Elliot Gale

Comprehensive Guide: All You Need to Know About Take Two (WIP)

28 posts in this topic

Yeah, yeah, I've been slacking on the Dawnbreak, Nightedge update, in part because I wanted to take the time to do in depth research but couldn't quite do so for a couple of weeks.

Classes now appear to line up like this:

1) Dragon, Haven

2) Sword, Portal

3) Forest, Blood

4) Rune, Shadow

It's interesting to note that the gap between tier 1 and 2 is much smaller than it was for CG; all 4 classes are very good due to oozing value and having cards that inevitably push for game or otherwise prevent stalemates. The main distinction is that you can expect Dragon and Haven to very consistently do their unfair things, while Sword and Portal are slightly more prone to run out of gas on account of their main offenders being in higher rarity brackets.

The tier 3 classes perform well in shorter games and are good at creating favorable trades. They don't, however, possess their own innate infinite value cards, so you can expect them to come up short when opponents get the chance to use theirs.

Tier 4 feels significantly better to play than it used to; you don't want to pick one of these classes if you're in to turn profits, but they have plenty of cheesy interactions that can steal games if you're not familiar with their card pool.

Neutrals are much less overbearing than they used to be, with the exception of a new addition in Moon and Sun. Amaterasu and Tsukuyomi run away with games very easily if they're not banished, transformed, or silenced, and they're a major reason behind why Tier 1 and 2 look this way.

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2 hours ago, Elliot Gale said:

Yeah, yeah, I've been slacking on the Dawnbreak, Nightedge update, in part because I wanted to take the time to do in depth research but couldn't quite do so for a couple of weeks.

Classes now appear to line up like this:

1) Dragon, Haven

2) Sword, Portal

3) Forest, Blood

4) Rune, Shadow

It's interesting to note that the gap between tier 1 and 2 is much smaller than it was for CG; all 4 classes are very good due to oozing value and having cards that inevitably push for game or otherwise prevent stalemates. The main distinction is that you can expect Dragon and Haven to very consistently do their unfair things, while Sword and Portal are slightly more prone to run out of gas on account of their main offenders being in higher rarity brackets.

The tier 3 classes perform well in shorter games and are good at creating favorable trades. They don't, however, possess their own innate infinite value cards, so you can expect them to come up short when opponents get the chance to use theirs.

Tier 4 feels significantly better to play than it used to; you don't want to pick one of these classes if you're in to turn profits, but they have plenty of cheesy interactions that can steal games if you're not familiar with their card pool.

Neutrals are much less overbearing than they used to be, with the exception of a new addition in Moon and Sun. Amaterasu and Tsukuyomi run away with games very easily if they're not banished, transformed, or silenced, and they're a major reason behind why Tier 1 and 2 look this way.

I haven't played much Take 2 this expansion, so I can't comment on the tier list itself, but Moon and Sun turns this tier list on its head. Every deck is tier 1 if it has a Moon and Sun in it regardless of the class, possibly closer to tier 0 due to the power level of this card. It's possible to play up Haven and Portal as counters, but they aren't guaranteed to have banishment on a regular basis despite being the two classes that have the most banishment since it's realistically 1 banish card that they have for it (in Blackened Scripture and Substitution, respectively, since other banishment tools are far too expensive to deal with a 3pp card) and they have the challenge of drafting that card and knowing if they can play around a legendary card in any particular game.

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Yes, I very much agree. Moon and Sun is a major problem card that ought to be banned, as it dramatically affects match outcomes across the board unless neutralized immediately. But it's not as though I'm saying Haven and Portal are top tier classes exclusively because they can out it; they're strong in their own right with the banish being a cherry on top. It's more that Tiers 3 and 4 are worse than they could be due to not having native answers to Moon and Sun in addition to other major value cards. I also don't believe Moon and Sun is strong to a point of giving those classes a realistic fighting chance against solid drafts from Tiers 1 and 2, particularly Dragon, who doesn't even have a native banish, just gross amounts of inevitability and do-everything cards.

Failed to mention it above, but everyone should be placing very high priority on Paradise Vanguard regardless of class and strategy, as he has no downsides and could very well save your life against Moon and Sun.

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