Which cards would you guys list and why as the "top 5". Things that would cause them to be here would be for obvious reasons, like playability, depth of applications, and possible combinations. Try to limit the cards to constrain them to one application of use over another, since some cards can be more effective as a SS under different situations, while other cards are far more useful on the field. This would be opposed to considering the card to be used in the same file in both SS and field/file positions (note: this is where i wish grimoire had LP values). Go ahead and include cards as part of a combo or the complete combo list as one instance.
I'll start off, just from what i have experienced so far within the game. They are in no particular order of potentcy, just listed 1->5.
1) Assassin - Universal answer to any one nasty thing on the field, but requires a sacrifice and unengaged units. Only aqua sorceress as a soul skill and soul bind come to mind as meaningful counters for this card outside of being outplayed. This is usable in any deck with appropriate contingentcy strategies.
2) Le Beaux - Despite counters existing, this card is strong as a SS and requires decks to build answers for it. Any time you must include a specific answer for something, you know the effect is potent. This card can be outplayed like assassin can be and is technically usable in any deck.
3) Brave soldier/panther soul - This is fast and those that have it love it, while others have grown to hate it. People will include things like invisible druid -> soul bind, dragon rider, and return specifically for it. If left unchecked and on the board, this can win the game all by its self. The soldier becomes even more annoying when considering things like ruby carbuncle and the new angel.
4) Sylph/Undine - These two cards can be splashed effectively into any deck. Either can swing the course of one turn through the manipulation of AGL making both rather flexable cards. Futhermore, they make for ideal sacrifices to assassin or deliberate SS triggers and have many combinations within the falkow card set.
5) Magic sword dual weilding warrior - Extreemly flexable card, with a high enough agl to be able to manipulate the front row effectively. It has a good attack power when ranked up and even better while using its skills. This card may not potentially win a game by its self, but its field presence in addition to its manipulation can definately swing the battle in favor of the user. This card also has the "bonus" of not being a softer target like some falkow units, but can still be killed by 2 refress attacks.

