Should I take synergy cards early if they look powerful later?
Only if your deck is already stable enough to survive before that payoff arrives. Early cards should solve immediate problems first.
A safer alternative to a full tier list: focus on what jobs your first card rewards need to solve instead of pretending the entire card pool is already ranked correctly.

Early card rewards matter more than giant launch-week tier lists suggest because they decide whether your deck can reach its interesting turns in the first place.
The strongest version of this page in week one is not a fake definitive ranking. It is a guide to what kinds of cards overperform early because they immediately stabilize the run.
Verification note
This page stays principle-based rather than card-name-heavy because early-access card evaluation will move fast.
Fast takeaway
This guide is built around one practical question, so you can use it during a run instead of digging through a broad overview.
If the answer depends on a mechanic, a character system, or a recent patch, the related links show you what to open next.
Use this when you want a direct answer instead of a broad overview.
Follow the related links if this decision depends on a mechanic, character system, or co-op rule.
Check the update pages whenever balance changes might shift the recommendation.
The best early picks are usually the cards that give you frontloaded damage, clean block, or better hand quality. Those jobs keep you alive long enough to care about more complex synergies later.
Cards that only matter after several turns of setup can still be good, but they are rarely the strongest first answer unless your deck already has unusual stability.
Quest Cards and Enchantments add more reasons to dream, but they also make it easier to draft too greedily. If the act is still testing whether your deck can survive simple hard fights, take the card that clears that test first.
Silent, Necrobinder, and Regent especially reward patience here because their high-upside engines can tempt you into ignoring the basics.
Once the live card database is stable, expand this guide into class-specific early-pick pages. During launch week, role-based advice is much safer and still highly useful.
More decision guides
FAQ
Only if your deck is already stable enough to survive before that payoff arrives. Early cards should solve immediate problems first.
Often, yes. Simple cards that fix early fights are usually stronger than flashy cards that do nothing until your deck is already working.
Because a fast-moving early-access card pool makes giant universal rankings age badly. Job-based advice stays useful.
Sources
Neowsletter: Enchantments
OfficialOfficial explanation that Enchantments are run-long card modifiers.
Neowsletter: Necrobinder and Doom
OfficialOfficial explanation of Osty, Doom, Souls, and card transformation.
Neowsletter: Quest Cards
OfficialOfficial introduction to Quest cards and the Byrdonis Egg example.
Neowsletter: Regent, Stars, and Forge
OfficialOfficial reveal of Stars, Minions, Forge, and colorless synergies.
Neowsletter: Sly
OfficialOfficial reveal of Silent's Sly mechanic and discard interactions.