I'll just do a simpler ranking here rather than update the topic post for now (WIP):
Nymph's Tears - A rush made out of solely NTs, pillars, and some other support cards (Long Swords, Dry Spells, Arctic Squids, etc.) can go a long way. Pairs especially well with Water pillars because of the Nymph having the same ability but cheaper. However, you can also add pillars of some other elements to great effect (such as Time, Dark, and Air to name a few). Only real drawback (besides RNG and being countered by another deck) is that if the Nymph dies too early, you're gonna have to pay that 6/7
again. RT is also an obstacle. 9.5/10
Adrenaline - Pretty good rush card, since the multiple attacks allows for increased damage and can absolutely demolish Bone Wall. Also responsible for making flying Druidic Staves monsters that can deal 8 damage and heal 20 HP each. However, if the creature is killed or RTed that's one or two cards down the drain. More situational counters include Fire Shield and poison damage (such as through Parasites or Plague). In most cases it's much better to use the Nymph instead. 8/10
Basilisk Blood - Much better than I initially thought when making this ranking. 6 turns is a very long time for a creature to be out of commission for, and most decks that can utilize it have already won by then. Another thing is that its low cost makes it easily splashable in rainbow decks. In some cases the 20+ HP has a niche use, Voodoo GP and It's A Trap come to mind. 8/10
Rage Potion - RP is still a good card, but not as a damage booster like I initially thought. 5 damage to a creature is just as potent as Lightning, one of the best CC cards in the game. It's main drawback is that if you don't have enough RPs to kill a creature with more than 5 HP, it hits even harder than before. Most effectively used in Firestall, since more often than not Fire Bolts are better used on your opponent rather than other creatures. 7/10
Antimatter - Not the best soft CC, but if your opponent has no way of removing an AM'd creature it can potentially cause a huge dent in their game plan. Mainly used in stall decks that can afford to splash Entropy, such as Light and Darkness duos, but some rush decks can use it to widen the damage gap. Still quite an expensive card, and Liquid Antimatter is not a very good FG grinder let alone a good PvP deck. 6.5/10
Black Hole - A really good denial card when used with Discord and some other denial cards, but not always useful by itself even if losing 3 quanta can be devastating. Can cause a serious dent in rainbow decks, but not always by itself even if you know your opponent will bring one. In some cases, SoFo and Amber Nymph are more useful than BH itself. This card is especially good in unupped, but not always as useful in upped. 5.5/10
Unstable Gas - A card that can be effectively used in OTKs, and doesn't automatically backfire without the combo. Some creature support helps it too, especially upped Fireflies with SoFree. However, PC can hinder the strategy of people using the card and Air Nymphs straight up outclass this card. 5/10
Quintessence - More expensive than its worth, and is outclassed by Anubis and Turquoise Nymph (and even then, those cards are just as bad). SoW Reflect is a good strategy to take other rush decks by surprise, but can be played against relatively easy and backfires if the opponent doesn't have creatures. Also, that strategy only works with six creatures. Despite this, Quint is used in SoW Wyrms, which is a decent enough War deck for Air (and maybe Aether). 4.5/10
Precognition - Mainly used to thin the deck, but is straight up outclassed by other Time spells and draw acceleration cards, especially it's Nymph. Despite this, it still has niche use in combo decks such Dazzling Dolls and doesn't become a dead card since it replaces itself with another card. Otherwise it doesn't offer much card advantage, if at all. 4/10
Aflatoxin - An expensive card that is difficult to fit into a deck. It's main strategy is used to kill a creature and fill the opponent's field with useless creatures, alongside a Skull Shield. However, this strategy backfires if the shield is destroyed, if the opponent has creatures with high HP, or if the opponent has no creatures whatsoever. Despite this, the strategy can work relatively well if the opponent has no way to counter it...which isn't often. It's not going to work against a faster deck. Yet another card that is outclassed by the Nymph in its element. 3.5/10
Liquid Shadow - Can be used to lobotomize creatures, but you're better off using actual Lobotomizers or just hard CC in unrestricted. Combos it can be used in, such as Liquid Antimatter, are mostly situational. Overall, this card is ok with support but not useful enough to justify using the card by itself. 3/10
Luciferin - My original reasoning for putting it at 5/10 was that it could help make non Aether/Light RoL Hope decks, but at the same time you don't need to use Luciferin to do that. The 10 HP is slightly helpful, but there are plenty of other much better ways to heal. The Light Nymph is good, but this is ranking the cards themselves, not the nymphs. 2/10 or lower.
More compact ranking:
NT
Adrena/BB
Rage Pot
AM
BH
UG
Quint
Precog
Afla
Liquid Shadow