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For defensive characters, Rbits (and for some specific ones, Shield)
For evasive characters, Rainbow-Colored Circle
And there are other cards that work very well with specific characters, like Reverse Attribute Field with Poppo.
The strongest cards will always be the most consistently powerful card. In fact consistency is basically what defines powerful effects in a game that's heavily controled by luck, and flexibility is what makes it more applicable. The above two suit those two criteria. Another example of an overpowered card will likely be x16 Big Rocket.
I also wanted to say about Accel Hyper, but on second thought, it isn't that reliable and only affects your attack roll for just one battle. But then again, it has never supposed to be on par with Suguri's Accelerator, since it's not a hyper... It can be annoying (because it's rather unpredictable), but overall it seems balanced enough for me.
The other cards are pretty balanced: some of them are good for only specific characters, some are just too risky/expensive/situational and/or can backfire. Didn't have that much experience with the Community pack, so not sure about cards from it yet.
Freaking this.
Want to prevent the opponent from using their defensive cards? Out of Ammo Scrambled Eve!
Want to get other players' hypers? Gift Exchange Scrambled Eve!
I hate this card so much...
As a side note, I'd be in favor of an "Allow Scrambled Eve" toggle option in lobbies like Tomomo use to have.
From my own personal experience, I also hate Exchange
No other single card in the game can effectively alter the entire course of the game. Granted, other cards can lead to that, but those other cards can effectively be negated. Aside from a couple specific cards (that let's be honest, nobody uses), these cards can literally win the game for the person who uses them (After all, who's going to land on a trap when they have the better option?)
Also Scrambled Eve can be annoying, but as much as I hate to admit it there's few characters who flat out benefit from the risk of losing their own cards.
Another nomination I have is the recent "Party Time!" where it can effectively make you either perfectly safe from bullies, or set everybody up in front of you to die as a bully. Either way you get the position advantage on the map.
It gives Poppo +2 in every stat, turns Fernet into Suguri, counters Battle Hypers and completely destroy high-stats characters. All of this for the cost of ten stars.
The problem with balance in Orange Juice is that there is no essentially overpowered card. Rather, there's overpowered characters. There are some cards that you would want to have in every single game, but you can't put them in your deck because it's equally good for your opponent (Dash is the best example).
And then there's Reverse Attribute Field that's decent for Fernet, amazing for Poppo and meh-ish to terrible for everyone else.