Kuroebi’s Tips: Starting Take Two – Part 3
I’ve talked a bit about strategies for Take Two over the past couple of articles. I hope you’ve been able to learn a thing or two from them. Building off of the last article, I’d like to introduce noteworthy cards for the remaining classes.
Dragoncraft
In Take Two, the benefits of increasing your play points are weaker than in constructed matches. The discard mechanic also contributes to the class being considered somewhat less stable in this format compared to other classes. Taking a look at some followers, Death Dragon and Island Whale have great core stats. However, their lack of abilities rules them out as actual threats.
The combination of the discard from hand effect with Luxfang Kit, however, is a unique strength for this class. If you can heavily influence the board with this combo, it will give you a strong advantage. The class also has some AOE (Area of Effect) options, allowing it to fare reasonably well against Swordcraft. However, this AOE isn’t enough to handle Shadowcraft. As long as Shadowcraft remains a popular class, this obvious weakness will be exploited, making matches difficult.
Noteworthy Dragoncraft Cards
Many of the effects that make you discard a card from your hand are powerful. This has always been a tricky mechanic to utilize, because a smaller hand means fewer options. Luxfang Kit alleviates this dilemma and allows Dragoncraft to make tremendous plays. The card also compliments the Take Two strategy of creating board advantage. Depending on the number of cards you draft that have a discarding effect, you’ll want to prioritize picking this one.
Cunning Wyvern is a 5-cost follower with average stats, but it has a rather powerful Last Words ability. It should be able to hold its own when the evolutions start flying. The Blazing Breath you acquire is a 1-cost card, which is perfect for discarding. Overall, the card is a rugged supporting follower that will allow Dragoncraft to keep breathing fire without running out of steam.
Shadowcraft
Shadowcraft has a plethora of followers with Last Words abilities. This means one card can often be converted into multiple cards, allowing you to apply constant pressure. The more trades there are in a game, the more Shadowcraft will benefit. Being persistent in the early, mid, and late game allows you to steadily control the board, whether you go 1st or 2nd.
Noteworthy Shadowcraft Cards
This is a powerful card in Take Two because it can serve two purposes with its Enhance ability. Voices of Resentment is a spell that deals two damage in the early game. But in the late game it can help you clear two big followers. This card should further bolster Shadowcraft’s endurance in battles of attrition.
This follower has high Defense and Bane, making it difficult for your opponent to deal with. A 5-cost card, Soul Glutton is great for joining the fray of an evolution battle. It puts pressure on your opponent to deal with it immediately or risk it trading for 2-3 of their followers. Cards that force your opponent to take awkward turns are pure gems in Take Two.
Bloodcraft
The release of Rise of Bahamut increased the number of outstanding followers in Bloodcraft. Together with powerful cards that benefit from Vengeance, the class has become remarkably flexible. There are more evolution-focused followers, such as Squall Lancer and Flood Behemoth, and the class now has much stronger board control and no longer needs to rely solely on Vengeance. But it is jaw-droppingly powerful once in Vengeance. Bloodcraft players will inevitably include cards that inflict damage to their own leader. All classes have ways to deal sudden burst damage to the opposing leader, so you will need to manage your leader’s defense very carefully. Assess the risks and rewards before executing each play.
Noteworthy Bloodcraft Cards
Alpha Wolfman is a 3-cost follower, but it truly shines from the midgame and on. Having Bane gives it the edge in battle. Play it while in Vengeance to get two for one and give your opponent a headache. When facing a Bloodcraft opponent, it is extremely difficult to decide whether or not to put them in Vengeance. But many players will often opt to go all in and put the Bloodcraft player into Vengeance. This means you can expect to see two of these on the board surprisingly often.
Upon evolution, Squall Lancer can normally be used to take out two enemy followers. However, it could potentially deal with a third follower, too, if you are in Vengeance. This is a powerful silver card added to Bloodcraft with the release of Rise of Bahamut. As long as it is not paired with a terrible card, it should be a prioritized grab during your Take Two draft.
Havencraft
This class is great at controlling the board by evolving followers like Priest of the Cudgel and Ancient Lion Spirit. The general game plan is to proactively play followers and amulets early on, then take the lead on turns 4 and 5 by securing board dominance. If you ignore the fact that countdown amulets require a delay before they activate, amulets like Beastcall Aria offer great cost performance. However, including too many amulets could make you vulnerable to opponents who have smooth board development. Be wary of this!
Noteworthy Havencraft Cards
Beastly Vow is an amulet commonly seen in constructed matches. In Take Two, it is an important cornerstone of the Havencraft arsenal, because it summons a 4/4 follower on a short countdown. The Veteran Tamer is a 2/3 with a bonus 4/4 (once the countdown ends), providing tremendous value. This card definitely helps Havencraft control the board from the midgame.
In a way, you could say that Damus, Oracle of Iniquity has an ability that is more troublesome than Bane. It will destroy any enemy follower that attacks, no questions asked, making it difficult for the opponent to use Rush or evolution. It can be extremely powerful from the midgame to hide this card behind another follower with Ward. On the other hand, being a 3/2 follower is nothing to brag about.
Over these last three articles I have introduced some of the basic elements of playing Take Two. Although it may have felt rushed, I hope you enjoyed the series.
I’m sure there will be more opportunities to play Take Two in the future, and the format will only gain more depth as cards are added via new card packs. I would love to do a follow-up series when new card packs are released, detailing how new additions affect the Take Two metagame. Stay tuned!