In the first category, short duration games: Nova, Discord, Pandemonium, Chaos power, Virus, Armagio, Elite Otygue (The unupped one being 2 lesser HP's doesn't really hold a good front for short games. but Elite Oty can change up a short lasting game with 2 or 3 devorers on medium-heavy hitting creatures of the opponents.) Gravity Pull, Black hole, Earthquake, Basilisk Blood, Rustler, Heal, Adrenalin, Deflagration, Rain of fire, Immolation, Rage potion, Shard of Bravery,Fire bolt if you target the opponents creature that has 3 hp or less, Freeze, Ice bolt if you target an opponents creature with 2 HP or less, but it might freeze the creature so you may go on a limb and freeze something with higher HP even with insufficient quanta. Dry spell, holy light, Blessing, Crusader, if you combine it with a burst damage weapon like titan or with discord. Fog shield, it's good both short or bad, but particularly if you're going short your going to want dusk mantle or fog shield or shield. Thunderstorm, Unstable Gas, Shockwave, Wings, Skyblitz. Reverse time, Precognition, Devourer, Dusk mantle, Steal, Drain Life you can target anything, just usually try to bide your time, but can be used as CC on like a ruby dragon or something with 2 HP or less, but you gain HP back so its usually more effective to use it long duration and I don't approve of using it as a short duration card. Nightmare, Cloak (but you can chain them,) Spark, Dim shield (but you can chain them) Silence.
Second category, cards that grow stronger over time: All pillars and pendalums, Butterfly effect, Scrodingers cat, Skull shield, more hits against it is higher chance for the creature to turn into a skeli, hence it gets stronger turn by turn (or is best used in longer duration games.) Boneyard, Vulture, Bonewall, Aflatoxin, Deathstalker, Oty, Gravitation firemaster, Chimera can only really be used long game, and thus I've decided not to put it into the third category. Acceleration, Enchant artifact (same reasoning as chimera,) Stone skin, empathic bond, Forest scorpion, Mitosis, fire spirit, lava golem, Seraph because it can choose to be immortal turn by turn, so even sow reflect decks wont negate him, but he has high enough damage and cost to be burst damage to also work in short duration games as well, Chrysaora, Ice bolt if your aiming it at their HP or a game changing creature of the opponents, Toad fish poisoning takes time and also the turn for it to use its ability makes it only really suitable for long duration games also puffer fish. Steam machine, Luciferin it does heal 10 HP like holy light, but it's second ability to give light makes it usually better for long lasting games and wont be completely overcome light holy light if you use it that way. Holy light's only other option is to kill a death darkness creature which is so situational that it's not worth it to rely on it that way unless you're vsing a master of death or darkness, they shall fear the holy light! Solar shield, Hope (same reasoning as chimera,) sanctuary, chained Wings, fireflyqueen, firefly, Procrastination, Golden Hourglass, Sundial, Scarab, Dune scorpion, Drain life, Parasite (same reasoning as toad fish,) Voodoo Doll (same reasoning as chimera) excpet VDB is a very good deck that has utilized voodoo doll for short duration game, so good job! Not mentioning chained cloak here because I just find it less and less effective as time wears on. Not that the effect changes, just less effective.
The third category: Dissipation shield, Mutation, Lycanthrope, Chaos seed, Fallen Elf's ability belongs here because it's more just so of something that happens but it kind of gets stronger in time and may deserve to go the 2nd category because it can mutate bad mutants, I didn't put it their though because a mutant could be worse then the original mutant for the situation. Antimatter, its kind of good in both short or long lasting games, but overall it's a good card. Flesh spider and it's upped form, stating both because of the drastic change when upgrading. Poison, Plague, Saphire charger and elite charger, Unupped gravitation Mercenary (upped is kind of a good rush card for short duration games,) Momentum, Gravity pull, catapult, gravitation salvager, antlion, plate armor, earthquake, iridium warden but when buffed it kills more and more creatures over time therfore would belong to the second category. Cockratrice, but upped it does some good damage to be in the first. Deflagration, rain of fire, blue crawler and upped it does great damage to be in the first category, mind flayer due to having not really game changing stats but skill is good, lobo, flooding, luci, it might belong here more so then the other, but whatever. Flying weapon, skyblitz, deja vu, fate egg, sundial although really good usage in long term decks, gotp+nightmare, liquid shadow, gargoyal's ability, lightning, Parralel universe, phase dragon, immortal, phase spider, (moves to second category when combined with wings,) fractal (basically a good stall break card in long term games and can be good at rushing, but especially for fractaling aether creatures its something that just happens.) and Mindgate (usually used in long term games however.)
I've forgotten rares for the most part because I can't look at them in the bazaar, and if you need any clearification to what the 3 categories mean because of a bad explanation leading to a misunderstanding, try looking at the cards and see if you can figure what I mean out. Cards in multiple categories because they deserve to be in their according to the versatile play of the card. Remember, bravery is really the only card that belongs to all three categories. Sofo kind of could too if it was a spell that allowed you to explode 3 permanents and then cast black hole.