Hot answers tagged two-headed-giant
This is covered by the following two-headed giant specific rule: 810.7f As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. If an attacking creature would assign combat damage to the defending team, the active team chooses only one of the defending players for that creature to assign its ...
A Two-Headed Giant game has 4 players, two of which are your opponents. When you cast a spell, you choose a legal target, in this case one of your opponents. 810.1. Two-Headed Giant games are played with two teams of two players each.
Not only are you allowed to share cards, you are as a team considered to have a single card pool that you build your decks from. Section 9.6 of the Tournament rules says Two-Headed Giant Limited Rules All the rules for Limited Tournaments (Section 7) apply, except as described below. The DCI recommends that each team receive eight boosters per ...
Cruel Edict and Sudden Disappearance both only affect a single opponent. In general, the only cards that would affect both heads of an opponent in two headed giant (2HG) are cards that say each or all within the rules text (example: Heartless Hidetsugu), but this would be have the same effect in non-2HG duels or multiplayer games. The only differences in ...
You only damage one player, so only one player will exile a card. You get to chose which player you damage in the Combat Damage Step. 810.7a Each team’s creatures attack the other team as a group [...] 810.7f As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. If an attacking ...
Propaganda etc. apply whenever the enemy team attacks your team. In 2HG games you cannot be attacked individually, you always attack or defend as a team, so all attacking creatures attack both players at once and Propaganda costs will have to be paid for those creatures that don't attack Planeswalkers. 810.7a Each team’s creatures attack the other team ...
I recommend just straight-up reading the MTG Tournament Rules. You certainly don't need to do all of this stuff for a "casual" draft, but it'll give you some good ideas about how to run things. As Two-Headed Giant draft is actually an officially supported format, the MTR includes specific guidelines on how to run it. DCI recommends drafting as a team, then ...
In a word, no. Players do not share control of permanents in Two-Head Giant. In addition, with the exception of "attacking player" and "defending player," all of the referents in THG are the same as regular Magic. "You" is you. "Target player" and "target opponent" refer to a single player. "Your opponents" are two players, individually. Here are the ...
Any cards that care about any aspect of the game that is likely to increase due to there being more Lands, Cards in Hand, Creatures in Play, Higher Life Totals, turns, attack phases, etc. The above is just a generalization of course. THG is similar to multiplayer in this respect. Aggro decks don't work as well, and Combo and Control decks get better. Some ...
That rule is using "manipulate" in the sense of "physically interact with". It's saying that you can't grab cards out of your teammate's hand or tap your teammate's permanents, for example. This does not prevent you from targeting or enchanting your teammate or their cards/permanents.
Yes you do have to choose. Since Two-Headed Giant has 2 heads, you have to choose a TARGET head. And by opponent, you should read "any player not on your team".
Some things that are a bit broken in Two-Headed Giant are things that add phases (e.g. time walk or extra draw steps, or extra attack phases), or do the opposite, like cards that skip phases (e.g. skip your draw step). This is because these effects are effectively doubled.
Many strategies get better or worse in Two Headed Giant. These are the same as what changes in regular sealed. Much better: Alternate win conditions are typically stronger as their thresholds don't change with the number of players. Making one player run out of cards in their library will cause the team to lose. Similarly having one player win the game, say ...
You are also "sharing" turns. A card that reads in part "target player takes an extra turn" will cause both heads to take an additional turn. The same is true for controling another player's Turn (Mindslaver, Sorin Markov)
If the primary player has moved forward to the draw step, then the trigger was missed. If the secondary player is the one that drew a card, then that player has drawn extra cards. In either case, at regular REL, you should call a judge, explain what happened, and allow the judge to decide whether the trigger was missed or whether the game should be rolled ...
As far as changing your strategy goes--it really depends on which sets you are drafting as well. A sliver based draft strategy can be quite powerful in 2HG, if that's an option. And then you have to ask exactly what you and your partner's game plan is going to be--it may be in your best interest to build one very good deck and mediocre one, for example.
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