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Deja Vu is also fun, but more because I enjoy going for per-hand high scores and that on glass cards goes brrrr.
Least favorite is probably Ankh, it feels like something you only ever take if you get it extremely early on AND happened to get a strong joker you want to dupe. Also don't understand why it is a random one and destroys the others instead of picking one and selling the others, as you would always want to sell your other jokers (if any) to both not miss out on their sell value and to not make it random. You could argue that thinking of doing that is a skill, but it's not really something you'd ever NOT want to do so it just screws over newbies for no reason. Maybe if there was a joker that powers up based on number of destroyed jokers, or a joker powered by negative amounts of money so you absolutely don't want to gain any, it'd be up for a bit of strategy. But I don't think either exists in the full game.
Early game: Hex + Ankh are the absolute best thing to get in an early Mega pack. Immolate is super good for early deck thinning, which you can then build around, and the extra money is awesome. Sigil and Ouija are similar, the earlier you get them the more fun they are to build around.
Late game: Ectoplasm pushes certain strats to the moon, like Baseball Card uncommon stacking. Cryptid can make a ton of copies of your best card, like a polychrome, glass, red seal 5. Grim, Incantation, and Familiar turn Hologram into a nuke.