Card Ranking and Strategies – NEOVERSE

Card Ranking and Strategies – NEOVERSE 1 -
Card Ranking and Strategies – NEOVERSE 1 -

Card Ranking and strategies for different deck types


Tier guide:
S Tier – These cards are good and almost always used
A Tier – These cards are generally very good and should be picked up unless you are avoiding a card type for easier combos.
B Tier – Can be A or S tier but not for all decks.
Anything lower than B Tier should not be used, I frequently skip getting rewards if none of them are good.
In general the best decks have 1-2 different card types out of the four card types (Attack, Defend, Instant, Constant) to trigger combos more frequently and reliably. You can add in some cards from other types if they have [Consume] or [Unstable] as they will remove themselves from battle after use, therefore not making combos more difficult.

Common Cards

Common cards contain some very strong cards that are far stronger than anything any character specific card might have.

  • S: Jab Jab – 0 cost + 2 force, do damage, and can be recycled after upgrade. Really strong.
  • S: Fresh Start – 1 cost 2×2, or 3×2 after upgrade, attack all enemies. There is literally no card that can do so much damage in 1 cost.
  • A: Remove Hindrance – 1 cost, deal 3-5 damage, remove a card (either a bad starter card or an actual hindrance).
  • A: Fight Money – gain 20/30 gold, deal 8 piercing damage. Really strong, especially the piercing part.


  • S: Serenity – 0 cost armor card that removes itself, first off, it’s 0 cost free armor. Second off, you can run it in all offense or all instant decks (Naya/Helena) without ruining combos.
  • S: Monopoly – so this card is really good on harder difficulties where enemies get free armor. Basically 0 cost, get 5-15 armor on harder difficulties turn 1. For free. And later turns you can get 45-100+ armor for free. Easier difficulties this is not that good.
  • B: Liberation – remove all debuffs while providing good armor.


  • S: Bless – 4 cost, evolve all cards in deck for rest of battle. This card is pretty broken once you get 7-10 starting mana. Has unstable unless evolved. Means you only need to evolve a single card to be able to use everything evolved.
  • S: Awaken – 3 cost, all other cards in hand cost 0. Lets you throw out expensive cards much cheaper.
  • S-: Self Abuse – take some piercing damage, gain 2-3 force. 0 cost. Similar to Jab Jab, bit worse than jab jab. Really good though for free force.
  • A: Circulator – Shuffle and remove a card for 0 cost. Good on harder difficulties to remove the starting malware.
  • A: Save Energy – randomly make a card cost 0 for rest of battle, really strong synergy if you can get the right card chosen.
  • A: Hasty Judgement – best shuffler for Naya. Has some advantages compared to Claire/Helena’s options, specifically it’s a better card fetcher because it will always go back to your draw pile once upgraded thanks to [Await].
  • B: Ancient Ruins/Create: Constant: These are all 2 cost cards that create random cards, let you select and use for 0 cost. In otherwords, get a random other card for 2 cost and use it. In theory it sounds bad due to randomness but in practice I’ve found them to be very good. Avoid the Instant one though since it can create Pandora’s Box.
  • B: Stealth Mode – so each character has their character specific versions of this for 2-3 mana cost instead of 5, but if you don’t find one, then this will give you stealth (immune from all damage) for a turn.
  • B: Destroy – so if you don’t want your starting attack/defense cards but don’t want to remove them from deck, this card basically functions that way. Upgraded version will stay in your hand too until you draw them in. Can also be used to remove hindrances. Bit harder to get full value though.
  • B: Pause – delay a chracter’s move for 2 cost. Surprisingly very strong and good if you are running constants against enemies that have skills that remove all buffs.


  • S: Electromagnetic Field – generates a random constant every turn. Since most constants are really really good, this is basically broken.
  • S: Pickpocket – grants Loot to the next attack card for the rest of battle. All damage (except armor) is gained as gold. Really strong in a loot deck and a must if you want to get all skills.
  • B: Stealth Paint – every 5 cards that cost 2 or more to use, gain stealth for 1 turn. Great on Claire since many of her cards are 2 cost. Or in any constant deck
  • B: Boomerang – useful if you want to be able to use Save Energy on 2 targets.
  • B: Reserved – if you happen to have stealth or energy reserve item, this card is basically pay 2, use that item, keep that item. Can be S tier broken.


Common – Skills

If not mentioned, a skill is generally not worth getting unless a requirement for another skill.
Always Get

  • Titanium Refractor – pays for itself since you can buy skill points in the shop
  • Endless Challenge – unless you have a [Shuffle] card such as [Common]Hasty Judgement or are running something that cannot be spent such as [Naya]Infinite Shots
  • Mission Start – Reduce a cost of a card to 0 at battle start is always good
  • Luxury – Free evolutions. Unless you lucked into getting a copy of [Common] Bless.
  • Save Mana – lets you carry mana over, great for fights where you get unremovable Hindrance cards.
  • Organic Compound – more mana at fight start always good
  • Multiple Arithmetics – Armor on every card played
  • Last Chance – amazing skill that makes a random card 0 cost at the end of your turn. If you don’t spend it, remains 0 cost next time it comes around until used

Consider Getting

  • Transform – this is pretty broken against enemies that give you hindrances which can be used. Although there are generally higher priorty skills.
  • Secret Approach – stealth on turn 1 lets you set up your combos, good for decks running high cost Constant cards, Bless, or offensive focused decks that don’t have any sustain. Also really good for Helena in the off chance you fail to get the right Guardian.
  • Conditioned Reflex – Great for final bosses on harder difficulties as this will save you from death once per fight, if you aren’t running a deck with sustain.

Conditionally Get

  • Plan B – Great for Naya Shooting decks, useless for anyone else.
  • Upgraded Force Blade – If you are running Attack cards this could be useful but is slow, generally better options exist. Only for Naya.
  • Chance of Reversal – Naya generates Hinderance cards with her Overheat.
  • Remove Fear – really good for higher tier difficulties or decks that lack healing (Naya)
  • New Arriival – generally pays for itself unless you aren’t planning to refresh
  • Smuggling – if you aren’t using items then don’t need this
  • Upgraded Force Suit – good for Claire defense decks, otherwise won’t trigger enough
  • Gold Bar – this does pay for itself since you can buy more skill points, if you discount the refresh cost. Not worth it usually though unless it unlocks something useful.


Common – Deck Types

Loot/Constant Deck
This is a common deck type that can be used by all characters. It focuses on strong combo cards and Piercing/AoE damage. Buff removal/disables are also key to prevent most constant removal effects. However there are some enemies which remove buffs on deck draw, so there are no good counters. This deck is good for those aiming to get the all skills achievement.
Important Cards

  • [Common]Pickpocket
  • [Common]Fresh Start
  • [Common]Fight Money
  • [Common]Jab Jab
  • [Common]Self Abuse
  • [Common]Stealth Paint
  • [Common]Electromagnetic Field
  • [Common]Neutralize
  • [Common]Save Energy
  • [Common]Bless
  • [Common]Awaken
  • [Common]Hasty Judgement


Naya – Deck Types

Naya has three general deck types:
1) Shooting with Overheat
2) Radiation
3) Common Loot Deck
Her decks are very cost effective offensive wise compared to other decks, relying on the cards themselves. Her best cards all provide overheat, which is a penalty that costs health. You can however deal with this via skills which removes the cost altogether.
In the shooting archetype, her main focus will be on Attack cards and skills that synergize with Attack.
You want to eliminate other card types from your deck as it makes your combos worse. You can eliminate most enemies before they can kill you. Item wise, Stealth and Mana sources are very important. You can mix in cards with [Consume] from other card types sparingly.
Important Cards

  • Russian Roulette
  • Infinite Shots
  • [Common] Jab Jab
  • [Common] Self-Abuse
  • Ice Age
  • [Common] Monopoly
  • [Common] Serenity
  • Time of Void
  • Damage Conversion
  • Contaminated Neuronetwork
  • Thermodynamics

Useful Common Skills

  • Mission Start
  • Plan B
  • Multiple Arithmetics
  • Last Chance
  • Secret Approach
  • Conditioned Reflex
  • Transform
  • Chance of Reversal

Radiation decks are Naya’s slower decks that focus on outlasting opponents. She leans heavily on [Common] cards for survival as her core cards are rather weak.
Important Cards

  • Psychopath
  • Radioactive Blow
  • Distracting Shot
  • Flash Bang
  • Quick Evasion
  • [Common] Monopoly
  • [Common] Serenity
  • Charging
  • Smoke Bomb
  • Trait Conversion
  • Contaminated Neuronetwork


Naya – Attack

Naya has many strong offensive cards and can easily overwhelm opponents with the right skills.
S Tier

  • Infinite Shots – note this will prevent [Common] [Skill] Endless Cycling from triggering and needs to be built around
  • Sharp Blade – 0 cost high damage card. Only not useful if you are going for the 777 challenge.
  • Aimed Shot – 0 cost card (1 mana now for 1 mana in the future) that can potentially grant more than 1 mana (if you happen to reduce this cost to 0)

A Tier

  • Distractive Shot – 1 cost that applies decay and counts as Shooting. Very solid.
  • Radioactive Blow – 0 cost card that does damage and applies radiation. It does add overheat and doesn’t count as Shooting (which other cards scale off of) so not always a pick, especially if you don’t have ways to deal with Overheat.
  • Psychopath – A very strong card that attacks all enemies for 3 damage and applies 3 radioactivity. In otherwords 6 damage for 1 cost to all enemies. The only exception would be if you are running a [Common] Loot focused deck, in which case [Naya] Explosive Shot is probably better

B Tier

  • Energy Steal – Can be really strong if you A) have ways to apply radiation or B) have ways to reduce the card to 0 cost.
  • Russian Roulette – Essentially a 0 cost card if paired with [Naya] Infinite Shots. Otherwise in Radioactive decks is not usable.
  • Final Attack – Only for radioactive decks as the combo finisher. You’ll be holding onto this card for a while.
  • Sole Attack – Mostly for radioactive decks that aren’t running shooter cards. Very solid 1 cost 5 damage card.
  • Explosive Shot – If you are running a loot focused deck, does 6 damage to all enemies, or 12 damage to all with combo bonus. Expensive at 2 cost otherwise.


Naya – Defense

Naya lacks good defense card options as a whole. Her starting defense cards are decent.
A Tier:

  • Ice Age – Armor and remove all overheat for 1 cost. Really solid. Most of her shooting decks do not require defense unless you get unlucky with skills and lack good skills that amp her offense. Radioactive decks will want this.

B Tier

  • Quick Evasion – while a 2 cost, is one of her stronger defense cards for radioactive decks that need to stall. Worse than Ice Age, but if you don’t get Ice Age is a good second option for Overheat removal as most of her good offensive cards have Overheat.
  • Flash Bang – Applies decay to all enemies and grants armor. Worse than running [Naya] Trait Conversion and [Common] Serenity, [Common] Liberation, or [Common] Monopoly, but that requires 2 cards.
  • Enhanced Magazine – Useful as a generic defense card since it sets up combos well as it provides a 0 cost offensive Shoot card. If you happen to lack skills which enable an all attack deck, is a solid option.


Naya – Instant

Naya doesn’t have instants that are always must picks as some of her decks run solely attack cards. The main decks that would use instants would be radioactive ones. Both her S Tiers have consume on them so they remove themselves from the deck to avoid making combos more difficult.
S Tier

  • Trait Conversion. 1 Cost Decay debuff on all enemies and applies Radioactive which sets off combos for other cards. Has consume so it gets rid of itself which fits nicely in all attack decks.
  • Radioactivity – 0 cost apply radioactive. Has consume so it gets rid of itself which fits nicely in all attack decks.

A Tier

  • Reorganizing – 1 cost shuffle card which prevents you from having nothing to draw. It also fetches cards for you. Basically the same thing as [Common] Hasty Judgement

B Tier

  • Rapid Cooling – While this card is a 0 cost, since her shooting decks do not use instants, including this will make combos more difficult.
  • Accelerated Rotation – only if you don’t get better shuffle options, such as [Naya] Reorganizing, [Common] Circulator, [Common] Hasty Judgement.
  • Strategy Change – worse than [Common] Liberation but if you absolutely need debuff removal can be used.
  • Time of Void- 3 cost stealth. [Common] Pause, [Naya] Smoke Bomb, and [Naya] Trait Conversion usually fulfills the same role and cheaper.


Naya – Constant

Naya has many strong constant cards, as is a theme with all constant options. However do note that many late enemies have ways to deal with constants, so including too many can harm you for those fights.
S Tier

  • Infinite Magazine – 0 cost get a free shoot every turn
  • Smoke Bomb – stacks with Decay debuff and is a cheap 1 cost get out of trouble card.
  • Charging – for 2 (or less) mana, get 4 mana next turn. Can be abused with shuffle, Endless Challenge, and abilities that make cards cost 0,.

A Tier

  • Contaminated Neuronetwork – Adds radioactivity to all enemies every time you shoot them, for 0 or 1 mana cost. The main downside is the card is very expensive and is very hard to use unless you either get more starting mana, have some way of making it 0 cost, or have stealth on turn 1 from skills. Sets up combos for many of Nayas other cards.
  • Changing Future – ability to reroll a card at the start of every turn for 1 cost enables multi type decks to combo better.
  • Tactical Advice – similar to changing fate, but this lets you keep a card around after you setup combos for next turn.
  • Damage Conversion – If you happen to have ways to address overheat, this card can be an S tier as it is a 2 cost stealth that’s better than stealth. Because you can heal off Overheat cards and trigger bonuses with the right skills. [Common] [Skill] Transform is overpowered with this card as enemies will attack you, giving you multiple free 0 cost attack cards at random. In addition, it has [Recycle] built in, so if you play it again after getting a deck full of Overheat, you can ignore any overheat damage and you will reduce the number of overheat cards.

B Tier

  • Shadowslash – Kind of a cheaper contaminated neuronetwork for radioactive/instant focused decks. Outside of that no use.
  • Thermodynamics – This is really strong once evolved in shooting decks that don’t care about overheat, as it can lead to insane force multipliers. Good if your skill tree has ways to make overheat not an issue.
  • Summer Festival – While this is a 0 cost, the card is only useful if overheat is an issue (eg your skill tree lacks ways to address this). If you do happen to lack ways to address overheat, then this card becomes S tier.


Naya – Skills

Generally 3 star skills are more important and it is okay to get bad intermediate skills if they are a requisite for the 3 star ones.
Always Get

  • Calmness
  • Monster Hunter
  • Cortex
  • Particle Accelerator

Shooting Decks

  • Pandora – Makes Overheat not an issue
  • 777 Shot – Shooting does more damage
  • Carbon Magazine – Provides survival for Naya
  • Nano Blade – Shooting does more damage
  • Illegal Tuning – Shooting does more damage


  • Force Feed – If needed for Energy Steal and you lack options for radioactivity
  • Last Hiding – If running no defense, can save your skin against certain bosses.
  • Overcharge – worse then nano blade/illegal tuning
  • Radioactive Explosion – If you do have a way to apply radiation this does very good finish damage to end fights faster

Radiation Decks

  • Accelerated Defense – helps stall
  • Radioactive Barrier – applies more stacks


  • Radiator/Rapid Cooling/Refridgerant Suit – If using Naya’s value offense cards with overheat and you lack ways to address it. Generally these skills aren’t worth the cost though
  • Radioactive Explosion – while this is seemingly for radiation, it’s not that great because radiation deck finisher tends to kill all enemies at roughly the same time

Loot Decks

  • Evolve: Instant – only if you are plating the common Loot deck as Naya’s own decks do not use Instants


Claire – Deck Types

Claire has 5 different deck types, and plays slower than the other 2 characters. Each deck type relies on a different unique mechanic. These mechanics can be mixed and matched, although players are recommended to focus on one since each mechanic has their own “finisher” card that does damage based on the particular stat. Your choice of which archetype to go down can be heavily influenced by what cards you have available as well as your skills.
All of her decks focus on accumulating resources and advantages over time, and then doing burst damage, instead of a steady stream of damage.
1) Faith – Every 5 points in faith will reward either a random or player chosen (with gear) card that is significantly stronger than any other card. However in order to gain faith, her cards are weaker in mana. In essence, you can think of it as saving mana now for later. Faith decks primarily are combo based as God’s Answer can do 40 damage with the combo bonus, and more with Focus.
2) Vamparic – The lifesteal mechanic, where you can gain vampire points which are used in attacks. The most cost effective ways to gain vampire points are via Instants and Constant effects, and can be used by any attack. This mechanic can be combined with most other archetypes.Therefore a player wishing to use Constants or effects may wish to mix in some Vampire cards. It is the hardest to stack points in, so I would recommend only mixing into this deck.
3) Vengence – Applies damage on counterattack.
4) Armor – Stacking armor is naturally applicable for any other archetype, but can be a viable own deck as well since it can synergize with Faith or Vampire decks and has it’s own finisher.
5) Common Loot Deck

Claire – Attack

Claire’s offensive options really depend on the deck type she is running, as her different archetypes all have their equivalent card.
S Tier

  • Imposition – usually a 0 cost card
  • Next Time – A shuffle card that does 3/5 damage for 1 cost and can remove a Hindrance. Really solid.

A Tier
B Tier

  • Prepared Prayer – 1 cost card that increases Punishment and provides you faith and a heal. Useful for almost all decks except Vampire. Damage wise the card is very weak compared to other options such as [Common]Fresh Start, or [Claire]Final Judgement
  • Planned Prayer – For faith decks, this is a reasonable option for AoE damage that also provides faith. You are trading 1 mana for 2 faith however, as [Common] Fresh Start does 6 damage to all enemies for 1 cost.
  • Evangelism – For loot decks only, this is the highest damage AoE card. Since in loot decks you have a limited number of offensive cards you can buff, this card will serve as a good second option if you don’t get [Common]Fresh Start. Still worse than Fresh Start though.
  • Despaired – For vampire decks, 1 mana cost + vampire attack. Requires it to be evolved to be useful though. Mostly a set up for other cards.
  • Shield Bashing – if you are running a Armor deck, this card is your finisher. Really strong 2 cost card that can do 20-100 damage easily.
  • Vamparic Strike – if you are running a Vampire deck, this card is your finisher. Similar to Shield Bashing, but for Vampire.
  • Cruel Battle – if you are running a Punishment deck, this card is your finisher. Similar to Shield Bashing, but for Punishment.
  • Final Rage – basically a God’s Answer to all enemies, but is 2 cost and removes itself from your deck. Somewhat hard to use for that reason.


Claire – Defense

Claire has many strong defensive options, which depend on what is available. While some are slightly more cost effective than others, most of the listed cards are all viable and depend on what cards show up. Since Claire can get the skill Evolve:Defend, she will frequently have these cards in their evolved version.
S Tier

  • Almighty – gain punishment and faith. Upgraded version of Compromise.
  • Prayer of Repentance – 1 cost + armor and faith. Better than Compromise due to lower cost, but you get less faith. (2 faith ~= 1 mana in most card costs)
  • Counterattack – Applies decay to the enemy, 1 cost, and gain some armor.

A Tier

  • Wounded Soul – this is a cost effective way to splash in some Vampire stacks for non vampire decks, as there aren’t many cost effective vampire options outside of [Claire]Aura of Blood, which requires you to have a point of Vampire already (possible from Skills).

B Tier

  • Compromise – for faith decks, this is your most cost effective way of getting faith.
  • Action and Reaction – for punishment decks, this is the most cost effective way of getting punishment. Although it requires upgrades. Not useful for other decks.


Claire – Instant

Claire has many strong instants which increase the resources for different decks.
S Tier

  • Exhaustion: 0 cost + 2 mana at the cost of some health. Since Claire has tons of ways of regenerating health, this is just free mana.
  • Continuous Prayer – 1 mana cost for 2-3 HP heal and 2-3 Faith. Similar to [Claire] Consecrate, except you get some additional cards which can be used to chain combos and/or trigger effects.
  • Prayer of Dawn – 1 cost shuffle card that also gives 2 faith. Better than [Common] Hasty Judgement
  • Revelation – similar to exhaustion, except you lose some faith/vampire instead of health, and you can’t run this if you are at 0 mana as it costs 1 mana itself (for 3 refunded). No reason to not run tis usually, especially if you are running a punishment/armor deck. Faith is fairly easy to recover with the right skills as well. Vampire is harder though so would avoid in vampire decks.

A Tier

  • Wounded Soul – this is a cost effective way to splash in some Vampire stacks for non vampire decks, as there aren’t many cost effective vampire options outside of [Claire]Aura of Blood, which requires you to have a point of Vampire already (possible from Skills).
  • Burn to Death – 1 cost remove all buffs up to twice, and removes itself from the deck so can be splashed into any deck

B Tier

  • Blade of Revenge/Accumulating Rage – stacks Punishment for 1 cost to setup for a finisher. Only if you are running a punishment deck.
  • Aura of Blood – 0 cost +3 vampire card which is the cheapest card, but requires there to be points already.
  • Unwavering Prayer – on one hand, if you want a huge amount of punishment fast, this is very good. On the other hand, if you are going to be stacking armor, why not build an armor deck and use that deck’s finisher instead? It’s the same cost mana wise. Only useful if for some reason you don’t get the armor deck’s finisher but you did get the punishment one.
  • Confession – worse than [Common]Liberation but if you don’t have that as an option this card will do the same in removing debuffs.


Claire – Constant

Claire has many strong constant cards, as is a theme with all constant options. However do note that many late enemies have ways to deal with constants, so including too many can harm you for those fights. Since Claire has so many good constants that all are rather expensive, I would recommend running [Common]Electromagnetic Field or [Common]Create: Constant to reduce the number of cards in your deck.
S Tier

  • Feast – increases mana every turn if your health is above 50%. Which is easy to maintain with Claire.

A Tier

  • For Tomorrow – reduces all cards to 0 next turn for 3 cost now. Similar to [Common]Awaken
  • Prayer of Salvation – basically stealth for 3 cost instead of 5.

B Tier

  • Weekend Prayer/Amplify Rage/Vampire State/Grace of God/Divine Protection – free faith/punishment/vampire/armor
  • Force of Faith/Aura of Darkness/Sacrifice – gain force based on what resource you are using.
  • Soulmate – If you happen to be running lots of constants (which tend to be high cost), this card basically lets your cards count for anything in combo. Although usually the best way to be running lots of constants is to have ways to reduce card costs, so using is somewhat hard.


Helena – Deck Types

So in theory, Helena has 5 deck types. 1 for each Guardian, a hybrid, and the common Loot deck. However in practice she only has 1 deck type, which is hybrid.
The reason is because solo guardian decks are simply not good enough from a cost and utility perspective. Helena really shines when she switches her guardians based on need.
In addition, almost all of her core cards are very built around her guardian mechanics. Therefore you will be very hard pressed to find good substitutes for them if you are trying to build a common loot deck.

Helena – Attack

All of Helena’s cards themselves are fairly weak stat wise, but the good ones trigger your Guardian so it doesn’t matter. Note that cards with the “Activate” effect do not require command (but will use if it happens to be there).
S Tier

  • Armor of Death: 2 cost finisher
  • Share Emotions/Attack Order: 1 cost card which activates your guardian. They are similar but slightly different. Share emotions gives a free command which could be good if you have effects that trigger off command. Or it could be bad if you have the opposite (eg free mana if no command).

A Tier

  • Result of Training – can become 0 cost eventually. Useful if you have ways to make the cost 0 prior to that (possible via gear or [Common] Awaken)

B Tier

  • Rotated Attack – If you need a shuffle card and none of the better options are available.


Helena – Defend

All of Helena’s cards themselves are fairly weak stat wise, but the good ones trigger your Guardian so it doesn’t matter. Note that cards with the “Activate” effect do not require command (but will use if it happens to be there).
S Tier

  • Aura of Abundance – Gain armor, get a guardian of your choice. Main difference is no + command, but since Activate doesn’t require command, there’s no downside besides it’s a defense type for combos.
  • Soul Wall – Becomes a 0 cost defense card.

A Tier

  • Safe Start – worse than Aura of Abundance but it does come with [Promise].
  • Mind Evolution – evolve a random card for free every time it is played. Slower than Bless but cheap. I find Bless usually comes up frequent enough.
  • Plumed Feather – summons or enhances a Griffin.

B Tier

  • Quick Defense – can be 0 cost if you are running lots of Constants.


Helena – Instant

Helena’s strongest card type is instants. Running only instants is perfectly viable. Activation does not require command.
S Tier

  • Order – Activate your guardian for 1 cost, gain 1 command. If you have an enhanced Lion, that’s 7 damage for 1 cost. If you have evolved Dragon, that’s 5 AoE damage.
  • Griffin/White Lion/Wisdom of Fire Dragon – 0 cost summon an enhaced griffin/lion/dragon. The best summon cards. Wisdom version requires upgrade, gives free random instant card.
  • Visionary Power – 0 cost draw from 3 card, that is also an instant for combos.
  • Honed Chain – 0 or 1 cost shuffler that also activates your guardian ability. Better unevolved for free guardian proc.

A Tier

  • Advanced Summoning/Guardian Selection/Your Name Is – gives you a guardian. Evolve to gain promise. Get some command (which is useless since Activate ignores command). Although if you have [Helena] For the Master, Command is useful. Drop if you have other cards that can summon. No more than 2 per deck.
  • Shared Energy – 0 cost get 1 free mana. Useful at game start, and also if you don’t stack things that gain command (since they are largely not useful with Activate decks).
  • Multiple Orders – 2 cost active 3x, once evolved. it’s more activations, but less combos.

B Tier

Helena – Constant

Compared to other character’s constants, Helena has many more bad constants. However they are still overall quite strong.
S Tier

  • Repeated Training – Free mana every turn if you have no command at turn start. Activation decks have no command. Cost 2 or 1 mana
  • For the Master – activate your guardian every time you gain command. Makes command useful.
  • Sturdy Heart – double armor at end of turn. Really good way to be able to switch out Griffin for a few turns.
  • Bless of Earth – similar to repeated training, gain mana every turn, no conditions.1 more mana cost though.

A Tier

  • Advanced Summoning/Guardian Selection/Your Name Is – gives you a guardian. Evolve to gain promise. Get some command (which is useless since Activate ignores command). Although if you have [Helena] For the Master, Command is useful. Drop if you have other cards that can summon. No more than 2 per deck.
  • Shared Energy – 0 cost get 1 free mana. Useful at game start, and also if you don’t stack things that gain command (since they are largely not useful with Activate decks).
  • Multiple Orders – 2 cost active 3x, once evolved. it’s more activations, but less combos.
  • Switch Command – all guardians come in enhanced. Useful if you don’t have the 0 cost enhance summon cards.
  • Getting used to Loneliness – gain armor whenever you spend mana. Really strong since all the activation cards are 1 cost. Lets you build up your armor while using Lion/Dragon.

B Tier

  • Shockwave – next attack ignores armor, 0 cost. Guardian’s don’t count as attacks though, and your base attack cards are all very weak. Only useful if you are running common cards, and then there the 2 cost common card has piercing already.
  • Release of Power – all cards played deal 1 damage to all enemies. Good multiplier, not consumed though so can ruin combos. Upgraded version is 0 cost.
  • Training Camp – 1 cost version of For the Master, but only activates when you play a constant. If you want to run all constant deck then usable I guess. But would be worse than instants.


Written by limith

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