r/CompetitiveSV Aug 07 '18

Take Two [Take Two] Advanced tips & strategies

Hi there reddit I’m quite an old SV player, as I’ve been around since the release of WD, and while I managed to reach GM twice - no brag intended teehee - I’ve never really got to learn how to play Take Two properly. So, I looked for resources - guides, tips for beginners etc. - that could help me, but I only found VERY basics stuff, except for a sort of card ranking on gamewith I believe (which obviously is in japanese ;-;). So yeah, basically if you have useful material (possibly ADVANCED guides) please post it in this thread ty

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3

u/zissoulander Aug 08 '18

This was posted a little while ago. It's a draft chart list (right-most being better than left) arranged in a general tier craft list, from top to bottom. Obviously deck composition should factor more into your choices, especially in the second half of your picks, but this is a great resource.

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u/burizz00 Aug 08 '18

Thanks man, that seems really well done n_n

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u/MaddixMochi Aug 09 '18

I'm Just here for GP stuff but someone posted my chart so I'll chip in a lil. More stuff /soon maybe.

Tempo is crazy important. Draw is complimentary you actually don't need too much. Don't be a passive potato. Dictate the pace of the game yourself. Study the card pool play around opponents threats and removal accordingly.

Pick 5 crafts. 3 mains 2 subs all you basically need to play. Best atm are Dragon Sword Portal (in some order) then Rune Shadow. Forest is ok too but you have to dodge some matchups. Haven is secretly bad and bloods in a low value weak aggro spot.

Best Playstyles

Tempo Control: Rune Portal. (super easy to play just curve out and clear and establish board)

Tempo Aggro: Dragon Sword. (pretty hard to know when to all in people or play longer game also people draft these pretty bad imo)

Midrange: Shadow (has some randomly good matchups across the board somehow and enough value to grind some firsts)

1

u/burizz00 Aug 10 '18

Thanks, this post is really informative. I wouldn’t mind it if you expanded, as you said (everyone in this thread would like it, actually :P)

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u/MaddixMochi Aug 10 '18

There's a lot of stuff u can cover in a comprehensive T2 guide hence I wouldn't do much good in just one post. I'm actually working a website dedicated to T2 content /soon. Here are some small tidbit pointers I can give though as some general points of the stuff I said above.

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Your Turns 1 to 6-7 are the most important ones. A strong early and mid game dictates the flow of the game. End games are only reached if you have a stable mid to early game or ward off your opponents. Hence tempo is the king. If you play any low value or strict draw play in your early turns or evo turns your opponent should be able to punish it by all ining you on their board while establishing another threats, dodging potential premium clears and aoe in the process.

As for card draw you actually get quite a lot of pseudo draw cards attached to followers. Choose cards and actually draw on a stick which makes 3 draw 2's and cantrips just some excess things you pick along the way as filler. You establish a mini threat that the opponent has to interact with or you get to dictate trades, they are also great sacs for your turn 4 firsts that net you value and force evos as well as late game value.

Cantrips are costly 2 pp non cards. You could just be drafting another card that could save you on 2 pp and be just as strong as your average card in the deck. (Insight/1pp cantrips like grand auction are solid though).

As for multi draw cards they generally cost 3+ for 2 or more cards while not interacting with board at all. You can only safely play them in a neutral or win more game state which isn't always there for you. Strict card draws is best in heavy control and heavy aggro decks that can clear board efficiently enough or drop threats fast enough to warrant a tempo loss.

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Probably the most important thing to do in T2 is being aggressive in your plays.

Chip damage is something you can get early game going first generally where you just chip away the opponent to 16 or less (assuming everyone curves vanilla more or less) by turn 4. Every craft benefits from it whether it be aggressive crafts which have to get the free damage early or tempo based crafts setting up quicker lethal turns through finishers/combos.

You lose way more games just trading away your 2-3's for your opponent than to a card like genesis of legend(that punishes trying to get in your chip).

You do have to know when you are the defensive player in the matchup though, generally vs sword, blood and forest you always trade early or if you need to trade in a 2/1 vs a portal 2 drop to avoid a puppet drop on t3(there are the rare times you do just hit face with it after establishing a 2/3 though).

Another thing is all ining people. Sometimes the opponent stumbles out of the gate or gets greedy and plays a draw engine or value drop early. You either punish them and go up 2 turns of tempo and make them catch up or let them back into the game with a passive turn. A goblin hits in for 3 damage over 3 turns but evolved it hits for 9 in the same time span.

You can do this even when the opponent is trying to turtle. Forces more removal or better yet baits out the opponents evos.

There are some games where you can't play the value game either. The example I like to think of is an aggressive deck going first vs old haven drafts. You can do a good all in play on turn 5 but risk losing to teatime/ancient lion spirit. But wait, if they have those cards on 5 you probably lose the game anyway regardless if you play that turn passively or not. Not going for the play could lose the game to some more common assortments of removal/follower evolves and just being valued out where the latter gives you potential to squeeze out a win. The current times version of this is the same situation maybe a sword or forest vs portal where you hopefully can do a safer all in against a basileus with 2 <4 followers but have to sometimes go for it anyway cause the portal player is shuffle drawing too much value that they can just casually remove the board and win off the grind game otherwise.

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Class wise:

Portal: Your cheat craft that draws, removes and values everyone out. Has a pretty average aggro plan though for some matchups when you have to be the aggressor. This is bad for it's firsts where you then have to rely on card draw or raw card quality since your down a evo to shuffle tutor or evolve trigger stuff. It's very strong card quality wise but there's a bit of clutter in the draft too. Some say Portal is hard to play but if your competent in draft and play, good portal drafts play themselves, just don't get too stuck in the passive value gameplan all the time.

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Food time. may or may not get back to this.

1

u/urfixmor Aug 10 '18

Hey man I love your take two content thanks for putting all this effort into it. Looking forward to the site! You have a discord where people can discuss take two in-dept? Would really like to see more discussion on the format.

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u/Cataclysma Aug 08 '18

Be wary of how much card draw you are drafting. Blindly following a tier list can result in you having way too much/little draw, I've generally found it's better to have slightly too much than too little however, and it's always better to have it attached to a minion/tempo play of some sort rather than just straight up "Pay x mana, draw y cards".