ok, i've had a chance to play around with a number of the new cards after buying 2 boxes today. my main sphere is falkow but i am considering going into either Lawtia or Gowen with a starter. anyway, each sphere has some cards which are obviously awsome, while there are many more than 3 here are some of the better ones from falkow
1. wind sorceress. This lady is awsome. First of all, she gives your whole army +1AGI as a starter skill, every turn she's on the board it happens. Huge benefit against gowen armies in particular. her berserk wind skill does -20 hp (not 20 damage, directly subracting 20 hp) to all enemy units within range 3 for just 1SP. this is one of the best abilities in the game. she's only level 3 which means you can bring her out quickly, level 4 and 5 cards usually dont get into the game till near end game. her only weakness is low HP but if you stick her on the 3rd row she can still hit the first enemy row with her ability, or if you feel safe sticking her on your 2nd row behind your tanks she can hit 2 rows of enemies with berserk wind. arguably the best unit falkow gets in set 2.
2. Enchanter. This guy is level 1 but has 20 hp so he doesnt get 1 shot by salamanders and other stuff that does 10 damage. He's a great troop support unit. getting to choose between +20AT or +10AT +1range gives him a lot of flexibility. he has replaced my songstress as my army support unit. Giving your magical sickle soldier or wizard archer range 3 can make their pinpoint ability very deadly as your can reach much further back in the enemy ranks. but i've found the best combo comes when giving the +10AT and +1 range to the wind sorceress, that means her berserk wind ability (the -20 hp to all enemies in range) now has a range of 4, which means if she is in your 2nd row, she can hit every enemy on the map. killer combo right there. and again, this guy is just level 1 so you can bring him out just about any time.
3. i had a toss up here between two very good units in different situations so i'm gonna call them 3a and 3b.
3a. rapidly flying apprentice. this little level 1 card can turn the entire battle around, litterally. swapping the enemy's front row with it's back row for just 1SP is a game winning ability. suddenly all their heavy hitting front liners (usually with range 1) are all in the back row and cant hit your army. at the same time all their vulnerable support units that are hiding in the 3rd row are right in your face and in range of your whole army. even if your opponent moves his units, you can just use this ability the next turn, he basically has to kill or engage your apprentice in order to do anything or his whole order of battle will be messed up. unfortunately, the apprentice only has 10HP so he is VERY easy to kill. mine usually dies the turn after he pops off his ability and then dies every turn afterwards. but then again, anything your opponent is using to kill your apprentice is stuff he's not using on the rest of your army.
3b. Undine Soldier: This guy is the same as the eagle warrior in every way as far as stats, in other words he is a very average lvl3 card if you just look at his AT, HP, AGI etc. however, it's his ability that makes him so special. giving an enemy unit (ANY enemy unit) -2 RNG for a turn is just awsome. it costs 1SP but can be helpful in so many situations. does your opponent have that brave soldier that is level 7, has tons of HP, AT, maybe even some defense from a killing machine. just give him -2 RNG and now he cant even hit your front row. this can be useful against any hard hitting unit in the game, even for units with range 3 and can still attack, they will have to move to the front row in order to hit you (in which case they probably wont survive long). downside with the Undine soldier is that as lvl3 he costs a little bit to bring out and you esentially take him out of the battle so long as you use his ability, so only use this if it is worth locking down your own unit in order to prevent another unit from attacking.
Falkow has gotten some amazing units, however i noticed that many of them (wizard archer, wind sorceress, rapidly flying apprentice, enchanter etc) have extremely low HP so you dont want to bring them out right from the start as they tend to die very quickly. build up a good front line defense of sea beasts and other things and then you can rip the enemy apart with your fragile specialists.

