My Brother and I brainstormed 2HG decks a few years back. The best decks we could come up with were Gaddock Teeg hatebears and the combo deck was Teysa, Orzhov Scion because that deck plays almost no spells that Teeg stops. You need to be careful picking your bears, since you can't shut off tutoring.
Double edric is pretty gross that's always fun I like to play an altered version of my combo deck where my ally cast combo cards for me as well IE hightide + untaps instead of win condition in a controlling shell.
I haven't played much 2HG EDH but a store near my area once had an event with predefined teams.
The most broken option we thought of was Zur, the enchanter with Niv-Mizzet, the firemind both focused on the idea that if you run either curiosity/ophidian eye (or both) you literally always start with the combo in the command zone so it's just a matter of time until the game ends. Both decks focused heavily on cheap card card draw/disruption/tutors/ramp so we could assemble the commander duo or just storm the other team and finish the game with something like tendrils of agony, mind over matter, doomsday or laboratory maniac.
Funny part was that we killed quite a bunch of people even before we had mana to cast Niv.
My friend and I did a 2HG tournament where the only additional rule was that you couldn't share cards between decks (so if you had Sol Ring your partner couldn't also run it). I played a counterspells.dec and my partner ran a Kozilek deck. We curbstomped the tournament.
My friend and I did a 2HG tournament where the only additional rule was that you couldn't share cards between decks (so if you had Sol Ring your partner couldn't also run it). I played a counterspells.dec and my partner ran a Kozilek deck. We curbstomped the tournament.
Look at this guy! He's so cool :P.
I would try and do some crazy shenanigans with megrim like cards. Have one player load a deck with every wheel and another player load up with cards that punish wheeling.
I agree. We should all only play g/x decks because they are the most objectively fun and anyone who disagrees does not know the truth about EDH. Everyone should just play their decks because interaction beyond high fiving about how many land are in play is unfun and equivalent to casting Stasis while kicking puppies. I for one will never play with anyone who casts tutors, removal spells, blue cards, things I arbitrarily decide I don't like but will probably cast myself later.
In addition to good suggestions like double Edric and double Derevi, one hyper control deck and one fast aggro deck like Krenko or Omnath should be pretty good.
If you're looking for style points you could go Grixis Control with Thraximundar and then Jund Aggro with Kresh the Bloodbraided. When both of those land they are going to get huge quick.
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Oath of the Gatewatch; the set that caused the competitive community to freak out over Basic Lands.
I'd run one super aggressive combo deck and one full of counterspells.
This exactly. Jeleva Storm maybe for combo, but I HIGHLY recommend Derevi for the control deck. t1 mana dork, t2 Derevi untapping your partner's land. Keep untapping his lands while you counter everything relevant your opponents do.
[EDH] It's built to be a casual format and to a specific vision, and if you don't like the vision, there's nothing wrong with that, but it's not going to change to accommodate everyone. Big tent is not a goal.
We did combo-heavy Krenko alongside counter-heavy Edric and it worked extremely well. Fast enough to go under the control strategies with either aggro or combo, enough disruption to slow down opposing combo. That said, we never faced a REALLY fast combo deck alongside the all counter/disruption support deck. Not sure we could have beaten that sans a really good draw.
This guy here wins the thread. Not to mention two red decks can be tuned to blow out a player fast.
Look at this guy! He's so cool :P.
I would try and do some crazy shenanigans with megrim like cards. Have one player load a deck with every wheel and another player load up with cards that punish wheeling.
I can't tell if you're trolling, but I'm pretty sure that wasn't heartfelt. But as it was echoed by multiple other users, heavy control to the point of being opressive combined with fast aggro is the way to go. If the OP is honestly trying to break his group, you don't care about style points and you don't win anything special for having flair. The only thing you should be doing is building your decks to be as efficient and effective as possible. Everything else is of no consequence.
Heartless hidetsugu is pretty good in 2hg. A little bit of burn to get you to an odd life total & them even, some haste giving things, and fast mana rocks & rituals. He can end the game in your favor t3 pretty often.
I'm not so sure, which Commander to run exactly, but cards that let each player do something in a one-sided way, breaks the game concept really hard.
I don't have any experience with the format, so two deck archetypes that go well with the other might be actually be the best choice, e.g. Combo and Counter, but I actually have doubt on that.
Probably you can achieve really, really broken things by playing cards like Oath of Druids, allowing you to effectively gain profit twice each turn. I think that would be my starting point.
We do 2HG EDH tournaments a couple of times a year - and by far the most effective combination we see is:
Player A tries to combo out ASAP
Player B provides back up to player A's combo - usually countermagic, sometimes stuff like silence - sometimes draw power to player A (Ancestral Vision, targeting A for instance) - usually one backup wincon in the deck (something like Tunnel Vision alongside Hinder/Spell Crumple)
It's pretty much impossible for two fair decks with normal amounts of answers/threats to compete against this strategy. The only non-infinite win we've ever seen from these things came from player B playing Purphoros, God of The Forge, who deals 4 damage to your (two) opponents whenever a creature comes into play. Taking 8 from a Dragon Fodder is pretty good.
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there is a house rule that says time warp effects only effect 1 player.
what would you guys run to break this format in half?
If time warp effects don't work, what about time stop? That can be a nasty spell to cast during their upkeep.
My G Yisan, the Bard of Death G deck.
My BUGWR Hermit druid BUGWR deck.
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
The most broken option we thought of was Zur, the enchanter with Niv-Mizzet, the firemind both focused on the idea that if you run either curiosity/ophidian eye (or both) you literally always start with the combo in the command zone so it's just a matter of time until the game ends. Both decks focused heavily on cheap card card draw/disruption/tutors/ramp so we could assemble the commander duo or just storm the other team and finish the game with something like tendrils of agony, mind over matter, doomsday or laboratory maniac.
Funny part was that we killed quite a bunch of people even before we had mana to cast Niv.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
This guy here wins the thread. Not to mention two red decks can be tuned to blow out a player fast.
Look at this guy! He's so cool :P.
I would try and do some crazy shenanigans with megrim like cards. Have one player load a deck with every wheel and another player load up with cards that punish wheeling.
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
cEDH: [G(U/R) Animar] - [(U/B)(G/W) Redless Wheels] - [(G/U)(W/B) Redless Pod] - [(B/G)W Ghave Metapod]
It was Hokori, Dust Drinker with a ton of control sitting beside Norin the Wary who didn't need mana once any of his etb cards hit the table.
We sat there and killed people 2 damage at a time. It worked.
I can't tell if you're trolling, but I'm pretty sure that wasn't heartfelt. But as it was echoed by multiple other users, heavy control to the point of being opressive combined with fast aggro is the way to go. If the OP is honestly trying to break his group, you don't care about style points and you don't win anything special for having flair. The only thing you should be doing is building your decks to be as efficient and effective as possible. Everything else is of no consequence.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
I don't have any experience with the format, so two deck archetypes that go well with the other might be actually be the best choice, e.g. Combo and Counter, but I actually have doubt on that.
Probably you can achieve really, really broken things by playing cards like Oath of Druids, allowing you to effectively gain profit twice each turn. I think that would be my starting point.
BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern:
RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
Player A tries to combo out ASAP
Player B provides back up to player A's combo - usually countermagic, sometimes stuff like silence - sometimes draw power to player A (Ancestral Vision, targeting A for instance) - usually one backup wincon in the deck (something like Tunnel Vision alongside Hinder/Spell Crumple)
It's pretty much impossible for two fair decks with normal amounts of answers/threats to compete against this strategy. The only non-infinite win we've ever seen from these things came from player B playing Purphoros, God of The Forge, who deals 4 damage to your (two) opponents whenever a creature comes into play. Taking 8 from a Dragon Fodder is pretty good.