The Flesh and Blood Instant card type is one of the most forgotten in the game, mainly thanks to its relative rarity when compared to the other card types available. Where Actions, Reactions, Equipment, and Heroes all have well over 200 options in their respective categories, Instants have far fewer.

Related: Flesh And Blood – The Best Decks In Constructed

Though Instants are underserved as a card type, there still exists a cavalcade of great effects that can complement your Hero of choice; using these cards at any time allows you to form plans that surprise opponents and take advantage of the turn order rules.

10 Visit The Floating Dojo

Though Katsu doesn't need too much help when it comes to getting specific cards (he thrives on using disposable cards of similar value for combos), Visit the Floating Dojo is still a great means to setting up the start of combat.

Since you can place Surging Strike and a combo card of your choice at the top of the deck, Katsu's effect can be combined with the former to retrieve a second combo card– this leaves you with all the resources necessary to get a dense group of attacks onto the Combat Chain.

9 Ironsong Pride

Ironsong Pride is just one more card that makes Dorinthea's unique weapon threatening on the field. Technically, it's useable with any Warrior, but Dawnblade's effect benefits the most from the aura this Instant establishes.

If your Dawnblade has no counters (whether that's from just starting the game or failing to meet the weapon's effect conditions), Ironsong Pride gives you a small damage boost to help you gain the momentum necessary for Dorinthea's win condition. Even if you already have a good stock of counters, Ironsong Pride provides a safety net that can activate if you end up losing them.

8 Bone Head Barrier

Randomness is a big part of the Brute playstyle, but that's typically to make your opponent's life difficult– Rhinar, for example, loves to deprive opponents of their cards so they have fewer options when dealing with his solid offensive output. Bone Head Barrier subverts this, using randomness to increase your survivability rather than tank someone else's.

Bone Head Barrier allows you to roll a six-sided die to determine how much damage you prevent during a turn. The fact that this is an Instant rather than an Action or Reaction means you can avoid damage regardless of your position in battle.

7 Rewind

Beyond just being interesting to look at, Rewind is a card that can be phenomenal when used against specific Heroes. This card negates the effect of a Non-Attack Action and returns it to the user's hand, along with a single action point.

Related: Flesh And Blood: The Best Heroes For Blitz

Though this card could easily end up giving a class more action points than they've used (quite a few Non-Attack Actions cost zero points), the ability to negate an Action can completely shut down your opponent's plans and often force them to move everything they've been saving back a turn.

6 Genesis

The Instant-Aura card type was introduced in the Monarch set, being something almost completely exclusive to Light Heroes. It tends to have an effect directly related to putting cards in your soul for some kind of benefit, something illustrated perfectly by the powerful Genesis.

This card has high utility because it simultaneously allows you to build up damage-negating tokens and possess an on-demand card advantage. If you don't pull the card you want, you can simply sacrifice a light card to Genesis and fish for it again.

5 Blizzard

Card games are all about resource management, and anything that forces you to spend more resources can offset the pace of your game. Where a card might've been good for combos thanks to its low cost, it would now require committing an entire turn to one Action– this is exactly the situation Blizzard wants to put your enemies in when it's used.

By causing an attack to fail unless your opponent spends two points, they now have to consider whether putting all their eggs in one basket is worth the cost. Even if they try a different strategy, they'll have limited resources going forward.

4 Sand Cover

Sand Cover is a useful Instant for damage prevention, as applying Ward to Ash can make it even more useful than it was before. Where a Draconic Illusionist might normally want to turn Ash into a dragon as soon as possible, the Ward effect can make additional Ash tokens more valuable as a resource.

Related: Flesh And Blood: The Best Heroes For Constructed

This means that anytime you have Ash on the field, you'll have the option to switch priorities without warning– your enemies don't need to know that you'll have Ward before they attack, making Sand Cover a great way to waste your opponent's best cards.

3 Rain Razors

Rangers love getting value out of their arrows, especially in the case of Azalea– arrows are the main way she gets her on-hit effects, but they're vulnerable to being blocked if not used properly. Aim Counters can help to avoid this fate, but sometimes you need a card like Rain Razors to boost your firepower.

With the extra damage this Instant provides, your arrows won't just force their effect to hit but exacerbate the disadvantage they impose– even if your target doesn't try to block the effect; they'll still have to dedicate resources to preventing the extra damage.

2 Remembrance

While the ability to draw cards is valuable given the inherent card advantage it gives you, sometimes it can be just as valuable to get your best cards back in the rotation. Remembrance lets you do this with three cards, allowing multiple uses of cards with unique effects.

This is useful if your opponent tries to shut down a particular strategy, as you'll at least regain some of the resources you've spent to put it in motion– you can even move forward with the intention of trying the strategy again when they're less equipped to counter it.

1 Art Of War

If there's anything a card game loves to reward the most, it's cards with multiple options– where normally, you'd have to accept the card you draw for its limited uses, cards with a pick list essentially fill multiple niches with few downsides. In the case of Art of War, the unmatched flexibility gives you the advantage in nearly every situation.

You're allowed to choose two options that the card offers, letting you buff your attack and defense, gain the ability to go again, defend with cards from your arsenal, or draw two cards after banishing an attack action. Each and every effect here is already pretty good alone, but being able to choose two makes Art of War one of the best picks in the game.

Next: Flesh And Blood: The Best Heroes For Each Class