A useful keep-or-invest order

Priority Keep or develop Why
First A front card that survives the opening It lets recurring damage and support abilities take turns.
Next Damage with the target pattern your encounter needs Multi-target and single-target problems are different.
Then Healing/protection that demonstrably creates useful turns Support is valuable when it changes a loss, not only because it is rare.
Later Niche alternatives for raids or Arena Their mode restrictions can make a universal rank misleading.

This is an editorial decision framework, not a controlled card tier ranking. The available recordings mix normal, Gold, Rainbow and VOID cards, several levels and different traits. Sorting those panel numbers into S/A/B would manufacture a comparison baseline we do not have.

Concrete examples you can read

Halberdier’s Sweep targets the front three every third turn. Gold Sun Knight’s Solar Flare cleaves two and blinds their next attack. Overlord’s execute excludes bosses. These effects suggest questions to test—survival until the trigger, target count and boss applicability—rather than an evidence-free claim that one card wins every mode.

Named cards worth checking in your inventory

These are role-based candidates from readable panels, not a head-to-head ranking:

Observed example Why check it Restriction
Normal Halberdier, level 1 Sweep hits the front three every third turn; a concrete multi-target option Needs to survive until the trigger.
Gold Oathguard with Overlord Protector text takes a killing blow meant for an ally; its shown trait adds attack/health and dodge This is a Gold, trait-bearing state, not normal base stats. Overlord’s execute excludes bosses.
Gold Sun Knight, level 1 Solar Flare cleaves the front two and blinds their next attack A later-game observed variant with a huge printed denominator; not a beginner requirement.

If you own one of these, read the exact effect and try it against the problem you are facing. An every-third-turn skill that never gets to act can be less useful than a simpler card that survives. The recorded four-slot lineup gives a concrete early-game example to inspect.

Before using a scarce material

Check whether the card remains in your active lineup after Equip Best, then watch why the fight fails. Use spare copies when available. Tomes stop at level 21, and trait rerolls replace effects under partially documented rules. A short-lived upgrade can consume a material you wanted for a longer-lived card.

Use the searchable card reference to identify the card, team planning for composition and card comparison for the supported same-state examples. A broader ranking should only be added with same-state comparisons and mode-specific evidence.