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There are seven categories for card rating here:
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General - card rating in a vacuum, without specifying what deck you are playing
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Go Relics - card rating in a Relic-synergistic deck, usually Auralian (Time/Primal/Shadow)
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Go big - card rating in a deck that focuses on Amplify and late game, usually big Time-unit based, usually Jennev (Fire/Time/Primal)
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Go fast - card rating in a fast deck that focuses on buffing a unit with tricks and weapons, usually Ixtun (Fire/Justice/Primal)
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Go wide - card rating in a fast deck that fills the board with small units like Rats and Grenadin, usually Winchest (Fire/Justice/Shadow)
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Empower - card rating in a deck that focuses on the Empower mechanic, usually Kerendon (Time/Justice/Shadow)
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Tribal - card rating in a specific tribe (i.e. unit type) that this card represents or supports (Yeti, Sentinel, Dinosaur, Explorer, Gunslinger, sometimes Elf and Oni)
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A couple of notes. Given that drafting experiences may vary, these are just my personal thoughts about the power level of cards. I have not weighed the (sometimes massive) influence requirements because if you are to open a 10-rated card in your first pack, you will most probably just take it and try to work it into your deck (or your deck around it). If you open it in your second pack, you will probably still be flexible enough to include it. Packs 3 and 4 are more problematic and you might have to pass a Xo if you open him in pack 3 while playing Auralian (especially if you are playing to win and not legendary drafting). Although remember – that card is still powerful.
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This means that while you may have some 10s in your draft pool and be playing the colors of your bombs, it does not always mean you are going to play that card. If it is in a splash color and has a triple color requirement, you might want to cut it. In other situations, you might end up splashing for some double-influence cards with ease. This is very case dependant.
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Also, please remember that these numbers are not be-all and end-all of making good drafting choices. You should have the final build of your deck in mind when choosing cards. If you are lacking 2-drops you are better off getting a 2-cost unit rated a 4 than another 4-cost unit rated a 7. Also – especially in the beginning – you will be presented with a lot of choices between cards with similar power level. My advice is usually to go either with the lesser influence requirement or just with your personal preference.
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Quick rating reference guide:
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1 – Unplayable, e.g. Borrowed Violence
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2 – Borderline playable or playable in the Market (if you have one), e.g. Mass Entomancy
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3 – Worse filler that might end up in your deck, e.g. Runic Protector
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4 – Better filler, e.g. Sandcrawler or Scorpion
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5 – Okay medium cards, e.g. Hardsight Cyclops, Steel-Eyed Pistoleer
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6 – Good cards, e.g. Fireheart Recruit
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7 – Very good cards, e.g. Locust
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8 – Great cards, e.g. Araktodon Egg
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9 – Superb cards, e.g. Conflagrate or Loyal Falcon
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10 – Overpowered bombs, e.g. Kemmo, Xo, Clutch of Talons
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