Suppose you and a friend needed to play a Grand Prix where its say 8 rounds of modern and 7 rounds of 2 Headed Giant (you and your teammate play together), which decks would you and your friend bring?
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Some stupid powerful linear deck, probably infect (since it only has to deal 10 anyway) and some counterspell.dec (or Jund) to protect it. Or better yet, just two Infect decks for double the threats and double the protection (vines, blessing, pierce). Plus the pump spells don't even say creature you control, so you can pump your teammate's creatures.
Maybe think outside of the box. One player play's cards that ramp one player who then can cast extra turn cards which then pushes you way ahead of your opponents and win.
Fertile for example. Use cards that can untap it such as Arbor Elf and run something like Time Warp.
As for your finisher anything that is big, hard to deal with and just put's you in total winning combination.
But your decks need to be able to work independently as well/
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Some stupid powerful linear deck, probably infect (since it only has to deal 10 anyway) and some counterspell.dec (or Jund) to protect it. Or better yet, just two Infect decks for double the threats and double the protection (vines, blessing, pierce). Plus the pump spells don't even say creature you control, so you can pump your teammate's creatures.
I thought that in 2HG, you need 15 poison counters to lose.
Since you can only have up to 4 of any one card in your combined decks, I think the best route is to pick 2 decks with a similar gameplan that don't overlap, that require multiple sideboard slots to counter, so I would run Dredge and Infect. No overlap, and attacking at the same time at blistering speed. Dredge with Rally the Peasants can win on its own without much trouble, and Infect can also win on its own without too much trouble. If the other team is trying to do anything but race, they lose, because you can't simultaneously mull to 4 for Leyline against dredge and also get your hate against infect, or visa versa. Both decks also have an extremely high G1 percentage.
If it weren't for the overlap rule I'd say double infect or infect/affinity (I guess double affinity would also be pretty solid)
You just need 10counters, but the limit for both decks is 4copies of each card, so double infect doesn't work. Since 2headed rewards you for playing counterspells I could see something like jeskai+infect.
Overall infect is great in 2headed and any strategy that doesn't aim@ dealing damage to win would be great with it. Could be jeskai or something like blue tron.
Think about it in terms of the worlds.
level1 would be infect as it is the best deck for 2headed
level2 might be jeskai/control decks, as they win against infect and benefit from the aditional value of counterspells
level3 could be something like blue tron, as it owns the t2 decks and still plays well with infect
You need 15 poison counters in 2HG according to the official rules.
Seems good to me. Just stip everything and burn it all.
Unless I'm mistaken, isn't 8-rack not that great for 2HD? Does Wrench Mind hit both hands? Or would the goal be to just drain the hand of one player? As for Burn, I feel like it also isn't great in multiplayer games in general, since they run out of gas so quickly and you have a higher life total in 2HD.
Infect is obviously great in 2HD because its gameplan doesn't change at all and can still win on turn 2/3, just need to hit 10. The best compliment to that is either something that protects the infect deck, or runs its own must-answer gameplan to split the opposing team's resources. I feel like Jeskai Nahiri + Infect would be a pretty solid combo. Both are capable of winning the game singlehandedly, Jeskai protects infect's creatures/clears the way for their attacks while having a strong backup plan, and Infect ensures that all of the attention is focused on them, making it very difficult to also deal with the threat of a Nahiri ultimate.
You just need 10counters, but the limit for both decks is 4copies of each card, so double infect doesn't work. Since 2headed rewards you for playing counterspells I could see something like jeskai+infect.
Overall infect is great in 2headed and any strategy that doesn't aim@ dealing damage to win would be great with it. Could be jeskai or something like blue tron.
Think about it in terms of the worlds.
level1 would be infect as it is the best deck for 2headed
level2 might be jeskai/control decks, as they win against infect and benefit from the aditional value of counterspells
level3 could be something like blue tron, as it owns the t2 decks and still plays well with infect
You need 15 poison counters in 2HG according to the official rules.
You only need 10 for Commander (a format where people normally start at 40). Where does it say 15 for 2HG? (I'm not being skeptical, just genuinely curious, I don't really ever play 2HG).
You just need 10counters, but the limit for both decks is 4copies of each card, so double infect doesn't work. Since 2headed rewards you for playing counterspells I could see something like jeskai+infect.
Overall infect is great in 2headed and any strategy that doesn't aim@ dealing damage to win would be great with it. Could be jeskai or something like blue tron.
Think about it in terms of the worlds.
level1 would be infect as it is the best deck for 2headed
level2 might be jeskai/control decks, as they win against infect and benefit from the aditional value of counterspells
level3 could be something like blue tron, as it owns the t2 decks and still plays well with infect
You need 15 poison counters in 2HG according to the official rules.
You only need 10 for Commander (a format where people normally start at 40). Where does it say 15 for 2HG? (I'm not being skeptical, just genuinely curious, I don't really ever play 2HG).
Here is the official rule:
810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)
P1 plays a combo deck that can take out the opposing team in one shot (e.g. Ad Nauseam, but you might have to use Conflagrate instead of Lightning Storm because the opposing team starts at a higher life total)
P2 plays a deck filled with nothing but cheap protection: discard, Dispel, Silence, Echoing Truth, fogs, etc
Then P1 just assembles his combo while P2 provides backup if necessary.
Of course P2 literally can't win a 1v1 game with his deck, but in 2HG, you win as a team.
Ad Nauseam has a few advantages: the mana base is mostly Temples and fastlands (so it shouldn't conflict with deck 2), and you can have P2 play the Angel's Graces and Phyrexian Unlifes instead.
It seems fine to try and fit existing decks into a team format, but maybe those decks are truly suited for 1vs1 play and the best decks for 2hg are something completely new altogether. I wasn't really serious about the double Relentless Rats deck comment, but thinking outside the box could be in order.
I think good combinations would be jund paired with kiki-chord. Or jund with tron. Jund does not share any cards with any of those decks (abzan does with kiki chord.)
Jund has a good amount of reactiveness and preasure. Kiki-Chord has also a grindy game, good vs instant tricks with voice of resurgency. And it gives the pair a nice combo finish the oponent needs to be afraid of.
Jund can keep both players alive the early game while tron just eats the oponent in the midgame.
Zoo and boogles could be good. Death and taxes/hatebears with fish. Abzan and Grixis. Abzan and bant eldrazi.
You could attack from two angels with breach titan and dredge.
Sideboards would be very strong. Any deck with white will have an advantage. Affinaty would be screwed.
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Lantern control and dredge seem like a fun combo. The bridge is bad but you can just blind mill the dredge player and use your discard and control cards to slow down the opponents. It might be little too cute though. It's also possible to target your ally with a discard spell so he can discard a turn 1 grave troll before faithless looting.
A Mill deck and something to protect it with disruption etc. Just gotta mill out one of the decks for the win.
Perhaps Grixis Delver? Hand disruption, some counterspells, some creature control, and side benefit of milling your partner to turn on their delve effects.
But I'm probably a little biased
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Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
But your decks need to be able to work independently as well/
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I thought that in 2HG, you need 15 poison counters to lose.
Aggro Sliver + Opposition Sliver Combo?
If it weren't for the overlap rule I'd say double infect or infect/affinity (I guess double affinity would also be pretty solid)
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
You need 15 poison counters in 2HG according to the official rules.
Seems good to me. Just stip everything and burn it all.
Unless I'm mistaken, isn't 8-rack not that great for 2HD? Does Wrench Mind hit both hands? Or would the goal be to just drain the hand of one player? As for Burn, I feel like it also isn't great in multiplayer games in general, since they run out of gas so quickly and you have a higher life total in 2HD.
Infect is obviously great in 2HD because its gameplan doesn't change at all and can still win on turn 2/3, just need to hit 10. The best compliment to that is either something that protects the infect deck, or runs its own must-answer gameplan to split the opposing team's resources. I feel like Jeskai Nahiri + Infect would be a pretty solid combo. Both are capable of winning the game singlehandedly, Jeskai protects infect's creatures/clears the way for their attacks while having a strong backup plan, and Infect ensures that all of the attention is focused on them, making it very difficult to also deal with the threat of a Nahiri ultimate.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
You only need 10 for Commander (a format where people normally start at 40). Where does it say 15 for 2HG? (I'm not being skeptical, just genuinely curious, I don't really ever play 2HG).
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Here is the official rule:
P2 plays a deck filled with nothing but cheap protection: discard, Dispel, Silence, Echoing Truth, fogs, etc
Then P1 just assembles his combo while P2 provides backup if necessary.
Of course P2 literally can't win a 1v1 game with his deck, but in 2HG, you win as a team.
Ad Nauseam has a few advantages: the mana base is mostly Temples and fastlands (so it shouldn't conflict with deck 2), and you can have P2 play the Angel's Graces and Phyrexian Unlifes instead.
| Ad Nauseam
| Infect
Big Johnny.
Jund has a good amount of reactiveness and preasure. Kiki-Chord has also a grindy game, good vs instant tricks with voice of resurgency. And it gives the pair a nice combo finish the oponent needs to be afraid of.
Jund can keep both players alive the early game while tron just eats the oponent in the midgame.
Zoo and boogles could be good. Death and taxes/hatebears with fish. Abzan and Grixis. Abzan and bant eldrazi.
You could attack from two angels with breach titan and dredge.
Sideboards would be very strong. Any deck with white will have an advantage. Affinaty would be screwed.
Perhaps Grixis Delver? Hand disruption, some counterspells, some creature control, and side benefit of milling your partner to turn on their delve effects.
But I'm probably a little biased