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Bloodcraft is great too, because the cards usually have higher stats on average. You can build a great midrange bloodcraft deck easily in Take 2 and go 4 wins with it. But activating vengeance isn't guaranteed, so you will often find yourself getting out tempoed by the above classes just based on card value alone in the mid-game.
Forestcraft and Shadowcraft have a real variation in the quality of their cards compared to other classes. Some are fantastic, but some are absolutely terrible. If you get a good draft they can be fantastic, if you don't they can be pretty terrible.
Runecraft is probably the worst, just because it's a very synergy and combo heavy class in a format where you're not guaranteed to get either.
Going second invalidates the majority of arena decks as no one ever gets reliable 1 drops during deck building so you can play whatever the ♥♥♥♥ you want and come out on top.
Draft something other than Control/Greed and this story can change. Going second isn't particularly different than Ranked, while most decks mildly prefer it, Aggro decks don't.
And if you're not drafting 1-drops, that's generally your choice, not the draft offering you zero.
My rough tierlist, no particular order within tiers:
Sword/Dragon/Haven
Blood
Forest/Shadow
Rune
I've had drafts where I didn't get a single one-drop on Forest.
The reason going second is so prevalent in Take Two is because the decks aren't pre-constructed. Second's benefits are made entirely for constructed, where it's assumed that the person playing first will be playing on curve because their decks are built to favor it. As such, second's extra draw is to match the early board control expected of going first via bonus versatility. The extra evolution is to match rush decks.
In Take Two, you will basically never have a strong early curve without insane luck, and even then, you'll be sacrificing for it. In short, early game power is far weaker in take two due to the random nature of what you can get and how easy it can be to have situations where you're forced to take level 6 - 9 cards if you want that turn 1 - 2 card. As such, it's actually fairly common for the person going first to have no opening play, thus allowing the person going second to have card advantage, improving their chance of establishing momentum before the person going first. The extra evolution is also heavily favored in the same way, as there's a far lower chance that the opponent will be having strong board control which is what evolution offsets, thus giving the second player an effective +2/+2, which is 2 orbs worth at turn 4.