Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
:siren:Out now on Steam, and mobile IOS and Android platorms. :siren: Reroll on mobile devices or emulators like Nox first, read below about rerolling :siren:

:supaburn: The third expansion Tempest of the Gods is out now :supaburn:



Shadowverse is an free-to-play online CCG very similar to Hearthstone in that the play phases are very simple: when it's your turn you automatically draw a card, turn start effects automatically activate by themselves, you play your cards and when you end your turn it's your opponent's turn and you don't do anything or play any cards during their turn. Shadowverse is developed by Cygames, a popular japanese mobile game developer who made Rage of Bahamut and Granblue Fantasy, which is where the cards of this game draw their art and characters from. On the Shadowverse staff are also six MTG pros and when they win in a major tournament everyone in Shadowverse gets free card packs!

If you're interested in online CCG you probably are playing or have played Hearthstone and so I'll dedicate this first section in selling to you why you should give this game a shot. The one of the major mechanic gameplay difference is that Shadowverse has a mechanic called Evolve which can boost the follower's stats and/or activate its special evolve effects if it has any, and this is the crucial part, give the follower the Rush effect which allows the follower to attack other followers even if it was just played. The player who goes first in the match gets 2 evolve orbs and can start using them at the fifth turn, and the player who goes second in the match gets 3 evolve orbs and can start using them at the fourth turn. How you manage your evolves is crucial to the game. The other major mechanic gameplay difference is that each class plays differently and has different resources to manage and keep track of.

As for other differences compared to Hearthstone:

Positives imo:
-40 cards in a deck, maximum 3 copies of each unique card including legendaries
-:siren:Much less RNG bullshit:siren:
-All classes and many decks viable in the meta
-Every classes can build vastly different types of decks
-Every expansion so far has allowed classes to play new deck archetypes
-Combo decks are a thing that exists in card games wow!
-Control decks actually work like control decks in other card games, not the stall the game out for half an hour thing
-You and your opponent don't go around drawing off class and off deck cards
-Almost double the legendary drop rates compared to Hearthstone
-Each card pack has 8 cards
-You can average around 1.5 card packs a day from dailies and login bonus but sometimes you can even get 3 or 4 card packs from dailies and logins
-The game is highly successful in Japan so unlike most other free to play games there's no worries about the game suddenly flaming out and the developer stop updating or shut the servers down
-You don't need to spend money to have a good time in constructed or reach the highest rank
-There's a counter for how many cards are in you and your opponent's hand
-There are alot of options for Private Matches with friends, including best of 3s, best of 5s, and free Take Two matches
-It's anime :shittydog:

Major negatives:
-There are crashing issues with the mobile versions of the game, especially if you play on older/unsupported devices.
-There is no match rejoining yet.

Negatives depending on your opinion :shittydog:
-Unlike Hearthstone you don't get 10 gold for every 3 match won. In fact you don't get any amount of gold for any amount of matches won. Gold in this game comes from dailies, login bonuses, Take Two, gifts and one time achievement/seasonal ranking rewards and there's plenty to go around so you do get rewarded just as much with much less time spent. You can even take this as a positive since you can't grind so you won't feel the need to grind hours every day for a pittance of a reward just to keep up with the meta
-There are only two main game modes right now, not counting Story, Practice and Private matches: Ranked and Take Two
-There are very little English resource sites out there right now for Shadowverse, with the main one being basically a bad translation of the main japanese resource site
-Some people think the UI is ugly compared to Hearthstone
-You don't get to see what your opponent is doing with their cards while they're thinking
-It's anime :shittypop:

Now that Hearthstone bullshit is out of the way I can talk about the actual game. Even if you have never played any type of CCG before it is really easy to learn how to play it because it is very simple to get started compared to most CCG. There are three tutorial battles so make sure you play them all, and in the story campaign the first mission of each class is a short tutorial battle explaining that class's unique mechanic. There are seven classes in the game and each one of them have an unique class mechanic to them. The following are a description of each classes and a link to some of their main meta decks but note that you shouldn't follow the decks by the letter in most cases but use them as a guideline and change cards as the meta changes for where you are in the ladder

Forestcraft

Also known as Elf in the japanese version
Class mechanic: Forestcraft keeps a counter on their UI of how many cards they have played that turn and many of their cards have an effect dependent on how many cards they played. To enable this mechanic, many of their cards summon a 1 cost 1/1 follower called Fairy.
How they actually play: As expected, their class mechanic sets them up for a very combo style of play. The former top 3 class in the previous nine months has fallen in a bit of a hard time in the current meta initially. But they got so many good cards that someone should be able to figure out howe to make them great again.
They can meme with Rose Queen decks.
Meta decks:
Wolf Bolt - A midrange deck that stalls vs aggro, chips away vs control and finishes with a white wolf drawn bolt combo.
Roach - An OTK combo deck that focuses on searching for roach and combo pieces.
Aggro - An aggro deck that focuses on fairy generators, fairy users like Tia and buffers like Blessed Fairy Dancer and Wind God.
Iconic cards: Rhinoroach, Ancient Elf, Cynthia, Crystalia Tia, Crystalia Aerin, Nature's Guidance, Demon Child May
Honorable mentions: Goblin Mage, Path to Purgatory

Swordcraft

Aka Royal in japanese version
Class mechanic: Swordcraft cards mostly gets defined as either an Officer or a Commander. Their cards interact with each other depending on if the other cards in play is an Officer or a Commander and there's a button on their UI that quickly lets you know which card is which.
How they actually play: Swordcraft underwent a sky knight revolution last expansion as a single boy propped them up on his thin back and carried them. They formerly played as the purest follower class in the game, drawing value out of having alot of easy to activate follower synergy. Now their decks are alot more specialized in how they're built rather than put a bunch of followers and win game.
They can meme with Castle in the Sky, Support Cannon and Rogue's Creed decks.
Meta decks:
Face - An aggro deck that floods the board early and then plays storm cards for the rest of the game.
Midrange - A midrange deck that plays ward, rush and storm cards and finishes with turn 9 Albert.
Frog - A deck focused around Vagabond Frog and buffing him. Variants of the deck includes having him as the only officer so you can draw him with Conscription.
Iconic cards: Albert, Luminous Mage, Aurelia, Floral Fencer, Quickblader, Alwida's Command
Former icons: Otohime, Sage Commander, Royal Banner

Runecraft

Aka Witch in japanese
Class mechanic: Runecraft cards can have a concept called Spellboost which increases the effects of the Spellboost card based on the amount of times you have cast a spell while the Spellboost card is in your hand. Their UI has a button that you can click to quickly see how many times each Spellboost card has been spellboosted and you can click on the card itself to see what its current effects are.
How they actually play: Runecraft is always one of the most played class despite having sub 50% win rate, with the exception of the last expansion when they enjoyed a high win rate. Runecraft as a whole is a class more focused on the order their cards are played which liken it as the solitaire class.
They can meme with Ginger decks.
Meta decks:
Daria - A tempo deck focused around spellboosted followers and Daria. Most variants are focused on direct damage to face and a few variants include the higher cost spellboost followers.
DShift - An OTK combo deck focused on drawing and spellboosting Dimensional Shift. The bane of control decks since the game was released, DShift's presence alone allows aggro decks into any meta since they are DShift's hard counter.
Earth Rite - Formerly a control deck focused on stalling the game out. Current variants include aggro and midrange, all focused around dealing direct damage, ambush and having Hulking Giant to pressure.
Iconic cards: Daria, Timeworn Mage Levi, Dimensional Shift, Flame Destroyer
Former icons: Merlin, Piercing Rune

Dragoncraft

Aka Dragon
Class mechanic: Dragoncraft has a mechanic called Overflow, which is a condition that automatically activates once they have 7 mana/play point orbs. Their UI tells you if you are currently in Overflow or how many more mana/play point orbs you need to trigger Overflow. Some of their cards depend on whether or not they have achieved Overflow yet and they have plenty of cards to ramp up their play points.
How they actually play: The former meme magnet of the game, they have now taken over the game with all the ramp, healing and board clears they have accumulated and gotten. Every dragon deck will want to ramp and with so many ramp cards released at all cost levels their chances of bricking into no ramp has decreased significantly.
They can meme with Phoenix Roost, Dragonclaw Pendant and Discard decks.
Meta decks:
Storm Ramp - A control deck focused on ramping to storm cards. The most popular of the ramp variants.
Neutral Ramp - A control deck focused on ramping to Sahaquiel and neutral legendaries. Variants also combine storm ramp and neutral ramp with the usage of Wind Reader Zell.
Face - An aggro deck focused on a little ramp, and drawing and playing storm cards, mainly Forte.
Aggro - An aggro deck focused on flooding the board and finishing with storm cards like Forte and Phoenix Rider Aina.
Iconic cards: Dork Dragoon Forte, Draconic Fervor, Aiela, Dragon Knight, Breath of the Salamander, Sibyl of the Waterwyrm, Wind Reader Zell
Former Icons: Fafnir
Honorable mentions: Bahamut, Sahaquiel

Shadowcraft

Aka Necromancer
Class mechanic: Though every class has the Shadow resource, which increases by one whenever their follower gets destroyed, or their non follower card gets used or discarded, Shadowcraft cards mainly take advantage of shadows by generating and using them. Their cards also tend to have alot of Last Word effects, which activate when the card gets destroyed.
How they actually play: Since release the class has been carried by Cerberus. Last expansion with the release of Nephthys they had a whole new decktype that didn't play Cerberus. However Nephthys has fallen a bit out with no Nephthys support this expansion as a skeleton, zombie and good doggie revolution uplifts the class.
They can meme with Lord Atomy, Deathly Tyrant and Death's Ledger decks.
Meta decks:
Aggro - An aggro deck focused on sticky last word followers and buffing them up. The strongest aggro deck right now.
Midrange - A midrange deck also focused on sticky last word followers but with a slower reliance using cards like Demonlord Eachtar and Zombie Party to keep refilling the board.
Nephthys - A control deck focused around Nephthys and making the best use of her ability.
Iconic card: Cerberus, Cerberus, Cerberus, mini Cerberus
Iconic non Cerberus cards: Deaths Breath, Prince Catacomb, Shadow Reaper, Phantom Howl, Demonlord Eachtar
Former Icons: Mordecai, Playful Necromancer, Nephthys, Underworld Watchman Khawy

Bloodcraft

aka Vampire
Class mechanic: They have a condition called Vengeance that activates only while your leader has 10 health or less. Their UI tells you whether or not you are in Vengeance or not currently. Alot of their cards have an effect that only activates while you are in Vengeance. They also have cards that focuses on damaging your leader so you can drop to vengeance quicker, and alot of their cards have the Drain effect which restores health to your leader equal their attack when they attack.
How they actually play: Formerly around the bottom of the class totem pole, Bloodcraft have gotten alot more potent with this expansion. They had alot of high power Vengeance card but the inherit risk of actually being in Vengeance to play made them very awkward to use in practice. Now with the help of Blood Moon, which enables Vengeance regardless of your health total, and cheap wards and even more cards that benefit from Vengeance they have become a powerhouse class.
Meta decks:
Aggro Bat - An aggro deck that has been the staple of aggro decks in the game since its release. Never the best aggro deck but always one of the cheapest deck for new players to build. It is focused on swarming the board and direct damage to face.
Vengeance Aggro - An aggro deck that focuses on going into Vengeance without Blood Moon to use cheap vengeance cards like Dark General and Demon Commander Laura.
Serpent - A midrange deck that focuses on drawing and playing Maelstrom Serpent in Vengeance. The control variant includes more control cards like Revelation and Righteous Devil.
Midrange - A midrange deck that focuses on direct damage with Temptress Vampire and storm followers.
Combo - Various combo decks that uses Baphomet, Azrael, Bloody Mary and/or Demon Commander Laura to do damage to face.
Iconic cards: Vania, Queen Vampire, Belphegor, Blood Moon, Yurius, Levin Duke, Revelation, Temptress Vampire, Righteous Devil

Havencraft

aka Bishop
Class mechanic: Their unique mechanic revolves around Countdown Amulets, which are amulets they have a timer that ticks down each turn and when it reaches zero it finally does something. Their UI has a button that allows you to quickly see the results of the amulets on the board. Their cards also tend to have alot of healing attached to them and the Banish removal effect, which removes a card from play without triggering its Last Word effect and doesn't return it to the discard pile.
How they actually play: The stall class of the game. They have no shortage of hard removals, board clears and healing which allows them to stall the game until they can play their win condition. Countdown amulets focused on summoning followers has fallen out of fashion with the class.
They can meme with Eidolon and Holy Bow decks.
Meta decks:
Garuda Storm - An aggro deck focused on storm follower amulets and enabling them like Garuda and Urd.
Aegis - A control deck focused on stalling until Heavenly Aegis can be played. Variants include Elana Aegis, which has more healing, and Sun Guardian Aegis, which has more wards.
Seraph - A control deck focused on stalling for, drawing and enabling Seraph Lapis.
Iconic cards: Priest Cudgel, Tribunal of Good and Evil, Themis's Decree, Heavenly Aegis, Seraph Glory Be
Former Icons: Moon Rabbit Al-mi'raj, Beastcall Aria, Winged Sentinel Garuda. Elana's Prayer

Neutrals

And of course there are neutral cards in the game that any class can use in their decks, many of them are viable and core to the decks and even some cards like the Prince of Darkness Satan and Path to Purgatory have decks built around them.
The iconic neutrals: Bellringer Angel, Unicorn Dancer Unica, Grimnir, War Cyclone, Satan, Path to Purgatory, Dark Angel Olivia, Bahamut, Lucifer, Sahaquiel

:shittydog:Rerolling:shittydog:
:siren::shittypop:R E R O L L I N G:shittypop::siren:

Rerolling is a major component of japanese f2p mobile game, which regardless of whether or not this is on the pc, is where its roots are from. When you finish the tutorial you get a bunch of free card packs (as of this post, 25 card packs). The idea behind rerolling in general is that you use the freebies from the start of the game to get the best results out of them as you can because it is your only chance in the whole game to keep trying at those results for free. I won't say rerolling is C R U C I A L to your enjoyment of the game but it's quick and easy and you really get a huge boost from having a couple of top tier legendaries in your deck. A legendary costs 3500 vials to craft and liquefies for 1000 vials if it is non animated. Let's say Average Joe starts the game, says gently caress rerolling and plays with what their starter card packs give him, which is one mediocre legendary. He will either try to fit that crappy legendary into his deck, or liquefy it, either way not counting gold cards he got about 1000 vials worth from his starter packs. Now Good Guy Goon reading this OP wants to follow sound advice and rerolls an account with six legendaries, four of them being top tier. If he liquefies the two mediocre legendaries, he will start the game out with 16000 vials worth from his starter packs, a 15000 vial advantage over Average Joe. And let me tell you it will take quite awhile for you to earn 14000 vial through the game normally, especially early on when you start and don't really have extras to liquefy from card draws. If we assume for Average Joe's first month or two you will get an average about 100 vials from a cardpack and he averages 1.5 card packs a day from login bonus and doing dailies and he doesn't manage to get any top tier legendaries from draws, it will take him a few months of playing every day just to be on the same level as Good Guy Goon after an hour of rerolling.

So you decided to reroll

If you plan on rerolling, you have to do it with the mobile version, and I suggest doing it with an emulator like Nox. Your Steam account is only able to link to a single account so you can't reroll with Steam. Don't worry, you can link the mobile version of your account to your Steam once you're done rerolling. You can also relink your Steam account to a different account.

Your very first try into Shadowverse you should play through the tutorials but after that when you reroll you can just skip all the tutorial events and battles. To reroll on the IOS you have to delete the app and then reinstall it. To reroll on Android you can clear your app cache through Settings>App>Cache or have root access and use a file browser to go to data>data>com.cygames.Shadowverse>shared_prefs and delete/rename the com.cygames.Shadowverse.v2.playerprefs.xml file (If you're on Leapdroid download the app Root Browser)

The second method for Android is preferable because you can then copy the playerprefs.xml so you can keep rerolling while keeping that account in case you don't get a better reroll later on.

When should I stop rerolling

This is up to you really. *MY Suggestion* is atleast seven legendaries with atleast two of them being top tier legendaries for your preferred class, or atleast six legendaries with atleast four of them being top tier legendaries. I also recommended having atleast one neutral legendary. You can always stop sooner, play around for a bit to see how the game actually plays out, and see the various decks. Then you can decide what you really like and if you want to play certain classes and so you can reroll until you have atleast two top tier legendaries for the class you want to play.

The following are my reroll tiers of the class legendaries followed by the neutrals. The cards with an asterisk means they come from the expansion pack Darkness Evolved, two asterisks means Rise of Bahamut and three means Tempest of the Gods.

SS Tier

Forestcraft: Ancient Elf - Core class card, you want 3 of in every forest deck. She's a vital combo piece which makes her future proof as it would be hard to print a better card that can ward at 3pp and return all your cards.
Dragoncraft: Forte - Core class card, you want 3 of in every dragon deck. 5 damage storm for 6pp makes her one of the best storm cards in the game.
Swordcraft: Albert** - Core class card, you want 3 of in every sword deck. His amazing flexibility in being a 3 damage storm for 5pp or 3 x 2 damage storm for 9pp with damage immunity allows him to be in every type of deck .

S Tier

Swordcraft: Aurelia - Core card in midrange and control decks which you would want 3 of. She's a very powerful ward at 5pp which makes her future proof.
Runecraft: Daria** - Key card in Daria decks which you would want 3 of.
Bloodcraft: Belphegor*** - Core card for most decks which you would want 3 of.
Dragoncraft: Sibyl*** - Core card in ramp decks which you would want 3 of.
Shadowcraft: Cerberus - Core card in aggro decks. She's also a core card in midrange and control decks that doesn't use Nephthys. You want 3 of her in any deck that uses her.

A Tier

Forestcraft: White Wolf** - Core card in the wolf decks which you would want atleast 2 of. He's future proof as his tutor effect is just so powerful.
Shadowcraft: Demonlord Eachtar*** - Core card in non nephthys midrange and control decks.
Bloodcraft: Queen Vampire - Useful card in all non aggro decks.
Bloodcraft: Bloody Mary* - Key card in Bloody Mary decks which you would want atleast 2 of. Her unique ability to enable combos in bloodcraft makes her future proof.
Swordcraft: Tsubaki - Useful tech card in all decks.
Runecraft: Hulking Giant*** - Core card in earth rite decks which you would want 3 of.
Dragoncraft: Ouroboros*** - Useful card in ramp decks, probably don't want more than 2 of.
Havencraft: Moon Al-mi'raj - Useful card in all haven decks.
Havencraft: Enstatued Seraph* - Key card in Seraph decks which you would want 2 or 3 of. Some people swear by only having no more than two in the deck.
Havencraft: Heavenly Aegis*** - Key card in Aegis decks which you would want 3 of.

B Tier:

Forestcraft: Elf Queen*** - Core card in non aggro decks but only need exactly one of in any deck.
Forestcraft: Crystalia Tia* - Useful card that can go into most forest decks.
Swordcraft: Roland the Incorruptible*** - Tech card for control and commander decks.
Bloodcraft: Bloodhungry Matriarch** - Useful card in control decks.
Bloodcraft: Soul Dealer - Core card in vengeance decks.
Bloodcraft: Maelstrom Serpent*** - Key card in serpent decks which you would want 3 of and useful card in non aggro decks.
Shadowcraft: Lord Atomy - Meme card, you want 3 of him in Atomeme decks.
Shadowcraft: Nephthys** - Key card in Nephthys control decks which you would want 3 of. Her unique ability makes her futureproof.

C Tier:

Swordcraft: Sea Queen Otohime - A former core card of midrange decks, she's been a bit powercreeped out with each successive expansion as other class have better combo board floods. In the future expansions she might see a return if Gawain decks get support.
Swordcraft: Gawain of the Round Table*** - Misses the mark just a bit. Very hard for him to breath right now in the current meta.
Forestcraft: Rose Queen - Meme card, you want atleast 2 of her in rose queen decks.
Runecraft: Wordwielder Ginger*** - Key card in Ginger decks which you would want 3 of. However right now that deck is meme tier but she's been promised to receive more support in the future expansions.
Runecraft: Sun Oracle Pascale* - Dubious value.
Runecraft: Arch Summoner Eramus - Useful card in Ginger decks.
Runecraft: Merlin - Former core card in DShift decks, now a bit powercreeped out as most people are experimenting replacing her with Freshman Lou.
Dragoncraft: Imperial Dragoon** - Useful card in discard decks as a finisher.
Shadowcraft: Lord of Flies* - Useful card in non Nephthys control decks but his slot is a bit powercreeped out.
Shadowcraft: Minthe of the Underworld*** - Unique ability should make her futureproof. However no one has currently found a way to use her yet.
Bloodcraft: Beast Dominator - Not the best card to put in decks but she's way more usable than she used to be.
Havencraft: Eidolon of Madness** - Meme card. Its unique ability makes it futureproof.
Havencraft: Dark Jaenne*** - A possible tech choice in some decks but she's really awkward to use right now. Sees the most experimental use in Garuda storm decks.

D Tier:

Swordcraft: Alexander* - Tech card in control decks but he's been powercreeped a bit since his release. When he was released he could clear most boards and still survive, now days he's a spend your turn to kill maybe one or two followers.
Dragoncraft: Zirnitra - Not bad but she's been powercreeped out.
Dragoncraft: Fafnir - Not bad but he's been powercreeped out.
Shadowcraft: Pluto - Very rarely used tech card in non Nephthys control decks.

E Tier:

Forestcraft: Fairy Princess - Understatted 4/4 for 6pp and comes with no board presence. Without a 0 cost card in hand you don't even want to play her on curve because you won't be able to draw next turn. There's just better and easier to use fairy generators.
Forestcraft: Deepwood Anomaly*** - Potentially usable when forest's standard cards possibly get rotated out next year but until then it is hard to see a use for this thing.
Dragoncraft: Dragonsong Flute* - Just a weird and awkward card with anti synergy.
Runecraft: Mythril Golem* - Awkward card that is useful only in a spellboost deck but no spellboost deck would want to use this card.
Havencraft: Jeanne D'Arc - No place for her.

Vial Tier:

Havencraft: Skullfane - He was already useless before he was powercreeped by Eidolon.

Neutrals:

Prince of Darkness/Satan - Either he is the key card in your control deck that you built around to counter his weaknesses or you don't use him in your control deck at all. Note: Depending on how the meta shakes out it could be that he is too slow to use
Lucifer - Useful card in control decks. For most classes he is their best healer
Gabriel - Good card in midrange and control decks. However she requires a board to use
Dark Angel Olivia* - Core card in all non combo control decks which you would want no more than 2 of.
Odin* - Core tech card in all non combo control decks which you would want atleast 1 of. For most classes he is their only answer to last word cards
Bahamut** - Useful card in control decks. Board plus amulet removal and a fat body all in one card. Only against Havencraft and Shadowcraft is it a bad idea to play him and on the flip side he is even better in control haven and shadow decks
Sahaquiel** - Useful card in control decks heavily reliant on neutral legendaries, specifically she combos well with Lucifer, Bahamut and Israfil. Her unique power makes her futureproof
Israfil*** - Really shines when paired with Sahaquiel in neutral decks
Zeus*** - Mainly for neutral decks


If you're not sure if your legendaries are good enough to stop rerolling you can always just ask here in this thread. Don't list your gold cards though, they don't matter.

Do I have to pay money/should I pay real money to keep up with the meta
No. The game is pretty generous, like I said you average about 1.5 card packs a day from logging in and doing dailies which averages about 1 legendary a week. If you do want to pay money because you want to support developers or whatever, do note there is a daily deal where the first card pack you purchase with cash is half off, so rather than splurge on buying 10 card packs at once, you can instead buy 20 card packs with that same amount of money over a period of twenty days.

There are also prebuilt decks now you can buy. The decks themselves aren't very good but you are mainly buying them for their legendaries and gold cards. They have a much better value for your money than buying packs if the prebuilts have the legendary and gold cards you need.


Take Two aka Arena aka Draft mode
Take Two is where you spend 150 gold to play in a mode where you select a class out of three random classes, draft a deck of 30 cards and play against other people's drafted deck. Once you do it five times you get a reward chest for how well you did. When you draft you get a choice between two pairs of card. The first and last pair of cards that you draft are always gold or higher.

Unfortunately there are very little english resources out there on how to draft well in Take Two. A good idea is if you haven't decided if you want to really play this game or seriously reroll or reroll for a certain class is to play Take Two with the three tickets that you get after finishing the tutorial. It gives you a chance to play around with the legendaries that you don't have and also get a feel for Take Two.

If you have played Hearthstone then the concept of Take Two is very similar and their general arena drafting guide applies for Take Two. The meta for Take Two is generally slower than constructed/ranked so your mana curve should reflect that. Generally you want cards that are reliable and don't depend on combos you may not be able to draft. This means if it is available you should pick classes like Shadowcraft or Swordcraft since their cards are reliable for all stages of the game while avoiding classes like Runecraft and Forestcraft because they don't have alot of standalone reliable cards. Board presence is important in Take Two so given a choice you would want a follower over a spell or amulet unless that spell is very good or that amulet is really, really good. Removals and board clears are a premium and are not usually played around in Take Two so they have extra worth to draft. Certain cards are also much better in Take Two than constructed/ranked play because of Take Two's slower meta and 30 card decks.

Ranked aka Ladder aka Constructed mode
This is the mode where you play with the 40 card deck that you built with the cards that you drew/crafted. There's no magic bullet deck for climbing all of ladder because the meta changes in the ladder. Generally, the meta of the lower levels of the ladder is faster and has more aggro decks because very few have a true completed deck while higher up in the ladder will see the meta be slower as people will have mostly finished their decks. But see what your opponents are playing against you and change your deck as a response to what the meta for the part of the ladder you are in if you want to make progress. Note that once you reach a new letter grade aka B or A, you can not drop out of it - This means if you rank up too fast with not enough deck variety you could be stuck in a rank way too out of your reach.

Deckbuilding
There's too much about deckbuilding to fit into one post. You want to see what cards you have, what the meta around you is doing, and make a deck based on that. Check out the class meta decks I linked above and check out the resource sites I'm going to link below. Make sure that even when you are netdecking that you modify the deck to tech cards against the meta you're facing. Play around and don't stress too much about losing.

Should I liquefy xyz?
Unless you have 3+ copies you really shouldn't

Japanese dub :shittydog:
For Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=788439931

Idolm@ster sleeves/emblems :shittydog:
http://steamcommunity.com/app/453480/discussions/0/152390648098880643/

Other Tips
-Once you finish rerolling you want to play through the story campaign. There's alot of rewards for beating each class such as story only cards and Take two tickets. Swordcraft and Havencraft especially want to play their story campaign since they get their core unit, Floral Fencer and Priest of the Crudge, respectively from the story. The story is beatable with the default decks but if you rerolled you should have no problems.
-You get a one time 200 gold achievement reward each for beating the elite practice AIs
-You don't want to liquefy every card except for the cards of your chosen class because it will make doing your dailies a bitch
-Private Take Two are completely free to play so if you can find someone to play with you it is a good way to get used to drafting and also play around with how certain classes and their legendaries perform. It's also fun as poo poo
-While starting out don't worry about saving vials to craft a legendary, crafting good bronzes, silvers and golds are more important.

Resources
https://shadowverse.com/ - Official English portal
https://shadowverse.gamewith.jp/ - This is THE resource site to read about cards, decks, analyses, and Take Two strategies. However it is in Japanese so you would require a translator
http://game-ai.jp/?from=menu - Another japanese resource site, with experimental decks posted by japanese master players
https://shadowverse.gamepress.gg/ - This is basically the gamewith site translated into English but it is missing alot of the card and deck analysis, doesn't have any of the Take Two stuff, and translates much slower than the above updates. But when you don't want to run Gamewith through a translator this is your only current English option really
http://syadoreco.com/metareports/index - Japanese site for reporting the current meta stats
http://shadowlog.com/s/trend/ - Another Japanese site for reporting current meta stats

https://shadowverse-portal.com/deckbuilder/classesDeckbuilder you can use to share decks
https://www.twitch.tv/directory/game/Shadowverse - It's good to see how people use their evolves since that is a new mechanic not in Hearthstone or anywhere else really. Also Take Two streams are good to see how they draft and play their deck since most streamers go 4-1 or 5-0
A 4chan google sheet for Take Two - Yo if you don't want to run Gamewith through a translator you don't have much options for Take Two info. This sheet is one sole person's opinion on Take Two but in general it's alright and it's a start/better than reading nothing because a good draft is miles better than someone's random poorly thought out draft


Don't use this thread to talk about/criticize Hearthstone thanks




Vanilla Mint Ice fucked around with this message at 17:39 on Apr 11, 2017

Adbot
ADBOT LOVES YOU

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
Goons friendlist

Vanilla Mint Ice 470 475 443
Tadders 804 990 701
AfroSquirrel 591 812 724
Clarste 856 018 820
MagusProject 227 871 187
Cinnamon Bear 955 463 724
Talmonis 422 287 816
Tortolia 689 420 568
Yakiniku Teishoku 541 288 767

Vanilla Mint Ice fucked around with this message at 05:58 on Jan 21, 2017

InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.
You ain't got poo poo on triple headed dog girl.

bloodychill
May 8, 2004

And if the world
should end tonight,
I had a crazy, classic life
Exciting Lemon
Game has potential but boobmancer is too op

Det_no
Oct 24, 2003
I'm weirded out because I learned of this game like three days ago and I can't stop seeing it loving EVERYWHERE since. I even read complaints about the steam version taking ages, got disappointed, and then they confirmed the release like a day after so clearly I'm destined to play this poo poo.

Here we come, anime tiddies and horror.

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer
take two is pretty fun. i've done 4 runs so far and working on my fifth, 5-0 and 4-1 with shadow, 4-1 with sword, 4-1 with haven. 2-0 with dragon so far.

i lose games where i miss a good drop on turn 2, 3, or 4, so make sure those curve points are saturated.

I like the pick two gimmick, it makes picking cards interesting.

also a minor disagreement with the op - havencraft definitely feels strong in take two but probably difficult to draft, bloodcraft is probably the strongest of the bottom 3 classes (along with rune and forest). havencraft's main strength lies in having a turn 4 that makes a lot of evolution lines feel week and a turn 2 play that 2-for-1's most other classes' turn 2 plays (beastcaller aria) and also gains tempo on turn 4.

i have played against bloodcraft a handful of times and the vengeance text like never comes up so that feels like it shouldn't be good to me.

Zoness fucked around with this message at 09:29 on Oct 19, 2016

Apocron
Dec 5, 2005
Since you can put three copies of a legendary in a deck does it not take forever to get the vials necessary to build a top tier (control) deck? I mean potentially 6-12 pegendaries seems like a lot (not even thinking about the other tiers)

What decks do you think are the most fun to play? What I mean is that the feel like there's a bit of strategy and thought but are still strong and don't just get run over.

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.

Zoness posted:

take two is pretty fun. i've done 4 runs so far and working on my fifth, 5-0 and 4-1 with shadow, 4-1 with sword, 4-1 with haven. 2-0 with dragon so far.

i lose games where i miss a good drop on turn 2, 3, or 4, so make sure those curve points are saturated.

I like the pick two gimmick, it makes picking cards interesting.

also a minor disagreement with the op - havencraft definitely feels strong in take two but probably difficult to draft, bloodcraft is probably the strongest of the bottom 3 classes (along with rune and forest). havencraft's main strength lies in having a turn 4 that makes a lot of evolution lines feel week and a turn 2 play that 2-for-1's most other classes' turn 2 plays (beastcaller aria) and also gains tempo on turn 4.

i have played against bloodcraft a handful of times and the vengeance text like never comes up so that feels like it shouldn't be good to me.

Both Havencraft and Bloodcraft are kinda the same tier in Take Two but for a newbie reading blood is easier to draft. Haven's thing in take two is that if you don't get your amulets at the perfect timing at the start then you fall behind and drawing beastcall in turn 7 is potentially game ending since you will most likely have very few countdown dropping tools in take two. If you do manage to drop 3 amulets by the fourth turn then yeah very few drafted decks would be able to deal with that

Apocron posted:

Since you can put three copies of a legendary in a deck does it not take forever to get the vials necessary to build a top tier (control) deck? I mean potentially 6-12 pegendaries seems like a lot (not even thinking about the other tiers)

What decks do you think are the most fun to play? What I mean is that the feel like there's a bit of strategy and thought but are still strong and don't just get run over.

Yeah it would take a while if you're interested in building a control deck. The thing is for most control decks those same legendaries can be used in other less demanding decks to craft and having a max of 3 doesn't mean you blindly just throw 3 copies of them into the deck no matter how good they are, see: Tsubaki, Olivia. You really don't need 6 legendaries to reach A rank in ladder right now, Masters is a different story of course. It's why all sound advice recommends rerolling until you have atleast two top tier legendaries for the class you really want to main. But if you play every day for your dailies then you'll average a legendary a week.

Honestly myself, even though I don't have its constructed deck and can only try it out during Take Two, control swords is the most fun for me. It's just straight simple hard numbers. You or anyone else might not feel the same way and there's alot of different playstyles for everyone's personal likes and dislikes

Outside of 'OP' meta poo poo like storm garuda and elana right now;
If you like aggro/face decks, face sword and aggro bats would prob be the most fun
If you like playing combos, forest is your class
If you like playing midrange tempo but don't like combos, then sword and dragon would prob be the most fun
If you like the feeling of going through your deck to draw the perfect hand meaning it's less about outsmarting your opponent and more about getting lucky, then forest ptp and dshift rune would be the only options
If you like playing control, then it would heavily depend on which class's legendaries you enjoy using that factors into how much fun you like that deck
If you like not letting your opponent play their game because you keep removing their cards and while healing yours, haven is your class
If you like a versatility class that lets you play anything, shadow is your class
If you're a buffy the vampire slayer/twilight/sexy anime ladies fan, blood is your class
If you like big finishing combos, then your choices are 1 of the 4 classes capable of doing them: forest, rune, blood, shadow

Apocron
Dec 5, 2005
I got Merlin, Otohime, Pascale, Jeanne D'Arc and 2x Dragonsong Flute for my legendaries. I thought since I got a couple of S tiers it was worth keeping but I'm interested to know if you think that's the right call and what decks it might be good to aim at to start.

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
Eh merlin and otohime are your only s tier of that reroll. If you do settle for that then your choices would be a budget dshift, meme flute, and a long journey for a sword deck. The thing with runecraft deck building is that their spellboost deck and non spellboost deck don't share cards and you got a small piece of each. The thing with starting with sword is that you really, really want to reroll for 2 or 3 sword legs AND have neutral legendaries. The fact you didn't reroll any neutral legs not only makes it hard to start sword but doing dailies without any legendary in your deck for other classes is going to get annoying. I would recommend to keep rerolling but you should keep a copy of the xml file in case you get tired of rerolling and/or just want to start playing. There is also a good chance for the steam release cygame will gift everyone one or two free neutral legendaries.

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer

Vanilla Mint Ice posted:

Both Havencraft and Bloodcraft are kinda the same tier in Take Two but for a newbie reading blood is easier to draft. Haven's thing in take two is that if you don't get your amulets at the perfect timing at the start then you fall behind and drawing beastcall in turn 7 is potentially game ending since you will most likely have very few countdown dropping tools in take two. If you do manage to drop 3 amulets by the fourth turn then yeah very few drafted decks would be able to deal with that


That's exactly the problem with blood. It looks simple but juggling vengeance and maintaining momentum is difficult when the best enablers and payoff cards are not bronze or silver. Haven may be tricky to play but playing single player with just bronze and silver amulets should give you a feel of how you curve out with amulets.

Drawing beastcaller's aria on turn 7 is bad, but it's not much worse than drawing any random 2-drop on turn 7 without any other plays. 2-drops at that point don't make much board impact without using up an evolution point, and they're often only good if you pair them with a sizeable 5-drop, which haven has access to.

and curving out amulets isn't really hard to do because the format revolves around having good 2-drops. like, if you plan your plays in arena around turns 2, 3, and 4, you will have a very good chance of winning, and havencraft is well set up to do this. I think people should give it a fair shake because it's very strong if you know what you're doing and i feel like only swordcraft and shadowcraft (well, obviously shadowcraft since they're the best) are well equipped to go toe-to-toe with havencraft.

also just went 5-0 with a pretty sick control dragon deck :toot:. the last match was against a forestcraft so I was pretty sure shenanigans were afoot since a forest deck has to be exceptional to go 4-0, and lo and behold, he had two crystalia tias :shepface:.

Zoness fucked around with this message at 17:13 on Oct 19, 2016

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
Alright I'll take havencraft out

Ruby Prism
Aug 7, 2011

With this, I'll be able to make the ultimate pie!

Vanilla Mint Ice posted:

Outside of 'OP' meta poo poo like storm garuda and elana right now;

In terms of win rate alone, Heal Haven sits at a measly 47.9%, and while Garuda Haven does have a 53.9% win rate, it's basically equal to Tempo Forest at 53.8%. Then you have less popular decks quickly coming in vogue, with something like Face Dragon sitting at a bonkers 55.5%, Seraph Haven 54%, Control Sword 54.8%, Royal Banner Sword 53.5%, Mid-range Sword 52%, Aggro Shadow 52.5% and even Aggro Blood at a decent 51.2%.

You can do well in ranked with a vast number of decks right now, and a lot of those decks don't require all the optimal pieces to work. You see a lot of Garuda Haven and Heal Haven just because those two decks don't cost an arm and a leg to make.

Ruby Prism fucked around with this message at 20:27 on Oct 19, 2016

Apocron
Dec 5, 2005
Can you reliably build a collection through arena like many F2P players do in Hearthstone?

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
No reason why you can't but you gotta try to do your dailies

BoldFace
Feb 28, 2011
Arena gives out only standard packs currently. To get packs from the most recent expansion, you must either spend gold or crystals.

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer
lost the only loss in my most recent 4-1 Swordcraft run to Havencraft

I misclicked end turn on turn 4 which is basically a complete loss but they also lined up beastcaller aria with the amulet that makes only a tiger and that's an insane board to overcome even for swordcraft with a floral fencer on turn 4

The takeaway here is definitely turn on end turn confirmation.

AMooseDoesStuff
Dec 20, 2012
2x Crystalia Tia, Bloody Mary, Queen Vampire and Odin's fine, right?
I also got an Arch Mage Erasmus but I think he's just dust.

Drakes
Jul 18, 2007

Why my bullets no hit?
Crystalia Tia brings out the salt in me, especially when they pop it multiple times.

Relin
Oct 6, 2002

You have been a most worthy adversary, but in every game, there are winners and there are losers. And as you know, in this game, losers get robotizicized!
It coming to steam will push me to play it, I could never get into MTG on PC due to lack of hold priority.

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer

Drakes posted:

Crystalia Tia brings out the salt in me, especially when they pop it multiple times.

that's dark angel olivia for me, in arena

especially if they raise her several times

Drakes
Jul 18, 2007

Why my bullets no hit?
I don't really get mad at those 8+ drops that can swing things abit, but those 4-5 drops that can swing things with an evolve just trigger me.

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.

AMooseDoesStuff posted:

2x Crystalia Tia, Bloody Mary, Queen Vampire and Odin's fine, right?
I also got an Arch Mage Erasmus but I think he's just dust.

That's an extraordinary amazing reroll, it's more than fine with 2 top tier legs for 2 different class and a good neutral leg. I wouldn't dust erasmus because it's not like he himself is a bad card.

Vanilla Mint Ice fucked around with this message at 17:47 on Oct 21, 2016

AMooseDoesStuff
Dec 20, 2012
That's great to hear then! It only took me 4 tries too.
I got a pull astonishingly similar to Apocorn earlier and was going to ask for that because 6 legendaries.

Tamba
Apr 5, 2010

How's this?

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
It's meh, only two top tiers, and gabriel and seraph are okay. There are better rerolls but you can save that account

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.


If you gonna bm do it right. This guy had me on the back foot and emote'd me all match and saved his final bm with an otohime play vs my 3 snowmen and 1 clay golem. He evolved his otohime but decided not to kill my clay golem because he thought he was safe with 17 hp.

So I did my only bm by finishing him off with a magic missile

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer
that's a pretty good haul but i think those legendaries look pretty unfocused

i think i stopped rerolling my stuff at like

2 Tia, 2 Zirnitra, 1 Gabriel, 1 Vampire Queen, 1 Lord Atomy, and the 6/4 blood guy that cuts your hp in half.

Reiterpallasch
Nov 3, 2010



Fun Shoe
For the record, with a simple binomial distribution, expected # of legendaries in 30 packs is 3.75, standard deviation of 1.92.

p(5+ legendaries) = 32.2%
p(6+ legendaries) = 17%
p(7+ legendaries) = 8.4%
p(8+ legendaries) = 3.64%

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.

Tadders
Feb 13, 2008
35% Gender Confused

I count a maximum of 17 damage, did you manage to beat your opponent?

Ruby Prism
Aug 7, 2011

With this, I'll be able to make the ultimate pie!
19 from what I can tell. Evolve a Snowman, go face with it and three others, throw the fifth into a minion to make room for Flame Destroyer, Dimension Shift.

Shame you can't cast Petrification on your own Snowman or it would be exact lethal.

Being 1 off is your punishment for playing DShift Rune. :v:

Ruby Prism fucked around with this message at 20:03 on Oct 21, 2016

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer
how many live topdecks are there at this point

magic missile i'm assuming?

I think I'd evolve one snowman, go face with evolved and one, petrify a fatty, swing two into it, twosome, destroyer, dshift

then you can see if you topdeck lethal or if you have to boardclear and pray :v:

Zoness fucked around with this message at 20:07 on Oct 21, 2016

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
Yeah I won it with a topdeck :shittydog:

I think I had like 20% chance with the remaining cards to get something to do atleast 1 damage and my luck won out

Vanilla Mint Ice fucked around with this message at 20:39 on Oct 21, 2016

AMooseDoesStuff
Dec 20, 2012


I went 4 - 1 on my first ever take two. I got 3 floral knights as well.

Meme Poker Party
Sep 1, 2006

by Azathoth
Wow I was just thinking that gaming could really use more knockoffs of popular Blizzard titles thanks for bringing this to my attention OP!

Vanilla Mint Ice
Jul 17, 2007

A raccoon is not finished when he is defeated. He is finished when he quits.
That's a dream first pair

Meanwhile I pick dragon and my first set was a wyrm spire and dragonnewt scholar and the other pair was somehow even more garbage. Ended up forced in a golden dragon den, no oracles, no dragon warrior, no seabrand dragon and tried to draft discard crap. Finished 2-3 and didn't even break even. Not Like This :negative:

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer
I don't think oracle is that good in take two to be honest. Your best non gold/legendary card in dragon is dragon warrior and you don't really want him earlier and it's hard to make good use of the card without having a weird curve without getting the curve, while constructed decks that run oracle tend to have good redundancy for ramp.

that's a miserable first pick regardless though. also no warriors :rip:

Zoness fucked around with this message at 21:09 on Oct 21, 2016

Dr. Video Games 0112
Jan 7, 2004

serious business

Chomp8645 posted:

Wow I was just thinking that gaming could really use more knockoffs of popular Blizzard titles thanks for bringing this to my attention OP!

Haha, is HS too balanced and too interactive for you? Not embarrassed enough by the art and stupid phrases and playing a children's card game? Have I got a game for you! (Sponsored)

Adbot
ADBOT LOVES YOU

Meme Poker Party
Sep 1, 2006

by Azathoth

Dr. Video Games 0112 posted:

Haha, is HS too balanced and too interactive for you? Not embarrassed enough by the art and stupid phrases and playing a children's card game? Have I got a game for you! (Sponsored)

I intended to just drive-by and never follow up that post but now I have to point out that when I posted earlier Imgur was still down from HACK STORM so I didn't see any of the art. Now that it's back up just lol.

  • Locked thread