Now we know all the Echo cards of all factions, its time to evaluate and rate them. We will see all possible aspects of it and assume that these cards are used twice in the game to evaluate them in the fair manner.
NG:
Coup De Grace (10P): Tactic. Damage an enemy by 2; Deathblow: Spawn and play a copy of it; Consipracy: Always trigger the deathblow effect.
Synergies: Tactics, Assimilate, Spy
Value Ceiling: As high as it can get with help of other support cards: To play enemy legendary cards (either kill them or make them spies) or Joachim or Canterall (in meme decks), there is no limit. Also, while doing that, triggering or helping other synergies where it can fit any NG deck.
Flexibility: Very flexible and can be part of any NG deck
Tutorable: Yes with Menno
Overall Value: Fantastic and Very high
SY:
Dies Irae (10P): Crime. Damage an enemy by 3 and boost all Firesworn allied units by 1. Deathblow: Boost all units by 1.
Synergy: Intimidate and Fireswron Swarm
Value Ceiling: Needs 7 units on board to break even (which is easy to achieve in 4 or 5 turns) and being an echo, it kind of need two long rounds to be of high value, again, a deck built for that can do that easily. With 10+ allies on board (on both rounds), this can bring easily 14-15 points on two rounds, which is massive.
Flexibility: Can only work in Firesworn swarm deck and can't be any use for abilities like Jackpot or Hidden Cache or the other two similar brothers
Tutorable: Yes, with Ferko
Overall Value: Very hiigh on specific decks
SK:
Blood Eagle (10P): Raid: Damage an enemy by 2 then play a warrior from your deck with 8 provisions or less. Deathblow: Play any warrior from your deck. BT 3: Always trigger Deathblow.
Synergy: Playing this card will help +1 BloodThirst, but this is a tutor which does 3 damage. Triggering Deathblow or having BT3 is easy as pie for SK so, this will almost always trigger its condition and can play any Warrior from deck. And almost all of the cards in SK are warriors.
Value Ceiling: It is a Royall Decree which does 3 damage on top of it. So, it is as high as the strongest warrior in the deck.
Flexibility: Even though there are high value warriors, Wild Boar of the Sea can't be tutored. Still a very good flexibility.
Tutorable: No
Overall Value: High
MO:
Ard Geath (10P): Spawn Frost on both enemy rows for 3 turns.
Synergy: Only works on WH archetype
Value Ceiling: It can be as low as 6 points or as high as 18 (3 turns, always having units on both rows and having Eredin with dominance). With Movement cards now added to MO, it is possible to achieve the second row trigger for at least 2 turns. So, it can get 10 points in 3 turns on average and if things go well for you, you can get 18 in one round and 12 in another round; depends on the opponents and opponents can play around it and if you already have other cards which trigger frost, this can be awkward.
Flexibility: Only be worth in WH decks
Tutorable: NO
Overall Value: Moderate
NR:
Amphibious Assault (12P): Play a NR unit from your deck with 9P or less and boost it by 1 for each provision below the limit.
Synergy: Can be played in any NR deck as this is a tutor which doesn't punish playing a low provision unit
Value Ceiling: It is very flexible and can play for 12 points with Keadwini Knight and can put most engines out of the removal range, can enable Anna to come with +2 on the turn it gets deployed. The possibility that you can play this card twice and both times getting played for 12 points with Keadwini Knight is a scary potential and can be an awesome red coin abuse card.
Flexibility: Excellent as it can played in any NR deck
Tutorable: Yes, Natalis
Overall Value: Excellent and Very high, as it can be played as point span or for engines, useful in both short rounds and long rounds.
ST:
Shaping Nature (9P): Nature: Choose between (1) Play for 6 points and veil, (2) Play for 8 points, (3) Play for 6 points and +4 over 4 turns
Synergy: Symbiosis, outside symbiosis with 4 or more symbiosis card, this card plays for sh*t value and plays into tall removal/reset.
Value Ceiling: This is pretty straight forward. Having more symbiosis card is a general use and Nature's rebuke can play for 7 points + symbiosis with 5 removal. If nature tag is the only reason to play this, there are other nature cards which are far better value than this. This should be 7P for it be useful.
Flexibility: Absolutely not worth outside of Symbiosis deck and even in Symbiosis deck, other nature cards can give close value for much less provisions.
Tutorable: Yes, Fauve, but she may feel insulted to use this card with her.
Overall Value: Sh*t
So, I would rate the Echo cards like this:
1) NR (the top 3 are hard, but considering how flexible this is, with potential of 12 points burst twice and excellent in both long and short rounds)
2) NG (Very close to SY, but since it is more flexible and can be used in wide variety of decks)
3) SY
4) SK (non tutorable and can't work for Wild Boar Of the Sea)
5) MO
6) ST
So, how would you rate the faction echo cards?
NG:
Coup De Grace (10P): Tactic. Damage an enemy by 2; Deathblow: Spawn and play a copy of it; Consipracy: Always trigger the deathblow effect.
Synergies: Tactics, Assimilate, Spy
Value Ceiling: As high as it can get with help of other support cards: To play enemy legendary cards (either kill them or make them spies) or Joachim or Canterall (in meme decks), there is no limit. Also, while doing that, triggering or helping other synergies where it can fit any NG deck.
Flexibility: Very flexible and can be part of any NG deck
Tutorable: Yes with Menno
Overall Value: Fantastic and Very high
SY:
Dies Irae (10P): Crime. Damage an enemy by 3 and boost all Firesworn allied units by 1. Deathblow: Boost all units by 1.
Synergy: Intimidate and Fireswron Swarm
Value Ceiling: Needs 7 units on board to break even (which is easy to achieve in 4 or 5 turns) and being an echo, it kind of need two long rounds to be of high value, again, a deck built for that can do that easily. With 10+ allies on board (on both rounds), this can bring easily 14-15 points on two rounds, which is massive.
Flexibility: Can only work in Firesworn swarm deck and can't be any use for abilities like Jackpot or Hidden Cache or the other two similar brothers
Tutorable: Yes, with Ferko
Overall Value: Very hiigh on specific decks
SK:
Blood Eagle (10P): Raid: Damage an enemy by 2 then play a warrior from your deck with 8 provisions or less. Deathblow: Play any warrior from your deck. BT 3: Always trigger Deathblow.
Synergy: Playing this card will help +1 BloodThirst, but this is a tutor which does 3 damage. Triggering Deathblow or having BT3 is easy as pie for SK so, this will almost always trigger its condition and can play any Warrior from deck. And almost all of the cards in SK are warriors.
Value Ceiling: It is a Royall Decree which does 3 damage on top of it. So, it is as high as the strongest warrior in the deck.
Flexibility: Even though there are high value warriors, Wild Boar of the Sea can't be tutored. Still a very good flexibility.
Tutorable: No
Overall Value: High
MO:
Ard Geath (10P): Spawn Frost on both enemy rows for 3 turns.
Synergy: Only works on WH archetype
Value Ceiling: It can be as low as 6 points or as high as 18 (3 turns, always having units on both rows and having Eredin with dominance). With Movement cards now added to MO, it is possible to achieve the second row trigger for at least 2 turns. So, it can get 10 points in 3 turns on average and if things go well for you, you can get 18 in one round and 12 in another round; depends on the opponents and opponents can play around it and if you already have other cards which trigger frost, this can be awkward.
Flexibility: Only be worth in WH decks
Tutorable: NO
Overall Value: Moderate
NR:
Amphibious Assault (12P): Play a NR unit from your deck with 9P or less and boost it by 1 for each provision below the limit.
Synergy: Can be played in any NR deck as this is a tutor which doesn't punish playing a low provision unit
Value Ceiling: It is very flexible and can play for 12 points with Keadwini Knight and can put most engines out of the removal range, can enable Anna to come with +2 on the turn it gets deployed. The possibility that you can play this card twice and both times getting played for 12 points with Keadwini Knight is a scary potential and can be an awesome red coin abuse card.
Flexibility: Excellent as it can played in any NR deck
Tutorable: Yes, Natalis
Overall Value: Excellent and Very high, as it can be played as point span or for engines, useful in both short rounds and long rounds.
ST:
Shaping Nature (9P): Nature: Choose between (1) Play for 6 points and veil, (2) Play for 8 points, (3) Play for 6 points and +4 over 4 turns
Synergy: Symbiosis, outside symbiosis with 4 or more symbiosis card, this card plays for sh*t value and plays into tall removal/reset.
Value Ceiling: This is pretty straight forward. Having more symbiosis card is a general use and Nature's rebuke can play for 7 points + symbiosis with 5 removal. If nature tag is the only reason to play this, there are other nature cards which are far better value than this. This should be 7P for it be useful.
Flexibility: Absolutely not worth outside of Symbiosis deck and even in Symbiosis deck, other nature cards can give close value for much less provisions.
Tutorable: Yes, Fauve, but she may feel insulted to use this card with her.
Overall Value: Sh*t
So, I would rate the Echo cards like this:
1) NR (the top 3 are hard, but considering how flexible this is, with potential of 12 points burst twice and excellent in both long and short rounds)
2) NG (Very close to SY, but since it is more flexible and can be used in wide variety of decks)
3) SY
4) SK (non tutorable and can't work for Wild Boar Of the Sea)
5) MO
6) ST
So, how would you rate the faction echo cards?