3, and the Enhance effect really isn’t that strong. By the time turn 8 comes around it isn’t very hard to deal with her. The only use this card has is as a resilient early Ambush follower that you can buff. Even then, you are usually better off playing a lot of other 2-drops.

Dario, Demon Count
Rotation & Unlimited: Liquefy. This card functions solely as a counter against targeted effect or spell finishers. The problem with this card is that it only works while it’s alive and with its’ 2/1 statline the opponent should be able to remove this without much issue before finishing you off with whatever combo they have. Because of its’ weak statline, it is not a good on-curve play at all, and the card is basically useless against board centric decks or decks that use Storm followers as finishers. The card is too niche and too unreliable, even against the decks it’s supposed to counter.

Sky Commander Celia
Rotation & Unlimited: Keep. This card is a 2PP 2/2 on its’ own, which is decent. The real power of this card is in its’ effect that allows you to play this as a 5PP 2/4 that either summons a 1/1 Ward and a 1/2 or gains Storm and additional attack for each allied follower.
It is very flexible and synergizes with itself very well. You can either flood the board or use big boards to deal massive damage to the enemy leader. It synergizes very well with aggressive and midrange version of Swordcraft, but you can also put this into a Control deck because it can generate a board. In Rotation it is especially important for aggressive and midrange Sword, as that format doesn’t have access to Albert as its’ main finisher.

Spartacus
Rotation & Unlimited: Keep if you want to play Spartacus Swordcraft. This card has created a deck around it that revolves around emptying your deck as quick as possible in order to win with its’ effect. It also draws 2 Officers from your deck, which helps with emptying your deck. The card itself is pretty understatted and has no immediate board impact, which can be an issue against aggressive decks. The problem with this deck is the speed at which you are able to empty a 40-card deck can be rather slow. Additionally, in most cases you have to choose between reacting to the opponents’ board (or they just kill you) or drawing cards, which slows the process down even more. Spartacus Sword better in Unlimited because that format has access to more card draw (namely Altered Fate), and can be pretty decent in slower matchups there because of it. In Rotation the deck usually isn’t fast enough to win consistently, but it isn’t absolute garbage.

Sky Fortress
Rotation & Unlimited: Decent top-end card for aggressive or midrange Sword decks, but there are better alternatives. This card is used as a top-end card that can push for face damage. It is a 5/6 with Rush on its’ own, which is decent, as well as providing a nice buff to an allied follower. It grants +3/+4, as well as either Ward (if it’s an Officer) or Clash: draw a card (if it’s a Commander). You can use this buff on a follower that was on board already to immediately take a trade or deal face damage. The problem with this card is that you can’t afford to run a lot of 7+ drops, and when compared to alternatives for this cost (Latham, Fangblade Slayer) it falls short.
Runecraft - Standard
First Curse
Liquefy. The amount of damage this card (and its related cards) deal are pretty mediocre for the PP cost. Also, in most cases it is better to use 5PP hard removal, like Rite of Exorcism or Dance of Death, instead of Second or Final Curse.

Merlin
Keep. Merlin is an auto-include for every Dimension Shift deck out there. She allows you to draw up to two Spellboost cards from your deck, while also Spellboosting the cards in your hand when she attacks. A high value Evolve follower that is an amazing addition to every Dshift deck.

Fire Chain
Keep. Fire Chain is one of the few available board clears for Runecraft. This is included in various variants of late game oriented decks, like Dimension Shift or Earth Rite. It can allow you to clear the opponents entire board, for just 4 PP. Amazing counter to Aggro and Midrange decks.

Ancient Alchemist
Keep. Yes, a 2/4 for 5 PP is pretty mediocre. However, its Earth Rite effect is way too good to pass up. Putting 3 2PP 3/3 Wards in your hand helps you to stay alive. You can essentially play those three Guardian Golems the next turn, providing a massive wall that you're opponent likely isn't able to break through in one turn. This card is a staple in every Earth Rite Rune deck out there.

Winter's Caprice
Liquefy. This card isn't used in ANY variant of Runecraft. There is basically no reason to run this instead of Fire Chain. It doesn't remove the enemy board, it only weakens it. This is kind of a big deal against aggro decks, who utilize mass cheap followers making this card useless.

Conjuring Force
Keep. I have seen this card being used multiple times with success in variants of Dshift Rune. It is usually combo'ed with Summon Snow and cheap 1-cost spells (like Insight or Angelic Snipe) to instantly build a huge board that your opponent has to deal with. Not a bad card by any means.

Arcane Enlightenment
Liquefy. Very slow card that isn't even that useful. Most of the time Daria and Fate's Hand provide all the card draw you need, making this card unnecessary. It also costs 6 PP, and doesn't offer immediate impact, which makes you lose a lot of tempo.

Dragonbond Mage
Liquefy. Even though it seems very powerful, the card doesn't really work in practice. Dropping a 4/2 on turn 7 means it is guaranteed to die on the next turn. Because it costs 7 mana, you can usually only play one spell on the same turn. Most of the time this isn't powerful enough in the lategame. Also, none of the current Runecraft decks really have a place for this card.

Juno's Secret Laboratory
Liquefy. This card summons three Guardian Golems (plus one if you have an Earth Sigil), essentially making it a 7 PP 9/9 (12/12 with Earth Sigil). This makes it pretty good value. Not only that, it summons three (or four) Ward followers that your opponent will have to deal with. The problem with this card is that it is incredibly slow, and the deck that supported it (Control Earth Rite) is pretty much non-existent as of now. If Control Earth ever rises again, this card may be worth including, but as it stands now its' pretty weak.

Arch Summoner Erasmus
Liquefy. Even though it seems very powerful, the card doesn't really work in practice. It is unfortunately not too hard to remove a 5/6 on turn 8. Also, its effect alone usually isn't enough to kill most powerful late game followers on its own. Unfortunately, none of the current Runecraft decks really have a place for this card.

Mythril Golem
Liquefy. Even though it seems very powerful, the card doesn't really work in practice. The biggest problem with the card is that it requires Spellboosts to be effective, meaning that when you topdeck it, it is basically useless. However, drawing this card too early means its a dead card until turn 9. Most of the time this isn't powerful enough in the lategame, since it can get easily removed by a lot of cards. Also, none of the current Runecraft decks really have a place for this card.

Dimension Shift
Keep. This card has defined the OTK Dimension Shift deck, which basically utilizes this card alongside Flame Destroyers to kill your opponent in 'one' turn. It has a massive PP cost, meaning that you have to use Spellboost to make it playable. The goal of Dshift decks is to make Dshift and Flame Destroyers as cheap as possible. Then, you play as many Flame Destroyers as possible, followed by Dshift to deal huge damage to the enemy leader without them being able to do anything about it. Definitely a fun card to have.
Runecraft - Darkness Evolved
Timeworn Mage Levi
Keep. This card has to be the most hated 2 drop from the post-RoB period. It is seen in almost every Runecraft Deck out there, especially in Daria Tempo decks. It provides a solid 2/2, and it is one of the few cards with an Evolve effect that actually get a +2/+2 buff. Not only that, it's Evolve effect provides a 1 PP Demonic Strike, making this card have incredible value. The turn 4 Levi + Crimson Sorcery + Piercing Rune combo was one of the most powerful turn 4 plays. Even though Piercing Rune was nerfed, Levi still remains a staple for Runecraft.

Sun Oracle Pascale
Liquefy. This card is a pretty peculiar one. It boosts the stats of all followers on board by a huge amount if you can get the Earth Rite effect off. The problem is that the card has no immediate impact, because the stat bonuses are applied at the end of your turn. This means you need to wait another turn to attack with these stat bonuses. Partly because of this, she doesn't fit in Midrange Earth Rite. And since Control Earth Rite is basically non-existent, this card doesn't see any play as of now.

Rimewind
Liquefy. This card is a pretty bad removal tool for a class that has a lot of better alternatives. Fiery Embrace usually does the same job as this card, but cheaper and better (since it actually destroys the follower), so Dimensional Shift doesn't need this card. The 1/1s it generates usually don't have a big impact, and since it relies on Spellboost to be any good at all, it also doesn't fit into Earth Rite decks.

Calamitous Curse
Keep. Amazing board clear doesn't simply destroy enemy followers, it BANISHES them. This makes the card an amazing counter to followers with valuable Last Words like Mordecai. A lot of Earth Rite decks play this card, simply because of the amazing and effective board clear.
Runecraft - Rise of Bahamut
Secrets of Erasmus
Liquefy. This card is a pretty weak removal option. It deals 5 damage, which is a lot, however since it hits a random enemy follower it is unreliable. You are usually better off using Witchbolt instead; it deals 1 less damage but you can choose its' target. Also, it doesn't really fit into the current Runecraft decks. It doesn't have Spellboost, making it pretty bad for Dimensional Shift, and it can't target the enemy leader, which means Earth Rite doesn't want to run it either.

Professor of Taboos
Keep. Amazing card for Earth Rite Decks that allows you to build a board while removing enemy threats. Even though the stats are pretty mediocre, its effect is too good to pass up.

Anne, Belle of Mysteria
Liquefy. I like the theme of the card, but unfortunately its no good. Playing a 3/3 and a 4/4 on turn 8 is a terrible play. They can't trade with big late game threats and even though the 4/4 has Rush and can attack twice, it almost has no impact. Most of the time the 4/4 dies after its first attack, because most followers have more Attack and Defense than 4/4 on turn 8.

Daria, Dimensional Witch
Keep. This card terrorized the meta during Rage of Bahamut, and for good reason. She not only refills your hand, she also Spellboosts all drawn cards 5 TIMES. This created the infamous and hated Tempo Daria deck, which basically fills your board with free followers, thanks to Daria's effect. Her PP cost goes down with Spellboost, making it very obnoxious to play against as she can be played as early as turn 4. Not to mention that topdecking this can swing a game on its own.
It isn't as powerful as it used to be, since more powerful removal options are available now, but Daria Runecraft is still a fun deck to play.
Runecraft - Tempest of the Gods
Magic Girl Melvie
Liquefy/Keep. This card can be used in Daria Runecraft as a way too refill your hand. Since Daria Runecraft usually dumps their hand rather quickly (around turn 6/7), this can be used to prevent having to rely on top decks. Yes, the opponent may draw cards too, but since Daria Rune dumps their hand faster than almost any other deck out there, this isn't an issue most of the time. The best time to play this is after you played a cheap Daria and got several cost-reduced followers you dumped on the board. This covers the 'run out of cards in hand' issue that Daria Rune does have from time to time.

Hulking Giant
Liquefy. This card is a stat bundle that has a lot of issues. First and foremost, it uses up all your Earth Sigils, making it hard for you to activate the Earth Rite effects of other cards. Also, just because it can't be targeted doesn't mean that it is guaranteed to survive. It still dies to random destruction or Bane, leaving you without any Earth Sigils. The current versions of midrange Earth Rite don't want to run this card, and i doubt Control Earth Rite would run this if it was still alive.

Mutagenic Bolt
Keep. This card is used in several variants of Daria Runecraft as either a finisher or as an AoE board clear. It transforms all followers into 1/1s that deal 1 damage to both leaders at the start the owner's turn. This can be used to transform big threats into small followers that can be removed more easily. Alternatively, this can be used as a finisher if your opponent has several followers on the board. You can just attack the enemy leader with your followers and then follow up with Mutagenic Bolt. The opponents followers will be transformed into Flame Rats and will deal damage to him (and you) as soon as his turn starts, for a maximum of 5 damage. A pretty flexible card that is a good inclusion for faster (Daria) Runecraft decks.

Elder Mage of Dragonlore
Liquefy. This card is horribly slow, and doesn't fit into either version (Aggro or Control) Earth Rite. Its way too expensive for Aggro Earth Rite, and it has little use in Control Earth Rite.
It doesn't fit because Control Earth Rite wins the game by winning the board, while keeping your leader safe with Guardian Golems. Eventually your opponent runs out of threats and that when you just win by having a large board hit the enemy leader. Control Rune doesn't have a need for a Storm finisher. Also, a 8PP 4/4 is pretty bad, and if you don't get the Earth Rite effect, it has no impact on the turn it's played at all (Similair story to Zirnirtra).

Worldwielder Ginger
Liquefy. This card looks pretty cool, but she looks better than she is. She does change the cost of all followers in your hand to 0, but none of the on-play effects will occur until next turn. This means that you either have to play a deck with big-statted followers with no on-play effect (which Runecraft doesn't have aside from Arch Summoner Erasmus) or you have to play a 9PP 4/4 on turn 9, basically throwing your turn 9 away, and play your 0-cost followers the turn after.
This card tries to be some kind of super Daria, but unfortunately a lot of the followers in a non-Daria deck ,who doesn't need Ginger because cost of the followers in the deck can be reduced by Spellboost without losing the on-play effects, are really dependant on the on-play effect to gain value. Although this is a pretty neat designed card, it just doesn't fit anywhere.
Runecraft - Wonderland Dreams
Golem Assault
Keep. This card is a powerful defensive tool that fits perfectly into Control/Late Game based Runecraft decks. Most of the time you can get away with using it’s Enhance Effect, meaning it provides 3 3/3 Wards that you can use to buy yourself time. Not only that, but since it gives you a spell that summons them, it also provides multiple spellboosts. Dshift uses this card exactly for those two reasons. It would also fit into Control Earth Rite probably, but unfortunately those decks aren’t being played anymore.

Abomination Awakened
Liquefy. This card is only every useful in lategame oriented Runecraft decks. But the issue with that is that the only control Runecraft deck as of now is Dimensional Shift Runecraft. That deck has no place for Abomination, because it neither synergizes with or provides Spellboost. This card could see some play when Control Earth Rite comes back, but as of now it will probably not see any play.

Falise, Leonardian Mage
Liquefy. This card saw play during the Neutral era of Shadowverse, but after nerfs to both Falise and Alice, Neutral Runecraft basically went extinct. The card is just a simple follower that deals damage equal to the amount of Neutral Cards in hand. It can be Evolved to gain Storm and +1/+1. It’s not so much that it’s a bad card, it’s just that the deck it belongs in died out.

Wizardess of Oz
Keep. This card is one of the major contributors to the new Burn Earth Rite deck that basically allows you to refill your hand, spam spells or both. This card utilizes non spellboostable removal and damaging spells to get free removal and damage out. It can also just act as a Daria-like refilling card. Definitely keep this card if you plan to play Burn Earth Rite decks.

Master Mage Levi
Keep. This is another key piece of Burn Earth Rite. It is basically a more expensive version of Timeworn Mage Levi, however it has more utility and doesn’t require an Evolve. His Fanfare can be used similarly to Crimson Sorcery; Use it as removal or just to deal 3 damage to the enemy leader. However the real power of this card is its Earth Rite effect, which deals 3 damage to all enemies, including the enemy leader. This is a very powerful board clear which can sometimes win the game on its own against aggro decks that fill the board with a lot of cheap stuff. Definitely keep this card if you plan to play Burn Earth Rite decks.
Runecraft - Starforged Legends
Star Reader Stella
Liquefy/Keep. This card has a pretty interesting effect. It gives you a random card from other classes at the end of your turn. Because of her weak stats, she will usually die after granting you one of these cards. The problem with this card is that it gives a random card, which makes it a bit unpredictable. Also, most of the cards it grants are either bad or don’t have a lot of synergy with the current Runecraft decks. Pollux and Star Phoenix may be the most useful out of those, but since it gives a random card you can also gain one of the other ones.

Chain of Calling
Liquefy/Keep. This card allows you to basically draw a specific card for 2 PP. This card is only really good in decks with a lot of spells, that seek to draw specific followers from their deck. If used in Daria it’s just a worse Insight in most cases. Maybe if there is a need to draw a specific set of followers, this card sees play, but as of now it’s barely played.

Europa
Liquefy. This card is just straight up too slow and weak. When played on curve it is a vanilla 1/4, which is terrible on turn 3. It can’t trade into most 2-drops and will most likely just be ignored by your opponent. When you Enhance or Evolve it, it just gains some effects. It doesn’t gain any stats, and thus dies pretty easily. Yes, it does gain Bane and Storm, but you usually are better of just trading an Evolved 5-drop into enemy 5-drops instead.

Wild Golem
Liquefy. This card is a decent tool for Control Dirt, but unfortunately that deck isn’t played anymore. Outside of that it has no use, since it is way too slow for the current Dirt Rune decks. It also doesn’t affect the enemy leader, which is a big downside for the current Midrange Dirt rune. Maybe if Control Dirt ever returns this could see play, but as of now it’s pretty much useless.

Giant Chimera
Keep. Giant Chimera is an alternative win condition for Dshift-like Runecraft decks. These decks revolve around this card, and spellboosting it as much as possible. Then this card basically functions as a finisher instead of Dimension Shift+Flame Destroyers. Since Dshift is rotating out, this card will probably become the new centerpiece of decks that use the whole Dimension Shift style.
Runecraft - Chronogenesis
Nova Flare
Rotation: Good tech card against aggressive decks. Unlimited: Keep if you play Control decks that don’t have Earth Rite synergy.
This card is a pretty overcosted board clear. It only deals 2 damage for 5PP, which makes it very weak against decks that don’t have a lot of cheap followers, as it usually doesn’t clear 4- and 5-drops. It is however one of the few board clears that doesn’t rely on Earth Sigils to work, which can be a reason to run this. That makes it a pretty decent inclusion for Spellboost based decks, like Dimension Shift Runecraft.

Class President Hanna
Rotation & Unlimited: Has potential in Mysteria Decks. This card is a potentially amazing value machine that can provide a big advantage for Mysteria decks. Her stats are decent, she provides at least one Mysteria card (end of turn she is played) and many more if not removed. She can really empower Anne’s Sorcery if not dealt with immediately. She sees little play though, and I am honestly a little puzzled as to why this is.

Mysteria, Magic Founder
Rotation: Keep. Unlimited: Decent inclusion for Mysteria decks but not 100% necessary. This card provides an indefinite buff that makes all your damage based spells deal more damage. This effect is stackable, and playing 3 of these can turn cheap burn spells into massive burst damage. In Rotation this is a must have, as the Mysteria decks in that format are based on burn damage from spells and effects. In Unlimited, Mysteria decks are more often focused around empowering Anne’s Sorcery, and using that as a finisher. In those decks Wizardess of Oz is usually a better option, since those decks tend to run only a small amount of spells.

Grand Summoning
Rotation: Liquefy. Unlimited: Might be worth keeping as an anti-aggro tool for decks that run Wizardess of Oz. This is basically an anti aggro tech card, since it provides 3 bodies of which two have Ward. The problem with this card is that it is a bit weak for the cost, as against everything that isn’t hyper aggressive this card falls short. It can also be used as a counter to decks that rely on a Storm follower for their main finisher, like Roach or Heavenly Knight. It does however become pretty good when paired with Wizardess of Oz, so in Unlimited this is a decent tech choice for decks that run her.

Silver Blade Golem
Rotation & Unlimited: Has potential in a deck based around it, but such a deck hasn’t been very competitive. This card is basically Runecraft’s version of Rose Queen. It transforms all Earth Sigils in hand and on board into 2-cost spells that deal 3 damage and cycle. This basically means that you are throwing away all of your Earth Rite synergies for raw burn damage. You could potentially use this alongside some Mysterias to kill your opponent the following turn if you have enough Earth Sigils. The problem with this is that you are basically forced to hold on to a lot of Earth Sigils, which makes your early turns weak on average. Also, since this follower costs 8PP, this OTK can only happen on turn 9 or after, which makes this incredibly slow. Maybe if this kind of deck receives support in the future this can be viable, but as it stands now it is too slow to see play.
Runecraft - Dawnbreak, Nightedge
Absolute Zeroblade
Rotation & Unlimited:Liquefy. This card is a removal tool that may also draw you a card. The problem with this card is that it is usually worse than Windblast and Fiery Embrace, who have a similair purpose. The only upside this card has over those two cards is the card draw, but this effect is conditional. Both formats have better removal cards available.

Runie, Destiny's Bard
Rotation: Keep. Unlimited: Liquefy. This card functions as a spellbooster for your hand on turn 4 with an Evolve. It also provides either card draw or a win condition. In Rotation, this card is a good inclusion for Spellboost oriented decks because she provides a hand-wide spellboost and card draw. In Unlimited there are better cards for both Spellboosting (Owl, Daria) and card draw (Daria, Fate’s Hand).

Truthseeker Faust
Rotation & Unlimited: Keep if you want to play Control Earth Rite. This card is a powerful tool for decks that have a lot of Earth Sigils and a decent amount of followers. It provides a permanent effect that consumes an Earth Sigil to grant an allied follower +2/+1 at the end of your turn. This is a very powerful effect for board centric decks. The problem with this card is that most versions of Earth Rite Runecraft are more focused towards burn. These decks would rather use their Earth Sigils to deal extra burn damage rather than buffing their followers. If more control Earth Rite cards are printed, Control Earth Rite might come back, and this card probably fits into it.

Snowman King
Rotation: Liquefy. Unlimited: Can be used in a deck with Conjuring Force, but not very competitive. This card is a board generator that can either stall or provide burn damage. It needs 4 Spellboosts to reach its’ maximum potential, which isn’t a real issue. The real issue is that the tokens it summons are low-statted, along with the card’s own 2/3 body for 7PP. On turn 7 a lot of board clears can easily deal with it and the tokens it generates. In Unlimited there is a bit of potential if you use this alongside Dimension Shift and Conjuring Force as a finisher, but there are better variants of Dimension Shift Runecraft available.

Bergent, Onion Patchmaster
Rotation & Unlimited: Liquefy. This card is a 7PP 5/5 that summons a 1/1 token that spellboosts your hand on attack. It also grants you a permanent effect that summons said token whenever you play a spell. The problem with this card is that it comes into play very late (turn 7+), at which point there are better ways to spellboost. Also, the token only spellboosts on attack, meaning that your opponent can just trade into it and it won’t trigger.
Last but not least, the permanent effect discourages you from playing too much spells, as it is very easy to boardlock yourself with 1/1 tokens. And a board of 1/1 tokens doesn’t do much on turn 8+.

Unbodied Witch
Rotation & Unlimited: Liquefy. This card is a combo enabler of some kind. It puts copies of a card in your hand into your hand, which can be used to copy cards like Zealot of Truth or Dimension Shift to setup some kind of OTK. THe problem with this card is that it is a slow play on its’ own; a 9PP 4/4 Ward is very weak. Also, this card usually needs to survive a turn to get the “Spellboost your hand 10x” effect off, since by turn 9 you usually don’t have evo points anymore. The opponent can easily remove this after you play it, leaving you only with copies of a card in your hand. This card can be fun to experiment with, but it isn’t very useful in competitive.
Dragoncraft - Standard
Dragonewt Scholar
Liquefy. This card saw some play in Discard Dragoncraft while that was a thing. However, since that deck has died out this card became pretty useless. It's weakly statted, and its' effect is risky and can possibly ruin your early game singlehandedly.

Shapeshifting Mage
Liquefy. This is a pretty bad and very slow card. Not only does it require Overflow, it also needs to stay alive for 1 turn. Unless your opponent can't read there is no way that he will let this live. Unfortunately the effect is way too hard to pull off for this card to see any play.

Deathmist Dragon
Liquefy. This card is essentially a AoE Damage engine. Since it can't be attacked, it should theoretically stay on the board. However it only deals 1 Damage, and with only 2 Defense on turn 4 it can easily die to cheap removal like Sylvan Justice. You are usually better off playing other removal cards instead.

Phoenix Roost
Liquefy. This card is pretty bad. It is bad when played on curve, since you can't combo it with other cards. All this while your opponents can play his discounted cards freely the next turn. This card is particularly bad against other control decks, especially against Dimension Shift Runecraft and Nephthys Shadowcraft. This card is way too risky to include in a deck.

Wyvern Cavalier
Keep. This card is used in a variety of Ramp Dragoncraft decks, and can even be used outside those. it provides a solid 6PP 5/5, as well as a cost reduction which can enable powerful combos on future turns.

Dark Dragoon Forte
Keep. This card is used as a finisher for Storm or Ramp Dragoncraft decks. Even though she only has 1 Defense, she can't be attacked so it doesn't matter that much. If the opponent has no removal available, you can just win the game from there. Even if she gets removed, she already dealt 5 damage, which makes it somewhat worth.

Wyrm Spire
Liquefy. Although its effect is pretty powerful, it is ruined because it requires 3PP or less costing followers. This is a very unreliable condition. If you don't have a 3PP or less costing follower on the board the turn you play this, you lose a massive amount of tempo. Even if you do have a follower on the board, it can't attack after it's been transformed since the transformation takes place at the end of you turn. Horribly slow card that has no place in any Dragoncraft deck.

Hydra
Liquefy. Although it is a pretty strong card, it only has 5 Defense. The opponent will probably destroy this before it gets to attack, since it is pretty dangerous but very easily removed on turn 7. There is basically no reason to run this over Neptune, who has the same stats but also has a better effect.

Zirnitra
Liquefy. A low impact card that is very expensive. She does have Storm, however evolving her doesn't grant her with additional Stats, making her pretty bad when behind. She does summon one (or two when evolved) Dragons, but those are just vanilla 5/5s. Most Control Decks can easily deal with them on turn 8. And since her own stats are just 3/1 on turn 8, she trades pretty badly.

Orb Dragon
Liquefy. Very expensive way to remove a follower or amulet. Additionally, it doesn't banish the follower or amulet, meaning that it doesn't do anything against Seraph and Mordecai. There is almost no reason to run this over Odin. Also, a 6/5 on turn 9 isn't going to accomplish anything.

Fafnir
Liquefy. This card was a very powerful late-game board swing card that was used widely across Dragoncraft decks. However it basically got replaced by Bahamut. Bahamut destroys all followers, even if they have more than 2 Defense, while also having better stats. Bahamut costs one mana more, but that usually isn't that big of a deal. Unfortunately this card got straightup powercreeped and hasn't seen play since.

Genesis Dragon
Keep. This is used as the ultimate finisher for Ramp and even some Storm decks. It has the potential to deal a massive 7 damage to the enemy leader. It can also be used as a way to remove threats, since it can trade very well thanks to its high Defense.
Dragoncraft - Darkness Evolved
Dracomancer's Rites
Liquefy. This amulet requires cards with Discard effects to be of any use at all. As of now, Dragoncraft does't use any Discard cards, which basically makes this card useless.

Dragonsong Flute
Liquefy. Although its effect is pretty powerful, it is ruined because it requires Overflow to be active. Although it is possible to reach Overflow before turn 7, its unreliable because it requires you to have 3PP or less costing cards in your hand. You are usually better off playing Prime Dragon Keeper instead.

Neptune
Liquefy. This card is not bad by any means, however it isn't good enough and doesn't do enough to be used in Constructed decks. She provides decent stats and has Ward, but her usefulness ends pretty much there. Unfortunately she doesn't have enough impact to be played in a deck.

Polyphonic Roar
Liquefy. This card is way too expensive and way too slow to ever see play. It doesn't directly impact the board while costing 9 PP, making it a huge tempo loss and very risky play.
Also, the card requires two turns to get any value out of it; a 9PP 5/5 Storm is a terrible play. You're better of playing Dark Dragoon Forte, who has the same Attack but costs 3PP less and is summoned immediately.
Dragoncraft - Rise of Bahamut
Date Masamune
Liquefy. This card is by no means bad on its' own, but it doesn't see play because Dragoncraft has better turn 2 plays. Instead of this you could also play Dragon's Oracle or Matilda, both of which give you more of an advantage than this card.

Breath of the Salamander
Keep. This is a solid removal cards. It can be used on turn 2 to remove a single follower, or on turn 6 as a board clear. Very flexible card that is used in nearly every Dragoncraft deck out there.

Grea the Dragonborn
Liquefy. I like the theme of the card, but unfortunately its no good. Playing a 3/3 and a 4/4 on turn 8 is a terrible play. They can't trade with big late game threats and even though the 4/4 has Rush, it almost has no impact. Dealing 1 damage to all enemy followers on turn 8 doesn't do anything for you. Most of the time the 4/4 dies after its first attack, because most followers can favorably trade with her at this point of the game.

Imperial Dragoon
Liquefy/Keep. This card is used as a finisher in Discard Dragoncraft. It's very powerful since it not only clears the opponents board, but also deals massive damage to the enemy leader. However as of now Discard Dragon doesn't see any play, and this card is pretty bad outside those decks.
Dragoncraft - Tempest of the Gods
Rahab
Keep. This card is the perfect early defensive card for Ramp Dragoncraft. It is pretty hard to kill in the early stages of the game thanks to its 5 Defense. Not only that, thanks to its effect it can quickly snowball into a huge threat, with no downside. It basically uses your unused Play Points to gain additional Attack. If your opponent doesn’t deal with this quickly, it can grow into a huge threat that can trade up into high cost followers. It is also pretty reasonable to top deck this in the late game, play it, and use the 6 unused Play Points to turn this into a 8/5 Ward. Very solid and flexible card that fits into Ramp Dragoncraft perfectly.

Dragonslayer’s Price
Liquefy. This card is very powerful for it’s cost; It’s basically Conflagration that deals 5 damage instead of 4. However, this comes at the huge drawback of discarding your whole hand. This drawback is too harsh for most Dragon decks to run it; discarding your hand basically removes all your options and makes you dependant on topdecks. The only deck this may have a place in is a Discard focused deck that utilitzes Dracomancer’s Rites. This way, the “Discard your whole hand” gets countered by the card draw from Dracomancer’s Rites. However, Discard Dragon as a deck archetype is pretty weak at the moment which means that this card is pretty bad as of now.

Sibyl of the Waterwyrm
Keep. This card is basically an auto-include for every Ramp Dragoncraft deck. It has solid stats as a 5PP 4/5, and it has very useful effects. First and foremost, if you play this on turn 5 or later, you get an additional Play Point orb. This effect in itself is worth about 1-2PP (Dragon’s Oracle without the potential card draw). Not only that, it restores 3 Defense to your leader if Overflow is active, meaning she is basically a mini-Lucifer. These effects synergize very nicely, since you instantly activate the healing effect if you play her on turn 6 because of the additional PP orb you gain from her. Because she heals you every turn, the opponent can’t ignore her and has to kill her. Her effects and the fact that she forces a reaction from your opponent make this card a perfect defensive addition to any Ramp Dragon deck.

Phoenix Rider Aina
Keep. This card is utilized in more aggressive variants of Dragoncraft (PDK Dragoncraft). A 6PP 1/5 Storm sounds really bad on paper, however if you compare this to Imp Lancer (a 6PP 3/6 with Storm which is used in most variants of Aggro Blood), you’ll see that she isn’t that bad. The reason for this is that she gains attack for each other follower (allied and enemy) on the board. She only needs two other followers on the board to have the same Attack Value as Imp Lancer. This means that if there are more than 2 followers on the board already, she outvalues Imp Lancer. In most matchups it isn’t unusual to have more than two followers on the board already, making this a very high value card.

Ouroboros
Keep. This is basically the Mordecai of Dragoncraft. He does have some direct impact, since he deals 3 damage to an enemy upon play, but instead of being resummoned upon death, he gets put back into your hand while also restoring 3 Defense to your leader. Even though he has low Defense for an 8-drop, he still has huge Attack meaning he can trade into other expensive high-statted followers. Because he gets put back into your hand upon death, he can basically be played (and thus deal 3 damage and heal your leader for 3) endlessly. It is this infinite value aspect that makes it so that this is put into a variants of Ramp Dragoncraft.
Dragoncraft - Wonderland Dreams
Dramatic Dragonblader
Liquefy. This card is a pretty interesting card. It has huge stats for it’s cost, however it summons a 5/5 for your opponent. You can evolve it so it removes the 5/5 without taking damage, however you gain no stat bonus for evolving this. Just to break this down, the card is a pretty bad turn 3 play, because without an Evolve this is basically a 5/1 Ward which isn’t the best. Not only that, but most of the times Evolving a 4 drop with an Evolve effect on turn 4/5 has more impact than evolving this on turn 4/5.

Red Ragewyrm
Liquefy. This card is a bit of a meme. It is a 3PP 0/5 which is pretty bad. It can’t attack, so even if you buff its Attack you still can’t do anything with it. The only reason you want to play this at all is it’s Evolved version, which can attack and is a 10/10. However it gets destroyed at the end of your turn. The problem is that you almost always want to use this to attack the enemy leader, since when played on turn 4/5 it is pretty much a waste to trade this into a 3 or 4 drop. However, since it doesn’t have Storm you need to play this and then evolve it next turn. When you play it, your opponent can trade into it for free to prevent this. Because of this this card doesn’t see any play.

Tilting at Windmills
Liquefy. This card has a bit of potential for meme decks, however its use pretty much ends there. First and foremost, this is a 7-cost amulet with no direct game impact. Spending 7 PP to basically do nothing for a turn is a pretty bad tempo play. Not only that, but you need expensive followers with big stats to make this work, especially since your opponent got a turn for free. Most big Neutral cards don’t have high enough of an Attack to make this card better than just including a big Storm follower like Genesis Dragon. The card that would be the most powerful with this would be Bahamut, since a 13 Attack Storm would be crazy, however since Bahamut destroys this before coming into play, the synergy ends there.

Jabberwock
Liquefy/Keep. This card is a powerful finishing tool for PDK Dragoncraft decks. The card destroys the cheap followers that you fill the board with to enable Prime Dragon Keeper, and summons big Storm followers in their place. Because of this, it has direct impact, as well as providing a decent 7/7 body (although this usually doesn’t matter since you’re using him as a finisher). A decent card that may be worth keeping if you want to play PDK Dragon.

Wyrm God of the Skies
Liquefy. This card is an unbelievably slow card that has a pretty interesting effect. The card has multiple issues that make her unplayable in the current game state. First and foremost, she is super slow. Not only does she basically do nothing the turn she’s played, her effect is a Last Words effect, meaning she has to die for it to activate. And the Last Words effect is activated the turn after she is killed. This means that if your opponent ignores her, it takes 3 turns to get any value out of her at all.
If you are going to include expensive followers in your deck, you are usually better off including faster cards like Genesis Dragon or Israfil instead.
Dragoncraft - Starforged Legends
Star Phoenix
Keep. This card is used in PDK decks because it is a recyclable 3-drop that can generate a lot of value with PDK’s effect. Because it has Rush it has an immediate impact on the board, allowing you to make better trades. As long as you have spells, you can keep playing this, and thus keep triggering PDK’s effect. Definitely keep this if you want to play PDK Dragoncraft decks.

Avowed Strike
Liquefy/Keep. This card isn’t necessarily bad on it’s own, but it hasn’t found a home as of now.
It is a powerful single-target removal tool, that can be used in either the early or the late game as long as you have a decent hand-size. It also draws 2 cards when Enhanced, which can be very powerful.
Maybe this card will seee more play in the future, when the meta changes or other removal tools rotate out.

Prime Dragon Keeper
Keep. This card is the centerpiece of the so-called PDK Dragoncraft decks. Those decks use a lot of cheap followers, alongside this card to burn down the enemy leader. Since it can’t be attacked once you are in Overflow, it may prove difficult for your opponent to remove this follower. PDK Dragoncraft was so powerful that PDK itself was nerfed. The deck isn’t as powerful as it used to be, but it can still work.

Draconic Singer
Liquefy. This card doesn’t have a lot of use in the current Dragoncraft decks. While it’s effect and cost aren’t bad by any means, they don’t have enough impact. Ramp Dragoncraft usually ramps fast enough to not need this effect, and PDK doesn’t want to run this because it costs more than 3 and it ‘s effect doesn’t synergize with PDK.

Python
Liquefy. The idea of this card is that you play it in the lategame to prevent drawing cheap cards. However, it also makes you reach fatigue really fast, as most decks need to run a lot of cards that are cheaper than 7PP. Because of this, the card hasn’t seen much use, if any.
Dragoncraft - Chronogenesis
Aiela, Dragon Sword
Rotation & Unlimited: Keep. This card is pretty much a staple for Dragoncraft as a class. Pretty much every deck runs this. At first glance it doesn’t look to impressive, as a 2PP 2/2 with no base effect. However its’ Evolve effect is so important and crucial to the gameplan of most Dragoncraft decks, that it is a must-have just because of it. It provides Ramp that is unconditional, can’t be countered by Banish or other effect, as well as gaining full +2/+2 stats on Evolve. In Unlimited it is either used alongside the original Aiela or as a straightup replacement, that’s how good this card is.

Dragonrend Quake
Rotation: Mediocre card, but can be used in Control vs Control matchups. Unlimited: Liquefy. This is potentially a pretty cheap AoE hard removal tool. The problem with this card is that is generally unreliable and counterintuitive. When played against undamaged followers, it deals 1 damage to them for 1PP which is an awful play. It is only really effective against boards with big followers. The problem here is that this doesn’t work very well against aggressive decks, which is usually what you want from an early game card. If you want to remove big stuff, you are better of playing more expensive cards like Bahamut or Frenzied Drake who are more reliable.

Zirnirtra, Dragon’s Flame
Rotation & Unlimited: Decent standalone card that is very effective against Midrange decks. Hasn’t found a home yet, but has potential. This card is a pretty effective tool against Midrange decks. It summons a 4/3 Rush when played and when Evolved, which can turn the state of the board in your favor. This card is especially good when evolved, but is at least ok without it. It’s other effect is a decent addition, as it makes your cheap followers tankier and harder to remove. Keep in mind that this effect will trigger on the Hellfire Dragons she summons, making them 4/4s which can make a difference in some cases. The card is okay on its’ own, but it doesn’t fit into most Dragoncraft decks at the moment. It is awkward to put this into Ramp, and it conflicts with Jabberwock.

Frenzied Drake
Rotation: Keep. Unlimited: Can be used as an alternative for Bahamut, but Bahamut is better in general. This card is a powerful board clear attached to a 7/7 body. It can really swing the board in your favor, as you wipe the entire board while getting a 7/7, or just win the game outright against certain aggressive decks. As long as you have some Dragoncraft cards in hand, this card is amazing. A very good tool for Control oriented Dragoncraft decks in Rotation. In Unlimited Bahamut is better in general, as it provides an unconditional hard board clear for only 1 more PP, but you could still use this instead if you don’t have Bahamut.

Azi Dahaka
Rotation: Keep. Unlimited: Still good, but competes with Genesis Dragon. This is just another big Storm follower that Dragoncraft uses to finish the game. It deals a good amount of damage and is pretty tanky as well, so it is often hard for your opponent to deal with. It can get cheaper by Evolving followers, which is a nice bonus. Dragoncraft can usually play this relatively early thanks to this effect and ramp. It also has good synergy with Jabberwock, since it can attack immediately when summoned by it. In Unlimited it competes with Genesis Dragon, but it is still good enough as an alternative.
Dragoncraft - Dawnbreak, Nightedge
Whitefrost Dragonewt Filene
Rotation & Unlimited: Keep. This card is one of the most powerful 2 drops that Dragoncraft has. It is a decently-statted 2 drop that generates an absurdly powerful spell. This spell makes trading for your opponent really awkward, as even a 1-attack follower can kill massive followers thanks to it. The spell can be used on turn 4-5 to remove an Evolved enemy follower that traded into something last turn for cheap, or just as cheap hard removal in the late game. This follower itself also has an Evolve effect that deals 1 damage, allowing her to trade into any follower for without dying herself when used along the spell. An all around powerful card that is widely used in most Dragoncraft decks.

Dragoncleaver Roy
Rotation: Keep. Unlimited: Decent inclusion, but not necessary most of the time.
This card is an understatted 3-drop that generates either Ramp or Removal. The ramp spell costs 2, so you need to play it the turn after you play Roy when played on curve. The removal spell is a simple 2PP 3 damage, but in mirror matches it deals 6 damage for the same cost, which is really good. In Rotation this card is usually used as another Ramp card that has the option of providing Removal instead when necessary. Unlimited doesn’t have a need for this, as that format has cheaper Ramp cards (Aiela) and better Removal (Breath of the Salamander).

Force of the Dragonewt
Rotation: Keep. Unlimited: Decent inclusion, but not necessary most of the time. This card is a flexible board clear that also deals damage to the enemy leader. The 3PP version usually isn’t very impactful (except against Forest or Aggro Sword), but the 5PP version can be gamewinning when played on curve. It can also be used for lethal when u need just a little bit of damage to finish the game. In Unlimited this card sees little play because Breath of the Salamander is usually way better, but in Rotation it has its’ place.

Dragonplate Warrior
Rotation & Unlimited: Not a bad card, but doesn’t have enough good support to be competitive right now. This card is a big Ward follower that also provides an effect that deals chip damage whenever you play spells or amulets. The important thing to know here is that this effect does in fact stack, allowing you to deal up to 3 damage per non-follower card played. The problem is that pretty much all Dragoncraft decks contain followers for the most part, because there are not many spells/amulets that summon followers. Classes such as Havencraft and Runecraft can get away with 25+ amulets/spells decks because they have amulets/spells that summon followers. If Dragoncraft gets some amulets/spells that summon followers, this card may have a place in the meta (Especially with Dragonclaw Pendant in Unlimited).

Jerva of Draconic Mail
Rotation: Can be put into Ramp decks as a win condition, but there are better win condition for Ramp available. Unlimited: Liquefy. This card is a risky win condition that provides a damage over time effect while cutting your maximum Defense in half. The effect will eventually win the game for you, as long as you manage to stay alive with 10 maximum Defense. Luckily, Dragoncraft has some good defensive tools available, like Poseidon and Zooey. The problem is that decks that would fit Jerva already have other win conditions that are less risky, like big Storm followers or Prince of Cocytus. In Unlimited this card is way too risky, since OTKs and aggro are way more prevalent in that format.

Lindworm
Rotation & Unlimited: Requires you to compromise the quality of your deck to have any use at all. This card can maybe become playable when enough supporting pieces are released, but right now it just doesn’t work.
This card can be either a defensive tool or a finisher (although you pretty much always take the Storm version). The offensive version has Storm and ignores Ward, making it a pretty consistent finisher. The card does require a deck built around it, because most decks don’t run a lot of spells and/or amulets. This makes it very unlikely that you can get it’s effect off on curve. If you make a deck around it with more spells/amulets, the quality of your deck drops dramatically because your early and midgame becomes a lot weaker. The reason for this is that there aren’t a lot of spells/amulets that summon followers, causing a lot of tempo loss. Classes such as Havencraft and Runecraft can get away with 25+ amulets/spells decks because they have amulets/spells that summon followers. If Dragoncraft gets some amulets/spells that summon followers, this card may have a place in the meta, but for now it sees little play.
Shadowcraft - Standard
Ghoul's Banquet
Liquefy. This is supposed to fit into Aggro decks, but unfortunately there are not that many Necromancy Cards in your typical Aggro Shadow. Decks that do run Necromancy cards usually do not need this. Most of time you're better of playing Skull Beast on turn 1 instead of this.

Madame Lich
Liquefy. A Necromancy of 6 is pretty expensive, and most of the time there are better ways to spend it (Foul Tempest or Phantom Howl). For the effect to be useful you need to have a board, which makes it kind of a "win more" card.

Foul Tempest
Keep. This is one of the only board clears Shadowcraft has at its disposal. Its a staple in nearly any control oriented Shadowcraft deck. It is especially important for the Nephthys Shadow archetype, since it is a spell that helps you stabilize the board.

Wight King
Liquefy. Since Immortal Thane gives you this card for free, there is no reason to include a copy of it in your deck. Using Immortal Thane is way better, because it basically provides two cards in one.

Phantom Dragon
Liquefy. Pretty bad card in my opinion. Because of its' 4/1 statline it can only attack the enemy leader, because it dies to almost every follower in this game. It gains Ambush whenever an allied follower is destroyed, meaning you HAVE to kill one of your followers after you attack with it, otherwise it dies instantly next turn. It's basically a worse version of Shadow Reaper, which isn't even that strong.

Phantom Howl
Keep. Amazing and very flexible card. It can be used to deal face damage (which is why it is an auto-include in Aggro Shadow decks), but it can also be used to stabilize the board (which is why it is used in some variants of Control Shadow). Can't really go wrong with including this card in your deck.

Cerberus
Keep. The card has mediocre stats, but its effect compensates for that. It is basically an auto include for every Aggro Shadow list, because its buff cards synergize amazingly with cards that provide Storm followers, like Lesser Mummy and Phantom Howl. It is also used in some control decks to help you with clearing the enemy board.

Deathly Tyrant
Keep. This card is used in the so called Deathly Tyrant Decks, which utilize Midnight Haunt and this card to deal massive damage to the enemy leader. Although it's not a top tier deck, it can certainly work and is a lot of fun to play.

Death's Breath
Keep. This card is basically an auto include in any form of Control Shadowcraft deck. It summons 3 2/3 Wards (When used with Necromancy) that your opponent probably has a hard time dealing with. Amazing against aggro decks and still pretty decent against Control.

Mordecai the Duelist
Keep. This card is basically an auto-include for every Control Shadowcraft deck out there. It provides infinite value and is almost impossible to deal with. If you play him and aren't half dead already, this card will probably win you the game. Only decks that run Odin (which are very rare these days) and Earth Rite Rune can properly deal with him. He is very strong in Nephthys decks, that can use Nephthys to summon him for free.

Pluto
Liquefy. This card is way too slow and way too expensive. Most of the time it is better to use Dance of Death instead. It needs to destroy a really big statted follower to be worth its huge cost. And even if it manages to do so, it can easily be removed. On top of that, it doesn't have a powerful effect (like Lucifer or Bahamut); it only generates a vanilla follower which isn't good enough on turn 8.

Lord Atomy
Keep. This card is the centerpiece of the so-called Atomy Shadowcraft decks. These decks quickly fill the board with cheap stuff to activate Atomy's Fanfare. This allows those decks to summon Atomy as early as turn 3. When played this early, it isn't very likely that your opponent is able to remove it. If you use Countdown Amulets like Frozen Mammoth and Staircase to Paradise, Atomy's Fanfare can actually give you value and tempo instead of taking it. All in all, this card is pretty strong and you should keep it if you have any intention to play Atomy decks.
Shadowcraft - Darkness Evolved
Spirit Cycle
Liquefy. This card is a very slow card draw engine. It doesn't do anything when played, which makes it a terrible tempo play. Also, the value it provides takes very long to take effect. The card has no place to call home, and thus doesn't see play.

Midnight Haunt
Keep. It doesn't do anything when played, which makes it a terrible tempo play. Also, effect usually isn't that big of a deal. Atomy Shadowcraft already utilizes Deathyl Tyrant without needing this. The card has no place to call home, and thus doesn't see play.

Ceridwen
Liquefy. This card has a lot of potential. However the card is very slow. You usually don't want to play this on-curve, because it synergizes with expensive followers. Even then, you need to spend an Evolution Point to actually activate the effect. Also, this card doesn't work well with Fanfare followers, since she SUMMONS them meaning Fanfares don't activate. Because of these reasons, she hasn't found a home in a deck.

Lord of the Flies
Liquefy. This card used to be a very popular for Control Shadow but it has kinda been replaced by Immortal Thane and Eachtar after RoB. It can provide huge value when played in control decks, thanks to its essentially infinite follower generation. However it's slow and random, making Immortal Thane and Eachtar more reliable and better options.
Shadowcraft - Rise of Bahamut
Shadow Reaper
Liquefy. This card used to be played in a lot of variants of Aggro Shadowcraft. However after nerfs to this card, as well as the introduction of powerful midrange cards, Aggro Shadowcraft was pretty much replaced by Midrange Shadowcraft. Unfortunately for this card, Midrange Shadowcraft doesn't really have a place for it. It doesn't fit into any other deck, meaning it doesn't see play at the moment.

Pact with the Nethergod
Keep. This is an amazing card for removing threats, not only on turn 3 but also on later turns. It can be used early as a cheap way to remove an enemy 4 or 5 drop, but it can also be used in the late game as a way to remove an enemy threat while also creating your own. This card is used in various variants of Control and Nephthys Shadowcraft decks, so i recommend you keep this if you plan to play either of those decks.

Balor
Liquefy. This card isn't that bad on its' own, however it doesn't fit very well into the current Shadowcraft decks. Because it costs 6, it doesn't fit into Nephthys Shadowcraft. And it is too slow to see play in midrange. So even though the card isn't bad or anything, it doesn't see play.

Nephthys
Keep. This card is utilized in specialized Nephthys Decks, which run a lot of powerful Last Words followers. This allows Nephthys to completely swing the game around on turn 8, by destroying followers (Lurching Corpse) or summon followers (Hells Unleasher/Mordecai). Powerful card that is definitely worth keeping if you plan to play Shadowcraft.
Shadowcraft - Tempest of the Gods
Little Soulsquasher
Keep. This is a solid 2/2 for 2PP, but the real value of this card comes from its Necromancy effect. It basically allows you to remove a big threat, put a nice follower on the board, and all of that for just 2PP. This card can provide a huge tempo advantage when you destroy a powerful or big-statted Evolved follower. Most of the time its pretty likely that you have 4 Shadows around turn 4 or 5; just in time for Little Soulsquasher to swing the board in your favor. It can be included in Aggro Shadow for quick removal, but it has a place in Control decks as well.

Minthe of the Underworld
Liquefy. This card has a pretty interesting effect, and she is by no means a terrible card, but unfortunately she is just not good enough to get a place in most decks. She has no direct impact on the board, and is pretty likely to die the next turn after she is played. Most Shadowcraft decks don’t have too much trouble reaching a reasonable amount of Shadows, thanks to cards like Bone Chimera and Prince Catacomb. Because of this, there is really no need to include this into almost any Shadowcraft deck.

Death’s Ledger
Keep/Liquefy. This card is basically a cheaper but worse version of Nephthys. The problem with this card is that it is really inconsistent. Nephthys summons a random follower of every PP cost from your deck, which means that if you only put one type of 7 or 8 PP in your deck, Nephthys is guaranteed to summon them. If you play Death’s Ledger on turn 9, it isn’t guaranteed to bring out Mordecai; it summons a random follower with a PP cost between 1 and 8. However, there are decks that experiment with this card by utilizing a deck with Hell's Unleashers and Attendants of Night alongside early Neutral followers, to guarantee that Death's Ledger generates a 4/4 at the end of your turn. Also, this card is the type of card that becomes better when new synergy cards (low cost Last Words followers) are released.

Immortal Thane
Keep/Liquefy. Pretty solid card with good stats and a powerful effect. Theoretically this would be a good addition for Control Shadowcraft. It summons 2 2/1 Wights that are basically guaranteed to deal some damage because of their effect. He also puts a free Wight King into your hand, which makes this an amazing value card. However, he does not have an immediate impact, and is thus too slow for most Shadow decks as of now. Also, the meta requires Shadowcraft to play quicker and more aggresively, since Dragoncraft is very populair and has Lightning Blast on later turns, which means that you can’t afford to run expensive followers that rely on Last Words. Individually its not a bad card, but it doesn’t fit the current variants of Shadowcraft. Maybe it becomes better in the future when new expansion potentially add cards that support this card or decks that would run this card.

Demonlord Eachtar
Keep. This card is an amazing finisher or board control establisher for any Shadowcraft deck (except for Nephthys because he ♥♥♥♥♥ up the consistency). He has a Necromancy (3): Summon a Zombie, which he repeats until you don't have 3+ Shadows, or until your board is full. This allows you to fill the board with zombies for cheap, potentially setting you up for a huge swing turn. Not only that, he then gives all your followers +2/+0 and Rush until the end of your turn, allowing you to trade into your opponent favorably, or potentially providing you an additional 8 damage to the enemy leader (if you already had 4 followers on the board). Because you can choose between using this defensively to trade with enemy followers or offensively to deal huge damage to the enemy leader, it is a highly valuable and flexible card. You really can't go wrong by putting this into any Aggro or Midrange Shadowcraft list.
Shadowcraft - Wonderland Dreams
Poisoned Apple of Rebirth
Liquefy. This card has two major issues. One, Neutral followers usually get their value from their Fanfares; buffing eachother and snowballing that way. Secondly, Neutral Shadowcraft as a deck archetype never really made any major appearances in the meta.

Corpselord of Woe
Liquefy. This card has to be the biggest joke of the Wonderland Dreams expansion. This card is so slow and so bad that it probably won’t ever see play. Why? Well first and foremost, it can’t attack. Secondly, when Evolved he doesn’t get any stat buffs. This basically means that when you play this on curve you basically lose a lot of tempo because you play a 4/4 while your opponent can play 4 drops that do get additional stats when Evolved (which are most likely 5/6s or something) or have a useful effect. This card isn't worth the tempo investment nor a card slot in your deck.

Ded Moroz
Liquefy. This card was supposed to be played in Neutral Shadowcraft. However, the deck never really took off. Its effect is pretty bad, as it can only heal you for a maximum of 4. It does destroy all your Shadowcraft followers, making it a pretty bad fit for Midrange (which wants board control). Not only that, but because he is a 5 cost he also doesnt fit into Nephthys Shadowcraft because he screws up Nephthys’ consistency. Maybe if Neutral Shadowcraft ever becomes a thing this will see play, however as it stands now he is pretty bad.

Odile, Black Swan
Liquiefy/Keep. This card is used as an anti-aggro techcard in Midrange Shadowcraft decks. The card doesn’t require Shadows to activate, meaning you don’t have to choose between using Shadows for Death’s Breath or Foul Tempest. She also has Rush essentially, allowing her to make an immediate impact on the board. She does summon Odette for the opponent, but because she has Rush and 1 Defense more than Odette has Attack, it doesn’t matter that much. A nice card that can be included when you need AoE, for example when Aggro Bloodcraft is popular.

Dark Alice
Liquefy/Keep. This card can be used in decks that utilize powerful lategame Neutral followers, while using cheap Shadowcraft followers to survive early. I personally haven’t seen a lot of these decks, but it could work in theory. Keep if you want to try this deck out, otherwise liquefy.
Shadowcraft - Starforged Legends
Andrealphus
Keep. This card is used as a powerful hand refiller that fits in a lot of deck archetypes. It is used mainly in Midrange and Atomy Shadowcraft, but it also fits into Nephthys Shadowcraft. When played on its’ own, it’s a decent play. But when you Evolve it, it gives all your followers a card draw upon death. This prevents you from running out of cards when playing fast decks. An Overall powerful addition to Shadowcraft that will see a lot of play in several deck archetypes.

Ceres of the Night
Keep. This is an amazing 4 drop that is a very powerful anti-aggro tool. It is basically a 4PP 3/4, because of its’ Clash effect. However, since the 2 damage is a clash effect, any 2 Defense followers that attack Ceres or are attacked by her die without dealing any damage to her. Not only that, but she restores 2 Defense to your leader at the end of your turn, forcing Aggro opponents to trade into her.
Definitely keep this, she is used in a wide variety of Shadowcraft decks just because of the friction she creates with your opponent.

Twilight Queen
Keep. Twilight Queen is a pretty powerful 4-drop that is used in Nephthys Shadowcraft decks as a 4-drop for Evolves and to set up powerful swing turns later on. She has pretty okay stats for a 4-drop; when evolved she can usually trade into 5-drops because of her aggressively statted nature. Her Last Words doesn’t require another Last Words follower to be present on the board; it triggers on the next friendly Last Words activated this match. Because she doesn’t require any setup, you can just play her, get her killed, and play a Mordecai or something later on to benefit from her effect. This effect works with the first follower destroyed by Nephthys, making it even more powerful. Summoning 2 Mordecais or using Khawy’s Last Words twice can swing a game in your favor.

Mail of Obliteration
Liqeufy. This card looks interesting on first glance, but on closer inspection it becomes clear that this card has several fundamental issues. The main issues is that this is a 7-drop that has no direct impact. It doesn’t force a reaction from your opponent, since it has no useful effect or Ward. Also, because it is a 7-drop, it needs to compete with Eachtar and Immortal Thane for a place in your deck. Both of them have more direct impact and are more valuable.
Also, usually it isn’t too hard to kill a 7 Defense follower by turn 7. All these things make this card below average and not good enough for a place in a constructed deck.

Mist of Extinction
Liquefy/Keep. This card is a powerful board clear that can be used as a tech card in lategame-oriented Shadowcraft decks. It usually clears most aggressive boards, after which you can make big swing turns with Nephthys or Death Dragon Caller on turn 8. Definitely keep it if you want to play either of those decks, otherwise you can probably liquefy it.
Shadowcraft - Chronogenesis
Underworld Ruler Aisha
Rotation & Unlimited: Keep. This card can be used in various Shadowcraft decks as a powerful finisher. She is a very flexible card thanks to her effects and the massive damage she can do. Even without the effects, being a 5PP 5/4 with Rush is already decent. Her Evolved version also has the ability to attack twice, but she doesn’t gain any extra stats. However she also has the Necromancy Effect that Evolves her and an Enhance effect that gives her Storm. This basically allows her to deal 10 damage to the enemy leader if they have no Ward followers on board. In Unlimited this card is weaker, since games in that format are usually too fast to use her Enhance effect, but it is still a decent inclusion at least.

Sow Death, Reap Life
Rotation & Unlimited: A decent inclusion for Reanimate, but not 100% necessary. This card is used in Reanimate Shadowcraft as a way to summon big followers that were destroyed with Burial Rite effects. Reanimate Shadowcraft basically uses Burial Rites to destroy big followers early, allowing it to be resummoned by Reanimate cards like this one. It is also rather flexible, since it scales very well into the late game, but can be used earlier in an emergency situation as well. What is holding this card back in Rotation is that in order to get the ideal outcome, which is summoning Mordecai, Eternal Duelist, you need to hold onto this card until turn 10, which is a very slow play. In Unlimited you would rather play Ceridwen, since she can ressurect Mordecai on turn 5, so it is less useful in that format.

Skeleton Prince
Rotation: Decent inclusion for Midrange decks. Unlimited: Liquefy.
This card is a pretty sticky follower. It summons a 3/1 that also summons a 1/1 when it dies, as well as summoning a 1/1 when it dies itself. The 3/1 is summoned on play, making this essentially 5/4 worth of stats for 6PP. That certainly is decent, but it is a bit of a slow play that doesn’t have a lot of immediate impact. The opponent most likely has a way to either ping the 3/1 or trade into it favorably, in which case this isn’t a good play anymore. In Unlimited this is too slow for that reason, as well as Prince Catacomb being available in that format who serves a similar purpose.

Death Dragon Caller
Rotation: Keep. Unlimited: Currently too slow to see much play. This card is used in Reanimate Shadowcraft as a way to summon big followers after you destroy them with Burial Rites. While it has only a 2/2 body for 8PP, it usually summons a 8PP+ follower to compensate. The problem with this card is that it is very slow, especially if the follower it summons doesn’t have an immediate impact. In Rotation this isn’t that big of a deal, since the meta is slower and Mordecai, Eternal Duelist has Rush when summoned. In Unlimited this card is way too slow to see play.

Abyss Straddler
Rotation & Unlimited: Liquefy. This card is terrible and has no use for any deck. It has terrible stats for its’ cost, has no immediate impact as a turn 8 play and doesn’t provide any advantage whatsoever. Because of its’ weak statline and lack of immediate effects, it is basically a 8PP 4/5 that will either be removed the after you play it or ignored when the opponent has lethal. Sure, it will deal 4 damage to the enemy leader in return, but there are a lot of cards that will deal the same amount of damage while providing better stats or useful effects (either through their effect or just attacking the enemy leader). Slow, no immediate effect, weak stats and there are better alternatives for the 8PP slot.
Shadowcraft - Dawnbreak, Nightedge
Lord Deathskull
Rotation & Unlimited: Decent inclusion for flood heavy decks, like Midrange Shadowcraft. It isn’t a core card by any means though. This card is a simple 2-drop that gives another follower a Last Words effect that summons a token. It gets full stats when evolved, while also upgrading the token the other follower summons. It is a decent inclusion for decks that tend to run a lot of cheap followers or cards that summon multiple followers, making it a decent fit for Midrange Shadowcraft. However, he usually isn’t included in that deck because the deck already runs a lot of other 2-drops. The problem with this card is that when compared to Lady Grey, this falls short. Lady Grey allows you to summon a follower with an effect, as well as summoning it immediately. This makes it much better as a tempo play. Deathskull is by no means a bad card, it’s just that there are better cards available.

Everdark Strix
Rotation & Unlimited: Keep if you want to play Reanimate Shadowcraft. This card is one of the cards Reanimate Shadowcraft uses to bury Mordecai or Zeus before following up with Ceridwen on turn 5. It’s a well statted 3 drop that also heals you for 1 and tutors a Shadowcraft follower when played with the effect. Burial Rite doesn’t really work outside a dedicated deck, so this card is basically tied to Reanimate Shadowcraft.

Ceridwen, Eternity Hunter
Rotation: Keep if you want to play Reanimate Shadowcraft. Unlimited: Liquefy unless you really want to run Zeus in Reanimate Shadowcraft. This card is one of the core cards of the Rotation version of Reanimate Shadowcraft. It is one of the earliest methods to revive Mordecai available, making it an auto-include for the deck. In Unlimited there is no need for this card since the gold version of Ceridwen summons the gold version of Mordecai immediately without having to use a spell the turn after. Also, gold Ceridwen comes down a turn earlier, which is a huge deal. The only reason you would ever run this card in Unlimited is because it can Reanimate Zeus, which gold Ceridwen can’t do. But most versions of Reanimate Shadowcraft have cut out Zeus ever since gold Ceridwen was changed to the point that it couldn’t summon Zeus anymore.

Fickle Resurrector
Rotation: Can be a decent top-end card, but doesn’t fit in the current decks. Unlimited: Liquefy. This card is a pretty decent tempo card if you can get the effect off. The 6 shadows requirement isn’t that difficult to meet on turn 7, so you usually get a token from this. The tokens are a 2/4 Ward and a 3/3 Drain, which is pretty decent for stalling. It also has an Evolve effect that evolves all of said tokens, but she doesn’t gain stats herself. It is an overall decent card if you look at it in a vacuum. The problem here is that the current decks either can’t fit her in or have better 7-drops. Midrange uses Gilnese, Arcus or Eachtar as their 7-drops. The standard version also uses Lyria to tutor these cards, and this card messes up the consistency of that. Other decks don’t really need this, especially Unlimited decks since Underworld Watchman Khawy is available to that format.

Hinterland Ghoul
Rotation: Play if you want to play Hinterland Shadowcraft, otherwise liquefy. Unlimited: Liquefy. This card is basically a Path to Purgatory attached to a follower. It also puts 10 Skeletons in your hand, which generates Shadows because a decent amount of those will be burned due to hand overflow. The problem with this card is that you basically can’t use Necromancy cards as they consume shadows. This makes your early and midgame a lot weaker. In Unlimited, there is no reason to run this over Path to Purgatory, as its’ effect is the same but is harder to deal with. The effect stops when this is removed, which makes it a bit unreliable as a win condition.

Arcus, Ghostly Manager
Rotation: Keep. Unlimited: Keep if you want to play Arcus Shadowcraft. This card basically turns your early game drops into chip/burst damage in the later stages of the game.
It destroys any 3 or less costing follower and generates 1/1 Storm tokens equal to the cost of the destroyed follower. You can combo these tokens with board buffing cards like Gilnese or Gremory to deal even more damage. Not only that, but it instantly triggers the Last Words of the follower and generates a shadow. A great card that created a whole deck around it.
Bloodcraft - Standard
Demon Commander Laura
Keep. This can be used in Vengeance or Control decks as a way to provide a finisher. It sees a decent amount of play in Vengeance Bloodcraft decks that quickly gain Vengeance and use the power of Vengeance effects to close out games quickly.

Dire Bond
Keep. A very cheap and efficient way to draw cards. Even though it initially deals damage to your leader, it eventually heals it back up while also providing 3 cards. An auto-include for Control Bloodcraft decks.

Righteous Devil
Liquefy. This card is a pretty underwhelming follower without a lot of impact. When played without Vengeance active (which isn't too uncommon on turn 4), it is a terribly statted vanilla follower. When you have vengeance active, there are usually better plays available, like Revelation or Belphegor. Unfortunately this isn't impactful enought to see play.

Soul Dealer
Keep. This card has incredible stats for its cost, but with the drawback of halving your leaders Defense. However, the new Vengeance Bloodcraft deck utilizes the Fanfare of Soul Dealer (which essentially activates Vengeance instantly) to finish off opponents quickly using several cards with Vengeance effects (Dark Airjammer and Laura for example). Thanks to Soul Dealer you essentially can start rushing down your opponent with powerful Vengeance cards as early as turn 4. Because Soul Dealer has Ward, he prevents the opponent from immediately killing you after you play it (in most cases). Soul Dealer itself also poses a big threat, because it has 6 Attack. It's an actual viable now, which fits perfectly into Vengeance Bloodcraft.

Erinyes
Liquefy. Although it doesn't look like a bad card, it sees almost no play. The reason for this is that its' effect, while it seems powerful, usually doesn't work in practice. The nature of the effect makes it incompatible in aggro decks, because you usually have a higher Defense than your opponent. In Control decks this also doesn't really fit, because it doesn't help against Aggro (big boards) or Control (2 damage doesn't kill typical Control followers). Because of it doesn't fit in neither deck archetype, it hasn't seen play.

Beast Dominator
Liquefy. Even though i really like the art of the card, I can't justify keeping it. It has good stats, however the card punishes you for not being near death on turn 6. Not only that, the card will keep getting worse and worse until you finally hit that vengeance mark. If its effect triggers twice, it already becomes a pretty bad value card

Diabolic Drain
Keep. This is a pretty decent card for removing an enemy threat while also providing a bit of a heal. Pretty good addition to any Control Bloodcraft deck.

Medusa
Liquefy. The effect of this card is pretty strong, however dropping a 4 Defense follower on turn 6 means that it will almost always die the next turn. It also doesn't impact the board directly, and in most cases you're better off just using Dance of Death to remove enemy threats.

Queen Vampire
Keep. This is an amazing addition for every Control Bloodcraft decklist. It not only provides a 4/4 and two 1/1s, it also gives those 1/1s Ward, making it very hard to deal with. A very good way to stall for a turn or two. You can include this as a tech card against decks that run a lot of cheap followers, like Aggro Bloodcraft or Roach Forestcraft.

Furiae
Liquefy. Even though it isn't necessarily a bad card, it doesn't do enough compared to other lategame followers that Bloodcraft have at their disposal. Dealing 1 damage and drawing a card usually doesn't do enough versus other Control decks. Not to mention that it is very susceptible to hard removal.

Revelation
Keep. This is one of the best board clears in the game. Not only does it deal massive damage, it also costs less when you're at 10 HP or lower, allowing you to build a board after you use it. This card is widely used in various variant of Control Bloodcraft because of this.

Temptress Vampire
Keep. This is one of the finishers for Control Bloodcraft, that can also be used to remove an enemy follower instead. It deals a solid 5 Damage to an enemy follower or the enemy leader, while also providing a decent 5/5 body. On top of that, it also heals you for 5.
Bloodcraft - Darkness Evolved
Vania, Vampire Princess
Keep. An auto-include for every Aggro Bloodcraft deck out there. A simple and reliable way to rack up face damage. It has great synergy with other cards that summon Bats as well. You really can't go wrong by including this in any aggresive decklist.

Vampiric Fortress
Keep. A cheap and efficient way to summon bats, which works especially well with Vania. It can also deal up to 4 damage to the enemy leader, which is pretty good given its low cost.
Overall a pretty good card to include in an Aggro Bloodcraft deck.

Bloody Mary
Liquefy/Keep. This card is a very strong and solid card that can be used as a finisher in combination with cards like Razory Claw or Blood Wolf. The card is also pretty solid on its own; a 5PP 4/5 is pretty decent. It saw quite a bit of play during the earlier expansions, but it has fallen a bit out of favor. The card may become useful when more synergistic cards are released, so you may want to keep it.

Azazel
Keep. This is a pretty solid card on it's own, that can be used to heal yourself while also damaging the opponent. Its a pretty niche tech card that you can use in Control Bloodcraft against other Control decks as a way to put pressure on your opponent.
Bloodcraft - Rise of Bahamut
Sadistic Night
Keep. Amazing and very cheap removal card which can also be used in the lategame to summon a Beast Dominator. An auto-include for every Control Bloodcraft deck, because it can clear a lot of huge threats for a very low cost.

Mastema
Liquefy. This card is a bit of a hit or miss. On one hand, it provides a 6/6 for 5PP with Bane, that can keep hitting face if you're opponent doesn't deal with it. On the other hand it doesn't help you to clear the enemy board. It's a win more card, which is why you usually want to include cards that help you win over her instead (like Dance of Death or Scarlet Sabreur).

Ice Blade Warfiend
Liquefy. It's a decent card on it's own; a 5/7 with Rush that usually draws you a card is pretty nice. However, it isn't too impactful and since it's a 7-cost card, it has to compete with Emeralda and Bloodhungry Matriarch for a spot in your deck. Both of those cards have a more direct impact on the board and give you more of a tempo advantage than this card.

Bloodhungry Matriarch
Keep. Even though its stats are pretty low for the cost, the effect is really strong. Not only does it deal 2 damage to all enemy followers, it also deals damage to the enemy leader whenever an enemy follower is destroyed. This allows you to trade while also dealing face damage, making this a very good tech option against Aggro for Control Bloodcraft decks.
Bloodcraft - Tempest of the Gods
Galretto, Devil of Love
Liquefy. This card basically makes your other followers untargetable, however, it doesn't prevent them from taking damage from spells or effects. Because he doesn't offer an answer to AoE board clears, which is the prime counter to Aggro Bloodcraft, and because Bloodcraft has better early aggresive followers, this won't fit in Aggro decks. He doesn't have much use outside of Aggro Bloodcraft, so he pretty much doesn't see any play.

Blood Moon
Keep. Blood Moon is an amazing card for Control Bloodcraft, since it allows you to benefit from Vengeance effects while also staying healthy enough to survive burst. This allows you to benefit from cost reductions from cards like Revelation and Diabolical Drain, or activate effects from Belphegor, Maelstrom Serpent or Dark Airjammer. Amazing amulet that will fit into almost every Control Bloodcraft decklist.

Belphegor
Keep. While it may look bad and has some resemblance to Soul Dealer, it is way better. The reason for this is that, unlike Soul Dealer, you don't take damage when you have Vengeance active. In this case, it's basically a 4PP 4/4 with Fanfare draw 2 cards, which is absolutely nuts. This card gets even better thanks to Blood Moon, which nullifies the self-damage even when you have more than 10 HP. Amazing card that provides card draw and a solid body, which is exactly what Control Bloodcraft needs.

Soul Dominator
Liquefy. This card is by no means bad on its' own, but thanks to the addition of Emeralda and Carbarosse this card has lost her place in decks. For Control Emeralda is an almost straightup better version of Soul Dominator, as she has the same attack while having a more powerful and impactful effect. Thanks to Cabarosse she doesn't see play in Aggro, because she costs more than 6PP. Unfortunately this card hasn't found a home ever since.

Maelstrom Serpent
Liquefy/Keep. This card is a win condition for Control Bloodcraft decks. Even though it has no direct impact, it sets you up for a massive swing on your next turn. Your opponent usually has to deal with the Serpents if he can’t kill you the turn after you play them. Because this card has the potential to summon up to 5 5/5s, and thus a potential 25 damage, you usually threaten lethal with this. For the summon effect to activate, you need to have Vengeance active but this is pretty easy and safe to do now thanks to Blood Moon. Maelstrom Serpent is countered by hard AoE Removal, like Bahamut and Themis’ Decree, so when decks with those cards are popular is pretty risky. It's also pretty bad against Aggro, because if you spend turn 8 doing nothing you will likely lose.
Maybe if the meta supports this card it may see play.
Bloodcraft - Wonderland Dreams
Lethal Blade
Liquefy. There is really no reason to pick this over Hungering Horde or Searing Chains, which deals 3 damage immediately for only 2 PP. Also, if you cast this on followers with an end of turn effect or Ward, the opponent could choose not to attack with them, essentially wasting the spells effect.

Phantom Cat
Liquefy/Keep. This card is an amazing 6-drop that is pretty much an auto include in Neutral oriented decks. It has fairly good stats, while also drawing TWO cards. On top of that, it can deal up to 4 damage to the enemy leader as well. Amazing value for just 6 PP. However, as of now Neutral decks have become less populair, and this card doesn’t see much play outside of Neutral decks. So keep it if you want to play Neutral Bloodcraft, if not then liquefy it.

Carabosse, Wicked Fairy
Keep. This card sees play in variants of Aggro Bloodcraft. Most versions of the deck don’t utilize cards that cost more than 6PP, which lowers the drawback of the card. This card provides a huge 6/6 body , while also dealing 1 damage and drawing a card at the end of your turn. Multiple instances of the card stack, so playing 3 of this means drawing 3 cards and dealing 3 damage at the end of your turn. This is really helpful, since it allows you to dump your hand while not having to fear running out of cards. She also deals nice chip damage, which can be just the amount you need to finish your opponent.

Emeralda, Demonic Officer
Keep. This card is used in most Bloodcraft Deck as either a finisher or lategame removal. It provides a decent 4/5 body, while also providing single target hard removal. She also gets Storm when you have Vengeance active, allowing her to be used as a quick finisher (by removing a Ward follower and hitting the enemy leader for example). She is a very strong inclusion for Control or Vengeance Bloodcraft for this reason.

Spawn of the Abyss
Keep. Originally the one of the most hated cards to come out of Wonderland Dreams, it is now a shadow of it’s former self. It had insane synergy with Baphomet, allowing him to be put down on turn 6. This coupled with the fact that his Evolved version dealt 8 damage with his effect/Last Words made him super annoying to deal with. However, after the nerfs to Spawn and some of the other cards that made him good, he isn’t good enough to see play in Aggro lists anymore. He can be of some use in Control Bloodcraft, so keep him if you want to run him in that deck.
Bloodcraft - Starforged Legends
Trial of the Gorgons
Liquefy. Summoning two 1/1s for 3 PP on turn 3 is a pretty bad tempo play. On top of that, it provides a random card, making this very unpredictable. The cards it provides aren’t even that good.
You’re usually better off playing a decent 3-cost follower on-curve instead.

Venomfang Medusa
Liquefy. The problem with this card is that it’s effect is hard to activate. You need to have 2 Serpents alive at the start of your turn to combine, while also keeping this alive. If your opponent removes either this or one of the Serpents, the effect will not trigger. This card is unfortunately too slow and to hard to make work to see play.

Fulminous Demon
Liquefy. This card doesn’t really fit into any Bloodcraft decks as of now. It deals damage to both leaders if Vengeance isn’t active and 1 damage to all enemies if it is active. The problem here is that these effects are tied to the follower, meaning that they stop once it is destroyed. On top of that, Bloodcraft has followers that permanently grant the same effects (Jormungand, Nacht and Carabosse). It is better to play one of those if you want these effects, since those aren’t tied to the follower.

Jormungand
Keep/Liquefy. This card can be a powerful addition to Control Bloodcraft decks. It is particularly strong in combination with Nacht, as it makes you deal 1 damage to all enemies at the end of all your turns. However, as of now, Control Bloodcraft isn’t seeing much play. When Control Bloodcraft rises again, this card may prove to be a powerful piece of the deck.

Stheno
Liquefy. While this card isn’t terrible by any means, it isn’t very impactful. It has bad stats for it’s cost, and it’s effect is not very impactful. The problem is that on turn 7, dealing 2 damage to a random enemy 2 times isn’t very useful. Also, because it costs 7, it has to compete with other powerful 7-drops like Bloodhungry Matriarch or Emeralda. Compared to other 7-drops, this just doesn’t feel as powerful.
Bloodcraft - Chronogenesis
Endearing Succubus Lilith
Rotation: It has potential, but isn’t seeing much play right now. Unlimited: it has potential but isn’t seeing much play right now. This card has a pretty interesting effect. If you can get it to survive, you can keep chaining selfdamage pings to get insane value from this card. But while she is sturdy, she doesn’t provide a lot in terms of board control because of her low attack. Also, cost reductions are a thing in bloodcraft, and while that also works well with this card, usually the cost reductions are good enough on their own. But this card certainly has potential, and may shine when it receives enough good supporting pieces.

Terror Demon
Rotation: Keep if you want to play Jormungand Blood. Since it is a decent fit for Control Bloodcraft decks, you might want to keep it if you like playing those. Unlimited: Since it is a decent fit for Control Bloodcraft decks, you might want to keep it if you like playing those.
It provides decent healing, while also being a decent tempo play. If you can get multiple evolves off while several copies of this are in your hand, it can be game changing. Overall a pretty decent card that might find a home in Control Bloodcraft decks as a healing tool.

Nacht
Rotation: Keep if you want to play Jormungand Blood, else Liquefy. Unlimited: Liquefy.
Nacht has pretty bad stats for her cost, while also lacking any immediate board presence. Playing this while the opponent has any decent board could very well lose you the game. The only reason to play her is because of her strong synergy with Jormungand.

Reach of the Archdemon
Rotation & Unlimited: Liquefy.
While this card isn’t inherently bad, there are just better alternatives. Evil Eye Demon is better in almost every case, as it is cheaper, provides a 5/4 body and doesn’t affect your own board. Unlimited has Revelation, which is better most of the time because it also clears big threats from the opponent.

Diabolus Psema
Rotation & Unlimited: Liquefy.
While the card provides good value, as it adds two removal/burn spells to your hand (one of which you can use the same turn), while also giving a 6/7 for only 3 PP, as a turn 9 play this thing is way too slow. At this stage in the game you are either looking for comeback cards or finishers. This card is comes down way too late to deal with aggro, and it (and the spells it provides) are usually not that good against Control or Combo. Not to mention that in unlimited, it competes with Temptress Vampire for a deck spot, who is usually better.
Bloodcraft - Dawnbreak, Nightedge
Gift for Bloodkin
Rotation & Unlimited: Keep This card is a 0PP spell that summons a Forest Bat and provides symmetrical chip damage. Because it is 0PP, you can easily combo this with cards that synergize with self-harming effects. Cards like Jormungand, Flauros, Darkfeast Bat and Evil Eye Demon can benefit from this. It also deals 1 damage to the enemy leader and summons a 1/1, which is great for aggressive decks. Because it fits in both midrange self-harm decks and aggressive decks, it is definitely worth keeping if you want to play Bloodcraft.

Raven, Eventide Vampire
Rotation & Unlimited: Liquefy. This card at its’ base level is basically a worse Summon Bloodkin. It is pretty much impossible to get the Vengeance Effect off in the early game, and after the early game the Vengeance Effect isn’t even that impactful. She is basically a cheaper and worse version of Vania, Nightshade Vampire. No deck has a place for this.

Waltz, King of Wolves
Rotation: Liquefy. Unlimited: Decent inclusion for Control and Vengeance Bloodcraft, but not 100% necessary. This card is basically a vanilla 3/2 that generates a Blood Moon. In terms of value this is better than putting a Blood Moon in your deck, since it provides an additional 3/2 for only 1 card spot. Blood Moon can be useful for decks with Vengeance cards who don’t want to drop their Defense below 10 (vs high out-of-hand burst finishers for example). If you play this after turn 5, you also have the option of playing this along with Blood Moon to get a 5/4 Rush. It is a decent inclusion for Control and Vengeance Bloodcraft Decks, but doesn’t have a lot of use outside those decks.

Oldblood King
Rotation: Keep if you want to play Bat Bloodcraft. Unlimited: Liquefy.
This card basically enables you to deal a lot of burst and chip damage to the enemy leader with Forest Bats. It is a terrible tempo play though, as it basically functions like an Amulet because you don’t want to attack with it to break the Ambush. You also need to include a lot of cards that can generate Forest Bats in order to make this card worth it. Without proper support it is pretty much a dead card that doesn’t do much. In Rotation there is a deck that uses this synergy; Bat Bloodcraft. In Unlimited a turn 5 do nothing is usually too slow to work, so Bat Bloodcraft rarely works there.

Vania, Nightshade Vampire
Unlimited & Rotation: Keep if you want to play Vengeance Bloodcraft.
This card is a 6PP 3/6 with a very flexible effect, since it basically has 3 versions. It summons a bat and then also either deals 2 damage to both leaders, gains Storm and gives all allied bats that come into play Bane, or gains Drain and gives all allied bats that come into play Ward. The latter two effects require Vengeance to be active for you, but even the base form is okay at the very least. It can be used as a defensive tool or an aggressive tool depending on which version you choose. She is very good in Vengeance-oriented decks, but she hasn’t seen a lot of play outside of those.

Darkfeast Bat
Unlimited & Rotation: Decent finisher for self-harm decks, although not 100% necesary. This card is basically a finisher for decks that use a lot of self-harming effects. Its’ effect can target both enemy followers and the enemy leader, usually opting for the latter to end the game. It is very slow and requires a lot of supporting cards, but it is very powerful when it works. Although most self-harm decks these days are very aggressive, and this card is usually too slow to be included. It isn’t a terrible inclusion, but it is not 100% necessary.
Havencraft - Standard
Hare of Illusions
Liquefy. This card is a bit of a meme card. Although it has infinite value, it is a very slow card.
It takes 3 turns for it to activate, which then in turn summons a 1/2 Ward. A 1/2 Ward on turn 4 is not very likely to accomplish much. If the opponent kills it, you have to wait another 3 turns for it to resummon. The card is way too slow and doesn't have enough of an impact to ever see play.

Love Gospel
Liquefy. This card is not really necessary in Havencraft at the moment. Seraph Decks that need a card like this, Elana decks already have multiple ways of healing their leader and Storm Decks don't utilize heals at all.

Holy Sentinel
Liquefy. This card is a very slow and even risky play. It has a base Countdown of 5, which is ridiculously slow. When played on-curve it would summon a 4/5 on turn 7, which isn't that big of a deal. Of course, if the opponent has followers on board, this comes out quicker. Still, you'd have to play this over Beastcall Aria, which is a way more consistent, faster and better card. Because it has to compete with Beastcall Aria it will probably won't see play.

Devourer of Heavens
Liquefy. This card is way too slow and not even that useful. Dealing 1 damage to all followers after turn 5 doesn't really have that much of an impact. Not only that, the card Featherwyrm's Descent also summons an Holywing Dragon, but faster. And even that card is rarely played.

Dark Offering
Liquefy. This card is generally only useful when you are already ahead, at which point you don't need a heal most of the time. Also, destroying your own followers is usually a very bad tempo play. Even if you really need some healing, Havencraft has way better options than this card.

Arch Priestess Laelia
Liquefy. This card doesn't seem that bad on paper, however it is pretty bad. It basically means that the opponent can use damaging spells to reduce the Attack of your followers. There is no place for this card in Storm and Seraph Havencraft, because they don't play a lot of high statted followers. Even in Elana it doesn't fit because it is slow and doesn't change anything (Holyflame Tigers gain absolutely no benefit for this).

Moon Al-mi'raj
Keep. Amazing addition to every variant of Storm Havencraft that not only is a solid source of damage, it is also somewhat difficult to deal with. If your opponent doesn't kill it in one turn, it just restores its Defense. A solid way to deal face damage while also forcing your opponent to spend resources to remove it.

Themis' Decree
Keep. This card is a staple card for Havencraft as a class and is thus included in almost every Havencraft deck out there. Its a cheap AoE Hard Removal tool that unconditionally destroyss the board. Because Havencraft has access to Countdown Amulets to summon followers, this will usually hurt your opponent way more than it hurts you.

Chorus of Prayer
Liquefy. This card is just utter garbage. First off, dropping a 6 cost amulet which doesn't impact the board immediately is a horrible tempo play. Secondly, its effect doesn't even do that much. It will generally only pull like 2 or 3 amulets from your deck, and it can't even pull Seraph from your deck because it costs 8. If you want to draw Amulets from your deck, you're better of using Uriel instead. Also, the decks that are supposed to use this, Storm and Seraph, don't need this card. Horrible card that will probably never see play.

Skullfane
Liquefy. This card is just as bad as Chorus of Prayer. First off, dropping a 4/4 on turn 7 is a pretty bad tempo play. It will die next turn without accomplishing much. Secondly, it requires you to have Countdown Amulets in play, which can be difficult when you're behind. Also, the decks that are supposed to use this, Storm and Seraph, don't need this card. It is way too slow for Storm, and way too expensive for Seraph. A 3PP Sister Initiate and the 7PP Skullfane both destroy Seraph, but the Sister Initiate is way cheaper meaning you can play multiple in one turn. Horrible card that has no place in any deck and will probably never see play.

Jeanne D'Arc
Liquefy. This card is very slow and has a mediocre effect that isn't that useful. Dropping a 5/5 on turn 8 is pretty bad value-wise. Also, dealing 2 damage to all enemy followers isn't that impactful on turn 8, since most followers have more than 2 Defense at that point.
The bonus Defense for all your other followers is nice but it isn't necessary because Elana's Prayer exists. Elana is a way better way to buff your followers, as it also provides bonus Attack.

Incandescent Dragon
Liquefy. Unfortunately this card is useless. It has very low Defense and is very expensive, making it very susceptible to removal. Even when it stays on the board, giving a Lucifer or Bahamut -2 Attack doesn't really matter that much. This mediocre card has no place in the current Havencraft decks.
Havencraft - Darkness Evolved
Elana's Prayer
Keep. This card is the centerpiece of the infamous Elana decks. It basically allows you to develop a huge board while also healing yourself, making it a perfect counter to aggro decks.

Kaguya
Liquefy/Keep. Even though the card itself is pretty good, it unfortunately doesn't fit in the current Havencraft decks. It is too slow and doesn't deal immediate damage, meaning it doesn't fit into Storm Haven. It doesn't heal or remove Countdown, meaning it doesn't fit into Seraph or Elana Haven. Also it is worth mentioning that you NEED to spend an Evolution Point on her to gain the Amulet. Also, because the Amulet summon is a Last Word effect, she is very vulnerable to banish effects. The only use this card currently has is as a tech choice to counter Heavenly Aegis.

Winged Sentinel Garuda
Keep. Auto-include for every Storm Haven deck out there. It not only pops your Storm Amulets, it also deals 3 damage to the enemy leader. Incredible tempo play that can allow you to deal massive damage to the enemy leader in a single turn.

Enstatued Seraph
Keep. This card is the centerpiece of the Seraph Haven decks. It is utilized in combination with cards that lower Countdowns, like Hallowed Dogma or Sister Initiate, to OTK the opponent on the next turn. There are few counters available to Seraph; only Petrification and Odin can properly deal with it. Definitely a card worth keeping if you plan to play Havencraft.
Havencraft - Rise of Bahamut
Tribunal of Good and Evil
Keep. This card is a staple in many variants of Elana and Seraph decks as a cheap and efficient way to remove bug threats. Not only does it remove a follower immediately, it also removes another one after 3 turns. This also screws with your opponent, who takes a big risk when playing big followers while this is on the board.

Eidolon of Madness
Liquefy. This is essentially a quicker and better version of Skullfane, although that doesn't say that much. It is incredibly slow and a very risky on-curve play, since it doesn't impact the board on its' own. Also, Havencraft has way better and faster Countdown reducers to play instead of this card, like Garuda.

Valhallan General
Liquefy. The only use this card has is as a combo play along with a Storm follower in Storm Havencraft. However, because of its' 6PP cost, it has to compete with either Dark Jeanne or Garude, both of which are way better and more reliable tempo plays. Unfortunately the card really can't compete with either of them.

Luxhorn Sarissa
Liquefy/Keep. This card is pretty good on its own; it has Rush and thus direct impact, as well as typically being able to trade into two enemy followers. Unfortunately, this card isn't very good against Aggro (big boards) or Control (followers usually have more than 5 Defense).
She can be included in Aegis Havencraft as a board control tool, but she doesn't have much use outside of that.
Havencraft - Tempest of the Gods
Zoe, Queen of Goldenia
Liquefy. This card is a bit of a weird one, as it seems like a Bloodcraft card, because of it’s a “undercosted but with a drawback” card. However, the drawback of this card is way too harsh to justify the additional +1/+1. It basically casts a free Blazing Breath on one of your followers every time you attack with it. So you get a tempo advantage when you play this, because it is one PP cheaper than a usual 3/4 , but this tempo advantage gets nullified when you attack once with it. Every attack after your first you even lose tempo. Unfortunately the downside is too high for this card to see play.

Judge of Retribution
Keep. This card is a decent removal card that also provides a 3/5 body and draw you a card. It has the same effect as Priest of the Cudgel, however he doesn’t need an Evolution Point for it. Thanks to his effect, he can provide a huge tempo swing because you remove a follower of your opponent while also putting a follower of your own on the board. He also draws a card, which provides you with an additional option for this or future turns. A pretty solid card that is utilized in some variants of Aegis Havencraft, and which is thus worth keeping if you plan to play that deck.

Dark Jeanne
Keep. This card does see some play in variants of Aegis Havencraft, because it's a decent board clearing tool, that also synergizes with Aegis. Playing this after Aegis provides decent AoE damage, as well as giving Aegis a +2/+0 buff. It can also be used in Storm Havencraft alongside Regal Falcons as a quick finisher. This card is a pretty nice tech option against Aggro decks, so definitely keep it.

Tarnished Grail
Keep/Liquefy. This card is a quicker but less value-containing version of Satan. When played on curve and without Countdown reducers, you get the Apocalypse cards on turn 11, just like with regular Satan. However, unlike Satan, you immediately gain 3 cards, but you only get those 3 (unlike the 10 cards from Satan). The problem with this is that you don’t get all 4 cards, which means that if you’re unlucky you don’t get the card that you want. Satan doesn’t have this problem, because you get the Apocalypse Deck that is guaranteed to contain 1x Astaroth’s Reckoning and 3x of the other cards. Also, this is an 8PP amulet that doesn’t have a direct impact on the board, just like Seraph. However, unlike Seraph, this isn’t guaranteed to win you the game when it pops. Seraph basically forces your opponent to either banish it or rush face to win before it pops. Tarnished Grail is not solid enough to be a win condition on it’s own, and it also doesn’t fit into Seraph decks because you need to use most Countdown Reducers on Seraph. However, maybe there will be cards in future expansions that support this card/the type of deck that wants to run this, so it may be worth keeping because of that.

Heavenly Aegis
Keep. This card is a pretty important piece of Control Havencraft decks. There are decks that utilize Aegis + Test of Strength as their main win condition, but it can also be included as a secondary win condition in Satan Havencraft. It is completely indestructible, meaning that he never leaves the board, no matter what the opponent throws at him. It basically accomplishes for Havencraft what Mordecai accomplishes for Shadowcraft.
Similarly to Mordecai, this allows you to trade it into enemy followers without consequence, which means your opponent will eventually lose the board, making it hard to win. This card is especially powerful in combination with Test of Strength, since it basically means your opponent can't hit your face for the duration of the amulet. Since Aegis costs 9, he can be played before you drop Bahamut on turn 10 to make a huge board swing (since Aegis doesn't get destroyed by Bahamut). Aegis is also a nice on-curve play in Guardian Sun Havencraft, since you can drop it on turn 9 to make up for your weak turn 10 play (dropping Satan has no direct board impact). Even though its a slow card, it is a pretty good inclusion for most Control Oriented Havencraft decks because of the long term value it provides.
Havencraft - Wonderland Dreams
Naoise, Red Branch Knight
Liquefy. This card is a pretty mediocre on-curve play. On turn 2 it is impossible to receive more than 3 damage from one instance, making it basically a vanilla 2/2. Because of this, you are better of playing a 2PP 2/2 with a useful effect, like Unica or Mainyu. When played in the late game it’s effect has some use, but then you are playing a 2/2 in the lategame which is usually a pretty bad play. This card is supposed to be some kind of defensive card in Control decks, however Control Havencraft decks already have better defensive tools than this card.

Princess Snow White
Keep. Even after the nerf this card still remains a useful early board control option for Aegis Havencraft. It is a sticky follower that can usually deal with your opponents 2 drop while also being annoying to fully remove. Because of this, she can buy you time and help you survive the earlier turns of the game.

Alice’s Adventure
Liquefy. This card doesn’t look that bad, however it has some key aspects that make it bad. First and foremost it takes up a board slot, which is bad since Haven wants to fill up the board with Amulets as soon as possible. Also, there are multiple cards that subtract 1 from all Countdowns that dont take up a board slot. These cards, like Star Torrent and Healing Prayer, also do something else besides just subtracting 1 from all Countdowns. Not only that, but since the latest expansion Neutral decks have become overshadowed by standard non-Neutral decks, making this card pretty terrible in comparison to cards like Star Torrent and Healing Prayer.

Odette, White Swan
Liquefy. Healing your followers usually isn’t that big of a deal. The card also summons a Odile for your opponent, which you NEED to deal with. As a 6-cost card, she has to compete with cards like Garuda, Moon Al-mi’raj and Themis’ Decree for a place in your deck. Usually those 3 cards are better in general. The only deck this maybe has a home in is Elana Havencraft, since it heals your leader and thus procs Elana’s Prayer. But as of now that deck isn’t very prominent.

Lion of the Golden City
Liquefy/Keep. This card used to see a lot of play in Neutral Havencraft decks that relied on rushing your opponent down. However, since the latest expansion Neutral decks as a whole have been overshadowed by non-Neutral Decks. Also this card has it’s cost increased by two, meaning it is now slower. It is still a pretty good card for Neutral Havencraft decks, if you still want to play it. So keep it if you want to play Neutral Havencraft, otherwise liquefy.
Havencraft - Starforged Legends
Globe of the Starways
Keep. This card is a better version of Sacred Plea. It gives you an Countdown amulet immediately when played and it also draws you a card when it pops. It is a better tempo card than Sacred Plea, while granting you the same amount of draws. Also the fact that it draws you a Countdown Amulet specifically can be really important.

Andromeda
Liquefy. The card is basically a vanilla 2/2 with no effect unless you Evolve it. The Evolve effect isn’t even that powerful, since Havencraft already has a lot of removal and most Havencraft decks either don’t have wide boards or don’t look to trade.

Aether of the White Wing
Keep. Aether of the White Wing is used in Aegis Havencraft as a guaranteed way to pull certain cards from your deck (Ancient Lion Spirit, Priest of the Cudgel, Aegis). She pulls them out of your deck and puts them into play, after which you can Evolve them to take advantage of their effects. The card itself has pretty bad stats, but that usually doesn’t matter since she pulls another follower with good stats and effects from your deck, which can lead to huge swing turns.

Heresy’s Avatar
Liqeufy. This card is almost as bad as Skullfane. While it has better stats, it also doesn’t have an immediate impact. The decks that are supposed to use this, Storm and Seraph, don't need this card. It is too slow for Storm (since you want to play most Countdown Amulets before turn 7), and way too expensive for Seraph. A 3PP Sister Initiate and the 7PP Heresy’s Avatar both destroy Seraph, but the Sister Initiate is way cheaper meaning you can play multiple in one turn. Unless very powerful and slow Countdown Amulets are released, I don’t see this having any use.

Taurus the Great
Keep. This is a very flexible card that can be used as either a finisher or a board control tool.
It has the same Attack and Defense as Gilgamesh, however his effect makes him way better. Taurus’ effect basically allows him to trade into a 5 Defense follower without taking any damage. Using this on a weakened 7-drop, killing it for free, and giving you a 5/3 body is a pretty powerful swing turn. It can also be used simply as 5 damage to the enemy leader, if that is what you need to finish him off. A very flexible card that can be a very powerful inclusion for Aegis or Storm Havencraft.
Havencraft - Chronogenesis
Summit Temple
Rotation: Keep. Unlimited: Keep if you don’t mind playing Summit Temple Havencraft, which is weaker in this format. Summit Temple is the core card for the so-called Summit Temple decks, which use many low Attack, high Defense followers. This card makes it so that those followers are excellent for trading, as they deal a lot of damage and can tank a lot of damage as well. It synergizes very well with Heavenly Knight, as it has a lot of Defense and it gains Storm thanks to this amulet. In Unlimited these decks are weaker, because the format has more answers to this strategy (more hard removal).

Jeanne, Beacon of Salvation
Rotation & Unlimited: Keep. This card functions as a powerful mid-lategame swing card that can switch the state of the board in your favor. It has a respectable board clear that also restores the Defense of your own followers, making this excellent for trading. It can also be a game changer against aggressive decks, since 3 damage to all enemy followers will likely result in a (almost) board wipe against those decks. In a case of emergency you can also just play this as a 3PP 2/3. In Unlimited this card is somewhat weaker, since the games are faster there and this only provides a board clear on turn 7+, but it is still a decent inclusion.

Pegasus Dullahan
Rotation: A decent inclusion when the meta is right. Unlimited: Generally too easily countered to see much play. This card has the potential to create a lot of friction for your opponent. It is a slightly understatted 4-drop that provides an AoE heal for your board when it comes into play. The interesting part of this card is that upon death it infests itself in an allied amulet, which will then resummon this follower upon death, which will then provide an AoE heal for your board. This basically means that as long as you can keep playing Countdown Amulets, this card is very hard to get rid off. There are however a number of cards which counter this strategy, either by tranforming or banishing this follower or the amulet it is currently infesting. Unlimited has even more of these cards, making him a lot weaker in that format. This really prevents this card from seeing a lot of play, but it can be a powerful card when your opponent does not have an answer for this.

Ancient Protector
Rotation & Unlimited: Liquefy.
This card is a pretty low impact play that only serves to buy you a turn. The opponent will likely not trade into it, since it destroys itself on its’ own the turn after. When Evolved the Golem can attack once and banish an amulet, but spending an Evolution Point on something that will be destroyed for free, without the opponent having to trade or spending resources, is a terrible play.

Heavenly Knight
Rotation & Unlimited: Keep
This card is a pretty good lategame defensive tool, that also has offensive capabilities. It is basically a 3/7 Ward that becomes a 7/7 Ward on the opponent’s turns. This makes him very effective at defending, since he usually kills whatever trades into him. When you have an amulet in play he gains Storm, but because he only has 3 Attack you generally can only use this to either trade into small followers or deals some chip damage to the enemy leader. When paired with Summit Temple however, he becomes a 7 Attack Storm follower, which can deal huge burst damage. This is the reason he is pretty much a staple for that deck, but he is decent enough on his own to see play in Control oriented Havencraft decks as a defensive tool.
Havencraft - Dawnbreak, Nightedge
Jeweled Priestess
Rotation & Unlimited: Keep. This card provides a small 1/2 body as well as either card draw or a small burn/healing tool. You have the option to choose between two 1PP Countdown Amulets that provide these effects. This makes it very flexible, as well as synergizing ver well with certain cards like Holy Mage and City of Gold. You can fit this into most City of Gold decks.

Whitefang Temple
Rotation & Unlimited: Keep. This countdown amulet provides an heal over time for your leader, while also summoning a 6/6 when it pops. While it has a countdown of 8, it triggers of its’ own effect, usually reducing the time you have to wait to a maximum of 4 turns. If you have any healing synergy cards, or even another Whitefang Temple, this can be popped relatively quickly. This card has amazing synergy with other healing synergy cards like Elana’s Prayer, Tenko’s Shrine, because it provides a heal for a couple of turns. Because of this, any deck that runs these cards will want to include this.

Ceryneian Hind
Rotation & Unlimited: Keep. Very strong standalone card. It has decent stats for its’ cost, while also having a nice tutor effect. When you have 2 amulets in play, you can choose one of two upgrades. You can give this rush and the a heal for itself at the end of each turn or Bane and an effect that reduces the Countdown of your amulets by 2. The former option is a very strong tempo play, as it can attack immediately and is very hard to deal with because it heals itself. The latter option is more value oriented, popping your countdown amulets earlier as well as creating friction for your opponent because of its’ Bane. Overall very solid and flexible card that can be included in most decks without feeling bad for yourself.

Tenko's Shrine
Rotation & Unlimited: Keep if you want to play Tenko Havencraft. This card spawned a whole deck around it, Tenko Havencraft. The deck uses this card alongside a lot of healing synergy cards in order to burn down the opponent. This card can be amazing when it works; if you can take board control while having 1 or 2 of these out on board, the opponent pretty much can’t develop a board anymore. This, alongside the huge amount of defensive tools the deck has access to, makes it very strong against decks that rely on board control to win. It’s less effective against control decks that win through alternative means, like Mysteria or Seraph Havencraft, but it can still win against those decks by playing very aggressive. The way this card works makes it so that you pretty much need to build your deck around it to work, so if you don’t want to play Tenko Havencraft it doesn’t have much use.

Tutankhamun
Rotation & Unlimited: You can build a deck around this thing, but it is not very competitive at the moment. This card is a very slow on-curve play, as it has very low defense and no immediate effect. The power of this card is it effect, which basically resummons it when it is killed when it has more than 1 Defense. This can create friction with your opponent, as he generally wants to reduce its’ Defense to 1 before killing it. When the effect triggers, it will resummon itself, but with a max Defense of 1, which is not enough to trigger this effect. This means that you need to increase its’ max Defense by playing cards like Aether of the White Wing (which whom this synergizes pretty nicely) or Well of Destiny. You need to at least build a part of your deck around this card, and honestly its’ not worth it. In Unlimited it is especially risky, since there are a lot more banish and burn spells available to that format.

Godsworn Alexiel
Rotation: Keep. Unlimited: Good tech card against heavy burst finishers. This card is a 7PP 5/5 Ward on its’ own, which gives you a permanent effect that reduces all damage over 4 to 4 while you have an amulet in play. It’s a pretty slow play on its’ own, as a 5/5 ward for 7PP is a bit lackluster and the effect doesn’t have impact on the board. The real power of this card is the effect, which can be gamewinning against decks that rely on huge instances of damage to win a game like Aegis, Roach, Anne’s Sorcery and big Storm followers. In Rotation, it is usually a decent play on curve at the very least, even without the effect doing anything. In Unlimited, its’ effect is pretty much the major reason to run/play this over similarly costed stall/removal tools. Because of this, you generally only include this in decks in that format if a lot of decks use said finishers.
Portalcraft - Chronogenesis
Biofabrication
Keep. Amazing card that generates additional resources and can be used to activate Resonance. Because it costs 0PP itself it is very easy to combo this with Artifact cards. Provides huge value and is very flexible, as you can just generate copies of whatever Artifact cards bests suits the current game.

Nilpotent Entity
Keep. This card is used as a tech card against decks that rely on heavy damage finishers, like Mysteria or certain Dragoncraft decks. You can choose to play this with an Artifact in hand, consuming the Artifact in order to provide protection for more turns. While it isn’t as effective against decks that don’t heavily depend on big burst, it can still be useful against decks that use 4 or more attack followers (Eachtar, midgame Swordcraft followers).

Silver Cog Spinner
Liquefy. A mediocre card that doesn’t have enough upside to see play. If you don’t have Resonance, this is just a 4PP 4/3 which is a pretty mediocre play. If you do have Resonance, it restores a little bit of Defense to your Leader and refunds a Play Point. This is not impactful enough, especially when compared to other plays you can make on turn 4.

Morton the Manipulator
Liquefy. An understatted 4-drop that needs an Evolution Point to do anything at all. It only works on 2PP or lower costing followers, which makes this card very bad after turn 5.
Even if the effect triggers, the summoned follower is just a 2-drop that doesn’t have Rush and this thing doesn’t gain any stats, making this very bad for Evolve trading.

Hakrabi
Keep. A pretty good 5-drop with an useful effect. It draws one Artifact on a base level and two if Resonance is active. It also has a 4/4 body which is good enough. A simple card, but a very effective one. An excellent inclusion for any Portalcraft deck that runs some Artifacts.

Spinaria, Keeper of Enigmas
Keep. A decent card that can be fit into Midrange oriented decks that use Artifacts. It is by no means a core or necessary card, but it isn’t a bad inclusion either. The 2/5 body it provides isn’t anything impressive, but her effect can be very powerful against aggressive decks. She also summons a token that either draws an Artifact or a card, depending on who kills it, which is a nice bonus.

Otherworld Rift
Keep. This card functions as a counter to big followers, especially ones with powerful Last Words. It also draws an Artifact from your deck, which is a nice bonus. Whether you want to include this in your deck or not is pretty much dependant on the amount of big followers in the current meta. If a lot of decks have them, you want to run this, if not then you are better of playing other things.

Safira, Synthetic Beast
Decent inclusion for Artifact decks, but not really necessary. This card basically functions as a big late game finisher for Artifact decks. When played on turn 10, she can become a massive Attack Storm follower that can deal huge burst damage. Even without the Enhance effect, a 6PP 4/6 Rush is decent when played on curve. She isn’t 100% necessary in Artifact Portalcraft because they can usually already win using board advantage and Radiant Artifacts, but she is still a decent inclusion at least.

Deus Ex Machina
Keep. This card is a massive powerhouse for Artifact Portalcraft as a draw and tempo engine. It grants you a premanent buff that makes it easier to fit Artifacts into your turns, as well as granting periodic mass card draw. While it does discard your hand in order to do this, you have some control over when it happens, as you can draw additional cards or play a certain amount of cards to activate or deactivate Resonance on demand. Drawing 6 cards on command functions as a mass hand refiller which can be game winning, as you rarely ever run out of resources.

God Bullet Golem
You can build a deck with this and Prime Artifact, but this deck is not very competitive. Has no real use otherwise. This card is very awkward to play even though its’ stats are top tier. It can only attack enemy followers, which makes this really bad against aggressive decks or deck that can easily swarm the board, since he is no threat to the enemy leaders defense. His effect is powerful but slow, even when paired with Prime Artifact, and can be easily countered by decks that are designed to play for lategame, by either destroying this or banishing the Prime Artifact.

Empyreal Swordsman
Liquefy. This card is a very slow option for burn. It has no immediate board impact and comes into play after turn 8, at which point he is easily removed next turn. There are better options for chip damage available to the class.

Magna Legacy
A decent tech against Control Swordcraft, but has little use outside of that.
This card is a lategame board wipe that relies on Artifact synergy to deal huge AoE damage. The problem with this card is that while it usually will clear whatever board the opponent has on turn 9, this is way too late. It is pretty weak card against aggro because it can only come into play after turn 8 and most Control decks will have some kind of finisher from hand at that time. The only use case this has is against control decks that lack some kind of OTK finisher, which is pretty much only Control Swordcraft.
Portalcraft - Dawnbreak, Nightedge
Devil of the Gaps
A card with potential, but not a lot of use right now. This card is a 3PP 3/2 that generates an offensive or defensive spell. Both spells can be used both on allied and enemy followers. Both spells also have a drawback. You can either boost a followers’ attack and remove all other effects, or give it -2/+2 and Ward. While the card is okay at the very least, it doesn’t have a lot of synergy with Artifacts or Puppets. This basically leaves it left out of most Portalcraft decks.

Heartless Battle
Keep. This card is used in a lot of Puppet based decks because it generates a Puppet as well as summoning a decent follower. While it is a bit overpriced (you’d expect this to cost 4), the followers it can summon are powerful enough (Victoria at least) to still be worth it. It also has an Enhance effect, which can be useful if you have nothing else to play on later turns. Just a good all-round card that you can put into most Puppet decks.

Zwei, Murderous Puppet
Decent standalone card, but is not used much right now. This card is a 7PP 4/4 that summons a Victoria. This is pretty decent on its’ own, as the Victoria has an immediate impact because of the Rush. The real power of this card is its’ Evolve effect, which makes Victoria a lot stronger. Because it also gains Rush itself, you can potential use this card to remove 3 medium-sized followers. The problem with this card is that it doesn’t really have any Artifact or Puppet synergy, leaving it with no real deck to fit into.

That Which Erases
Slow tech card against big Last Words amulets or followers. This card is basically a tech card against expensive Last Words cards. Because it costs 7 and you usually want to play this along with some Artifact generators, he comes into play very late. This makes it only useful against 8+ cost Last Words followers. If there is a meta where Reanimate Shadowcraft or Seraph Havencraft are very common, this might be worth including in Artifact based decks. Otherwise it isn’t very useful.

Electromagical Rhino
Doesn’t fit into current Artifact decks, but has some potential in the future.
This card is basically an infinite value card that makes it so you can’t run out of cards in your deck as long as the opponent plays followers. It pretty much guarantees that you won’t die to fatigue. The problem with this card is that it is very weak at a base level; if you don’t have enough Artifacts in your deck it is a really weak tempo play. Usually you want to draw Artifacts with tutor effects to take advantage of their undercosted body/effect. This card discourages that, which makes it unfit for the current versions of Artifact Portalcraft.

Orchis, Puppet Girl
Keep. This card is a very flexible tool for Puppet Portalcraft. It can be used defensively as a heal/Ward or offensively as a Puppet buffer. The defensive version puts 3 Puppets into your hand and turns them into a Lloyd if there isn’t one in play already. She also heals you for 3 whenever a Lloyd is played. The offensive version transforms Puppets into a 1/1 Ambush and a 3/2 Storm, as long as there isn’t already one in play. If they manage to survive a turn they will combine into a 3/3 that can attack twice. This 3/3 also summons both tokens again when it dies. This allows you to deal nice chip damage, while also putting a lot of pressure on your opponent, since he needs to remove both Orchis and the Marionettes to stop the constant onslaught of these tokens. Because of this, she is a good fit for most Puppet based decks.
Ending
I hope this guide helped you to liquefy the cards you don't need.
Keep in mind that I made these suggestions based on my own experience and knowledge, and that you can have a different opinion on my choices. If you disagree with my choices, feel free to post your disagreements and an explanation as to why you disagree in the comment section.

If you have suggestions or comments, feel free to post them in the comment section below. U can also add me if u want to conversate about this guide or other things.
43 Comments
Texyalen 6 Feb, 2022 @ 3:59am 
no image
flvAnime 14 Jul, 2020 @ 8:39pm 
too long but very nice
im mad trash bro  [author] 29 Nov, 2017 @ 8:29am 
I apologize that the guide is as far behind as it is now. I had to do a lot of stuff for school, so I unfortunately didn't have enough time to update all my guides (I only updated the Budget Decks). I hope i now finally have time to update all my stuff. Thanks for bearing with me :vert:
Outcast 29 Nov, 2017 @ 7:27am 
Thanks. <3 :nepnep:
im mad trash bro  [author] 29 Nov, 2017 @ 4:14am 
The list is now updated to WLD. (I know its' quite late). I'm gonna try to reformat and update the guide to SFL before the new expansion hits. Please bear with me :compa:
Outcast 10 Oct, 2017 @ 9:35am 
It needs an update.
Sky Yuki 7 Aug, 2017 @ 7:45am 
I think spawn of the abyss is now a liquify/keep
im mad trash bro  [author] 3 Jul, 2017 @ 12:24pm 
This List isnt updated for WLD. In TotG the card was pretty mediocre, but now it is indeed a solid card. I will change it when i update the entire guide for WonderLand Dreams. Thanks for your feedback. :Marissa:
LordKaelan 3 Jul, 2017 @ 10:48am 
"Goblinbreaker Teena" Liq, Guide is worthless.
Celiella 29 Jun, 2017 @ 10:36am 
This guide is great and I hope in the future (or if you have one but I am unaware of it) you should make a deck guide for Shadowcraft. It would help many people out including me. I'm trying to make a decent deck for it but it's one of the few classes I don't have a legendary card to utilize. The best I got is Bahamut which can still be killed/banished and the game can be quickly turned around in the opponents favor.