Combat in 2HG is changing quite a bit with the release of Dominaria. While you used to attack the team (and then still had to figure out the defending player), now you just attack a player or a planeswalker. This clarifies who the defending player is and who will be dealt combat damage. No matter who the creatures are attacking, the defending players still can block as a team.
More about this rules change here.
You declare which player you are attacking in the declare attackers step. Weatherlight’s and Urgoros, the Empty One’s abilities will trigger if they deal combat damage. If the damage is prevented by the opposing team, the abilities will not trigger.
If you want to attack a player who controls Baird, Steward of Argive, you will have to pay 1 for each creature attacking that player. You can attack their teammate without having to pay any cost. This is a change to how these kind of abilities used to work.
“YOU”
The rule of thumb for 2HG is “You” still refers to you alone, not both you and your teammate. Look for the word you in the card text, such as “creatures you control get +1/+1”, “whenever you cast a historic spell”, etc.
Casting a legendary sorcery requires you to control a legendary creature or planeswalker, so any permanents your teammate has don’t count and vice versa.
For the ability of Warcry Phoenix to trigger, you need to control 3 or more attacking creatures. Warcry Phoenix doesn’t care about your teammate’s attacking creatures.
“EACH”
Cards that say “each opponent” or “each player” do affect more players than usual.
When you put the first lore counter on The Eldest Reborn, both your opponents will have to sacrifice a creature or planewalker.
When you put on the second lore counter, both of them will have to discard a card.
If you pay the kickercost for Caligo Skin-Witch, both of your opponents will have to discard two cards.
When you put the second and third lore counter on Fall of the Thran, every player (your opponents, your teammate and you) may return 2 lands to the battlefield.
Hallar, the Firefletcher deals damage equal to the number of +1/+1 counters to each opponent, doubling the amount of damage dealt.
“Each opponent X and you Y”
Slimefoot, the Stowaway deals 1 damage to each opponent, doubling the damage to 2. You still only gain 1 though. Chainer’s Torment deals 2 damage to each opponent, doubling the damge to 4. You still only gain 2.
Life Notes
If you lose life during a turn then it’s only you who loses the life, not your teammate! Same goes for gaining life.
Whenever you need to know your lifetotal for an effect, use your team’s life total.
For the ability of Evra, Halycon Witness you’ll use the team’s life total. The loss or gain of life only happens to you. Things that care about life gain or life loss will only trigger for you, not your teammate.
With Firesong and Sunspeaker, the second ability will only trigger if player that controls the Firesong and Sunspeaker gains life, not their teammate.
When Torgaar, Famine Incarnate enters the battlefield, target one opponent. If one of the players cannot be targeted, you can target the other player. Then their lifetotal becomes half their starting life total rounded down. Since teams start with 30 life in 2HG, the targeted player will go to 15 life. The lifeloss or gain is done to that player and their team ends up at 15.
Extra Turns
In 2HG, teammates share turns. So if you gain an extra turn, your team will get an extra turn.
Other Notes
With Lich’s Mastery in play, you can’t lose the game, so your team can’t lose the game. When Lich’s Mastery leaves the battlefield, you lose the game so your team loses the game.
Life loss and life gain happens to players, not the team. So you only draw cards or exile permanents/cards when you have gained or lost life.
In declare attackers, your opponents choose for each creature which player it’s attacking. You will only lose life if the creatures who were chosen to attack you deal damage to you. Then you will have to exile permanents/cards.
Thank you for reminding me about Battlebond! Normally I wouldn't look twice when it comes to Two-Headed Giant, but I'm definitely going to have to make an exception here.
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WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
Dominaria 2HG is sweet as heck.
Went 3-0-1 with my buddy, he was on UW I was on Mono-B with a slight red splash for Hapahazard Bombardment, the Dragon shock and Fight Fire with Fire.
Caligo Skin-Witch and The Eldest Reborn were so, so amazing. And we had Josu Vess, the Demon Lord, the Cabal Paladin, Cabal Stronghold...on top of his Syncopates, wind drakes and angels.
Dear lord, what a format. Dominaria 2HG forever. And I'll gladly try 2HG in the new set too if the interactions for two opponents are so blatantly ridiculous.
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The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
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Combat Notes
Combat in 2HG is changing quite a bit with the release of Dominaria. While you used to attack the team (and then still had to figure out the defending player), now you just attack a player or a planeswalker. This clarifies who the defending player is and who will be dealt combat damage. No matter who the creatures are attacking, the defending players still can block as a team.
More about this rules change here.
You declare which player you are attacking in the declare attackers step. Weatherlight’s and Urgoros, the Empty One’s abilities will trigger if they deal combat damage. If the damage is prevented by the opposing team, the abilities will not trigger.
If you want to attack a player who controls Baird, Steward of Argive, you will have to pay 1 for each creature attacking that player. You can attack their teammate without having to pay any cost. This is a change to how these kind of abilities used to work.
“YOU”
The rule of thumb for 2HG is “You” still refers to you alone, not both you and your teammate. Look for the word you in the card text, such as “creatures you control get +1/+1”, “whenever you cast a historic spell”, etc.
Casting a legendary sorcery requires you to control a legendary creature or planeswalker, so any permanents your teammate has don’t count and vice versa.
For the ability of Warcry Phoenix to trigger, you need to control 3 or more attacking creatures. Warcry Phoenix doesn’t care about your teammate’s attacking creatures.
“EACH”
Cards that say “each opponent” or “each player” do affect more players than usual.
When you put the first lore counter on The Eldest Reborn, both your opponents will have to sacrifice a creature or planewalker.
When you put on the second lore counter, both of them will have to discard a card.
If you pay the kickercost for Caligo Skin-Witch, both of your opponents will have to discard two cards.
When you put the second and third lore counter on Fall of the Thran, every player (your opponents, your teammate and you) may return 2 lands to the battlefield.
Ghitu Journeymage and Cabal Paladin deal damage to both opponents, essentially doubling the damage to 4.
Hallar, the Firefletcher deals damage equal to the number of +1/+1 counters to each opponent, doubling the amount of damage dealt.
“Each opponent X and you Y”
Slimefoot, the Stowaway deals 1 damage to each opponent, doubling the damage to 2. You still only gain 1 though.
Chainer’s Torment deals 2 damage to each opponent, doubling the damge to 4. You still only gain 2.
Life Notes
If you lose life during a turn then it’s only you who loses the life, not your teammate! Same goes for gaining life.
Whenever you need to know your lifetotal for an effect, use your team’s life total.
For the ability of Evra, Halycon Witness you’ll use the team’s life total. The loss or gain of life only happens to you. Things that care about life gain or life loss will only trigger for you, not your teammate.
With Firesong and Sunspeaker, the second ability will only trigger if player that controls the Firesong and Sunspeaker gains life, not their teammate.
When Torgaar, Famine Incarnate enters the battlefield, target one opponent. If one of the players cannot be targeted, you can target the other player. Then their lifetotal becomes half their starting life total rounded down. Since teams start with 30 life in 2HG, the targeted player will go to 15 life. The lifeloss or gain is done to that player and their team ends up at 15.
Extra Turns
In 2HG, teammates share turns. So if you gain an extra turn, your team will get an extra turn.
Other Notes
With Lich’s Mastery in play, you can’t lose the game, so your team can’t lose the game. When Lich’s Mastery leaves the battlefield, you lose the game so your team loses the game.
Life loss and life gain happens to players, not the team. So you only draw cards or exile permanents/cards when you have gained or lost life.
In declare attackers, your opponents choose for each creature which player it’s attacking. You will only lose life if the creatures who were chosen to attack you deal damage to you. Then you will have to exile permanents/cards.
Both players on a team can be targeted by Jaya’s Immolating Fire.
Verdant Force’s ability will trigger only once during each teams’s upkeep.
Trap your friends in an endless game with this 23-card combo!
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
anyways interesting new set of rules.
Went 3-0-1 with my buddy, he was on UW I was on Mono-B with a slight red splash for Hapahazard Bombardment, the Dragon shock and Fight Fire with Fire.
Caligo Skin-Witch and The Eldest Reborn were so, so amazing. And we had Josu Vess, the Demon Lord, the Cabal Paladin, Cabal Stronghold...on top of his Syncopates, wind drakes and angels.
Dear lord, what a format. Dominaria 2HG forever. And I'll gladly try 2HG in the new set too if the interactions for two opponents are so blatantly ridiculous.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.