Most tier lists try to rank the whole game in one table. That is fine for an argument, but it is not much help when a reward screen is asking you a question about the character you are actually playing. This page separates the best cards by character and uses only three grades, so the gap between them means something. Every row says what the card does for a deck, not just how strong it feels in isolation. If you want the full S-to-D ranking of every reviewed card, use the card tier list. If you are standing at a campfire wondering what to copy, the best cards to clone guide is the right page. Here the question is narrower: which cards should make you happy when they show up on this character?
How the S/A/B grades work
S grade is the smallest group: cards that are worth changing your plan for. They are not always the right pick in the first act, but when they appear at the right time they turn an ordinary run into a winning one. A grade is the reliable core: strong in most decks, useful without a specific combo, and rarely a card you regret taking. B grade is the honest middle: good in the deck that wants it, mediocre everywhere else. There is no C or D here on purpose. Once a card reaches B, the difference between it and the next card down is usually about your deck, not about the card.
These grades assume high Ascension play, where wasted energy and slow setup are punished. That is why cheap block and zero-cost acceleration rank highly, and why some spectacular late-game powers sit lower than their highlight clips suggest. The grades are a starting point for a decision, not a replacement for reading your own deck. The best cards guide explains the thinking behind ratings in more detail.
Ironclad: the exhaust shell
On Ironclad the strongest cards are not always the biggest attacks. They are the ones that turn a normal turn into more than three energy's worth of work. Exhaust is still the cleanest way to do that: you spend one card, remove the filler from your deck for the rest of the fight, and get paid for it. The exhaust control build is the honest version of this plan; the infinite exhaust engine is what happens when the pieces line up.
The trap is taking Corruption or Demon Form into a deck that cannot survive the turn they are played. Both are expensive. In Act 1, a plain attack or a cheap block card often does more for your win rate than a rare power you cannot support yet. Strength decks are still real, and the strength tempo build shows the faster version, but the cards below are ranked for what they do once the deck has a shape.
Silent: free turns and clean damage
Silent's best cards either buy a turn or make every later turn cheaper. That is why the top of her list is full of zero-cost cards and defensive scaling rather than the biggest attack numbers. Poison is still a legitimate plan, but it needs time; the poison control build is built around surviving long enough for the stacks to do the work. The discard shell is the faster alternative, covered in the discard engine build.
Be careful with expensive setup cards in the first act. A Wraith Form you cannot play is just a dead card in the boss fight. The cards below are ranked for high Ascension, where taking an extra hit is often the difference between a run and a story. Backflip and Well-Laid Plans are not on the table, but they are the kind of support that makes the top cards work.
Defect: double your best card
Defect's rankings are about setup speed. The character has the highest ceiling in the game, but most of that ceiling is locked behind powers that do nothing on the turn you play them. Echo Form is the clearest example: three energy, no block, no damage, and then it wins the fight if you survive. The frost focus build is the safest way to reach that point; the lightning tempo build gets there faster but is less forgiving.
Focus is the stat that makes orbs worth playing. A Defect deck with no Focus is a pile of small numbers. Hotfix and Biased Cognition give you a burst, while Defragment gives you the permanent version. Pick one plan and support it instead of splitting between orbs and physical attacks, and keep a Buffer or a big block card for the turn your engine is still assembling.
Regent: the star and forge engine
Regent is the newest character and the one whose card pool is easiest to misread. The good cards are not the flashy attacks; they are the ones that keep energy, stars, and Forge moving. Big Bang is the obvious centrepiece because it does all three on a zero-cost card. The resource loop build is the natural home for it.
The mistake is treating every star card as a reason to build a star deck. If you have no way to spend stars, The Sealed Throne is just a slow power. If you have no Forge payoff, Furnace is a wasted turn. Take the engine first, then take the payoff. Child of the Stars and Meteor Shower are the kinds of cards that become excellent once the engine exists, and mediocre when it does not.
Necrobinder: ethereal defense and doom
Necrobinder's best cards are defensive. That sounds underwhelming until you watch an Ethereal deck gain ten or more block a turn without spending cards on it. Spirit of Ash is the card that makes that happen, and the Ethereal Soul build is the version that abuses it. The summon sacrifice build takes the other road: make bodies, then turn them into damage or block.
Doom is the character's slow damage plan. It is powerful in long fights, but it is not a reason to skip block. The cards below are ranked by how much they do for a normal deck, not by how good they are in a perfect draw. Reaper Form and Devour Life are the payoffs to look for after the defensive base is already working.
How Ascension changes the order
At Ascension 10 the final act is two bosses back to back, and from there the game asks for two things at once: enough block to survive a bad turn, and enough damage to end the fight before the second boss. That changes the order of this list more than a patch usually does. Cheap block and zero-cost acceleration move up. Expensive powers that need a setup turn move down, unless your deck can already afford that turn.
On the way up, the Ascension overview explains the levels, the Ascension 1-5 boss guide covers the early climb, and the Ascension 10+ guide covers the double-boss problem in detail. If you are losing runs before the bosses, the problem is usually the deck's curve rather than the grade of any single card.
One more thing: the grades assume you are playing for consistency, not highlight reels. A B-grade block card that saves twenty health in Act 2 is often worth more than an S-grade scaling card you cannot play until Act 3.
How to use the list at a reward screen
Use the list in this order. First, ask what the deck is missing right now: damage, block, draw, or a way to spend energy. Second, check whether the card in front of you fixes that problem without asking for support you do not have. Third, use the grade as a tiebreaker when two cards both pass the first two checks. If neither card solves anything, skipping is a real option; the card reward priority guide turns this into a short checklist, and the reward helper can walk you through a three-card choice when you are stuck.
The list is also not a promise. A card's grade describes its usual job, not its job in your deck. If you want a slower explanation of what makes a card good, read the best cards guide. If you want to compare every reviewed card at once, the card tier list and the best cards collection are the quickest places to look.
Grades assume a normal high-Ascension run, not a perfect relic start.
| Grade | Card | Why it earns the grade | Build it fits |
|---|---|---|---|
| S | Corruption | Skills cost 0 and exhaust. With Dark Embrace each free Skill draws, and with Feel No Pain each one blocks. The whole deck changes shape. | Exhaust control |
| A | Offering | Zero cost, two energy, three cards, six HP. The best acceleration on the character and the reason a slow hand can still have a big turn. | Any aggressive Ironclad deck |
| A | Impervious | Thirty block from one card. It exhausts, which is a real cost, but it is the cleanest answer to a boss turn you cannot otherwise survive. | Block and exhaust shells |
| A | Feed | Ten damage now and permanent max HP when it lands the kill. The earlier you take it, the more the run gets out of it. | Strength tempo |
| B | Burning Pact | Exhaust one, draw two. It is glue rather than a win condition, but it makes every exhaust payoff in the deck better. | Infinite exhaust |
| B | Demon Form | Two Strength every turn is a real win condition, but three energy and no immediate board impact make it a bad Act 1 pick and a fine late pickup. | Slow strength decks |
Silent's grades reward cards that work before the engine is assembled.
| Grade | Card | Why it earns the grade | Build it fits |
|---|---|---|---|
| S | Adrenaline | Free energy and two cards for zero cost. It fits every Silent deck, and it makes the awkward turn before your engine comes online much less awkward. | Every Silent deck |
| S | Wraith Form | Two turns of Intangible solve almost any single boss turn. The Dexterity loss is real, but the card buys the time a poison or Shiv deck needs. | Poison control |
| A | Footwork | Two Dexterity permanently improves every block card you already own. It is boring, and it is one of the reasons Silent survives the late acts. | Block-heavy Silent decks |
| A | Burst | The next Skill is played twice. On a poison applier, a big block card, or a draw card, that is a huge swing for one energy. | Poison and skill loops |
| B | Deadly Poison | Five poison for one energy is efficient, but it needs an Accelerant, Outbreak, or Mirage to become a real clock. | Poison control |
| B | Noxious Fumes | Two poison to all enemies every turn. Slow against hallway fights, excellent against bosses and multi-enemy rooms. | Long-fight poison decks |
The high grades go to cards that either speed up setup or pay off the orbs you already have.
| Grade | Card | Why it earns the grade | Build it fits |
|---|---|---|---|
| S | Echo Form | The first card you play each turn happens twice. It is slow, but no other Defect card doubles your best draw, block card, or orb generator every single turn. | Frost focus |
| A | Biased Cognition | Four Focus immediately is a huge damage and block spike. The one Focus lost per turn means you need to win while it lasts, or have a way to remove the debuff. | Burst orb decks |
| A | Defragment | One permanent Focus does not look like much. Three copies later, every Frost orb is a real block card and every Lightning orb is real damage. | Frost focus |
| A | Glacier | Six block plus two Frost orbs. It defends now and leaves value in your orb slots for later turns. | Frost focus |
| B | Coolheaded | Frost plus a draw for one energy. It is not a payoff, but it keeps the orb engine moving and fixes bad hands. | Lightning tempo |
| B | Machine Learning | One extra card every turn adds up over a long fight. The problem is the tempo you give up on the turn you play it. | Slow power decks |
Regent grades assume you already have, or can find, a way to spend stars and Forge.
| Grade | Card | Why it earns the grade | Build it fits |
|---|---|---|---|
| S | Big Bang | Draw, energy, a star, and Forge 5 on a zero-cost card. It fixes the turn you draw it and makes every future turn better. | Resource loop |
| A | The Sealed Throne | Every card you play adds a star. In a deck that can spend them, this is the engine that turns a normal turn into a huge one. | Resource loop |
| A | Seven Stars | Seven hits to all enemies clears most boards. It needs the star and energy income to support it, so take it after the engine, not before. | Star-spending payoffs |
| A | Wrought in War | Seven damage and Forge 5 for one energy. It is the common card that makes the Forge plan work without asking for a rare. | Resource loop |
| B | Glow | A star and two cards for one energy. It is a quiet consistency card, and it becomes much better once you have something to spend stars on. | Star-hungry decks |
| B | Furnace | Forge 4 every turn is strong in the right deck, but it does nothing on the turn you play it and competes with better one-cost powers. | Slow Forge decks |
Necrobinder's best cards are the ones that make the board safe while the slow plans come together.
| Grade | Card | Why it earns the grade | Build it fits |
|---|---|---|---|
| S | Spirit of Ash | Four block every time you play an Ethereal card. In a deck with enough of them, it is a free defensive engine that never asks for energy. | Ethereal Soul |
| A | Defy | Six block and Weak for one energy. It is a common card that does exactly what the character needs on the turns before the engine arrives. | Ethereal Soul |
| A | Negative Pulse | Five block and seven Doom to all enemies. It defends and starts the damage clock at the same time. | Doom and multi-enemy fights |
| A | Grave Warden | Eight block plus a Soul in the draw pile. It is the cheapest way to keep both the defensive and the Soul plans moving. | Summon sacrifice |
| B | Sleight of Flesh | Nine damage whenever you apply a debuff. With an area debuff it can add up fast, but two energy and no immediate board impact keep it out of the top grades. | Debuff-heavy decks |
| B | Demesne | One energy and an extra draw every turn is a strong effect. Three energy and a slow start make it a late-game pick rather than an early one. | Long control fights |