Magic 2014

Magic 2014

View Stats:
Shadowcran Apr 30, 2014 @ 7:58pm
Two Headed Giant(thg)Primer for beginners.
This thread will be a primer or beginner's manual for the 2 Headed Giant format(2hg). I'll be reserving the 2nd post for a deck by deck, more detailed primer for 2hg builds. The Third will be for overflow and additions to the thread so that players will know where to go for new advice without having to filter through all the previous

In this, I will be enlisting the help of our small, but growing, community. There's just too much for one person or even several to remember as 2hg has that much more than 1 vs 1 simply due to the numerous combinations possible.

Thanks to the following for their help in compiling this:
DevilWuster
Neosilk
Mjack
Carstein

Basic Rules

Two Headed Giant is a format of Magic where two players compete on each team.

Here's the official FAQ for Two Headed Giant from Wizards.

Here are some specific highlights that are applicable for Duels of the Planeswalkers:

What is the Two-Headed Giant format?
Two-Headed Giant is a sanctioned, competitive format in which two teams of two players each play
against one another in a single game.

How much life does each team start with?
Each team has a shared life total, which starts at 30 life

What resources do players on a team share?
With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so
on) are not shared.

When a card says “you,” does that refer only to the player controlling that card, or does it affect
the whole team?
Any card that says “you” only refers to its controller.

Example: Angie controls two 1/1 Goblin tokens and casts a Glorious Anthem. Her teammate Barry
controls a 1/1 Saproling token. When Glorious Anthem enters the battlefield, Angie's tokens will
become 2/2s, but Barry's token will stay 1/1.

Can players look at each others' hands or discuss strategy during a game?
Yes. Teammates may freely review each others' hands and discuss strategy during games as long as
such discussions do not slow the game down. However, teammates cannot touch or manipulate each
others' cards or permanents.

If a player can legally look at cards in a hidden zone, like my library or an opponent's hand, can
that player show those cards to his or her teammate?
Yes. Teammates can look at any cards that a member of the team is entitled to see.


How can players communicate.
On Steam, players can type messages that are either seen by everyone, or just your partner. When you use the micropohne both your partner and opponents will be able to hear you (assuming they have sound on).
On iPad, 2HG is not available in multi-player.
On PS3, talk is again open to all players, some suggestions are to use artist name, rather than card name, to identify specific cards.
need clarification on xbox and ps3 that it's the same (do you all have keyboards?)

How do turns work in Two-Headed Giant? Does each player take his or her own turn?
No. Instead, each team takes its own turn, and both players on the team go through the parts of the turn
simultaneously. Steps and phases are shared between teammates.

How do effects that trigger at the beginning of a step or phase work in Two-Headed Giant?
Effects that trigger “at the beginning of [each/your]” step or phase will trigger once during that step or
phase. Effects that trigger “at the beginning of each [player's/opponent's]” step or phase will trigger
twice at the beginning of that step or phase – once for each player on the team.

How do effects that give one of the players another turn, add a step or phase to a player's turn, or
remove a step or phase from a player's turn work?
If an effect gives a player an extra turn or adds a phase or a step to that player’s turn, that player’s team
takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that
player’s team does so.


How does the “declare attackers” step work?
As the declare attackers step begins, the active team declares attackers. If a creature is unable to attack
one of the defending players, that creature can’t attack the defending team. The active team has one
combined attack, and that set of attacking creatures must be legal as a whole.

How does the “declare blockers” step work?
As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the
defending players can block any attacking creatures. The defending team has one combined block, and
that set of blocking creatures must be legal as a whole. Once blockers have been declared, for each
attacking creature that's become blocked by multiple creatures, the active team announces the damage
assignment order among the blocking creatures. Then, for each creature that's blocking multiple
creatures, the defending team announces the damage assignment order among the attacking creatures.



Let's get started with the primer:
Before you even think of entering two headed giant matches, go into options and turn off combat animations. They will slow every match to a crawl.

Suggestions


Suggestion #1: Try to find an experienced partner willing to teach as you go along. This forum has threads for such meetings. Ask around, many people are more than willing to help someone who wants to learn.

Suggestion #2: In the beginning, use a deck you're both comfortable and familiar with. Give it a slight overhaul by reading cards you don't currently use in your build and guess if they'll be more playable in 2hg format. Larger mana(cmc) cards can now be considered more as 2hg matches tend to last a lot longer in both time and # of turns. This doesn't mean to run bad cards. However, getting into deeper rounds makes some of the larger cost, powerful cards more playable.

Suggestion #3: Always give a good glance at what your partner's hand contains. Try to find ways to benefit your team and ways you could possibly hurt it. If you're playing a card that might hurt it, ask your partner in "team chat" if it's ok. Better to be safe than sorry.

Suggestion #4: Never leave a match until it's over unless you have a pressing emergency. No one likes playing with the AI as a partner. If something comes up, try and let both your partner, and opponents, know that you're leaving.

Suggestion #5: I can't say this enough but you will have to learn patience as the format moves slower. If impatient, you're more likely to make a mistake by simply not thinking.

Suggestion #6. Some cards work very differently in 2hg than 1 vs 1. I will be providing all examples of this in following posts, the ones I have reserved. Form of the Dragon and Pariah are two that seem to immediately spring to everyone's mind.

Suggestion #7: While there is less aggro than in 1v1, due to the additional players and life, aggro does exist, in well paired decks.

Suggestion #8: Learn how to benefit your partner with draw, buff, or counter spells. There are many that you can use to help your partner out, Dodge and Burn comes to mind. It has many draw spells that you can give to your partner and counters to protect your partners creatures.

Suggestion #9: Be unselfish. Remember, some draw spells can be cast on you or your partner. If your partner is top decking, maybe it's better to let them draw. If you are looking for a specific type of card, and it's more likely that you have it in your library, cast it on yourself. Just remember there are options.

Suggestion #10: Share the wealth. This means don't put all your eggs in one basket. If running a buff style deck, try to put the buffs on as many creatures as possible. There are more answers to your threats in 2hg simply due to having 2 opponents.

Suggestion #11: Avoid the dark side of 2hg play. Some partners try to dictate your every move in team chat and are abusive about it. Their demands of you often even seem silly and demonstrates a lack of basic understanding of your deck. Also, many like to trash talk and this is just wrong on many levels. Don't be a ♥♥♥♥ to your partner or your opponents.
< >
Showing 1-15 of 16 comments
Shadowcran Apr 30, 2014 @ 7:59pm 
Cards that work differently in 2hg:

1. Pariah. This card doesn't work on both opponent's creatures. If you put it on a creature on the player directly opposite you on the board, it will work normally. If diagonally across the board, it will only take damage from that player opposite you when he attacks. If you place it on your own creatures, the same rule applies.

2. Form of the Dragon. In 2hg, this will only stop ground creatures of opponent directly across from you on the board from attacking while those of the opponent diagonally from you will still be able to. Also, fair warning, play this in 2hg and be prepared for your partner to abandon you. The drop down to 5hp affects both of you and in 2hg, 5hp is easy to take away.

3. Eldrazi or creatures with annihilator. The annihilator effect only works on opponent directly across from you, not the one diagonally.

4. No Mercy. Again, this spell only works on opponent across from you.

5. Dissipation Field. Only works on opponent across from you.

6. Thalia, Guardian of Thraben, in AG deck, will also affect your partner. Many do not run this due to this fact. It can cripple an enchant style partner.

7. Soot imp is another that can affect your partner negatively. It might be wise to hold onto it or ask partner before summoning. If partnered with another black deck, like Deadwalkers, it will not hurt them, except if they use the staffs. Even so, the staffs make up for the loss of hp it causes.

8. Giltspire Avenger. His ability only works on creatures from opponent on opposite side of you, not diagonally

9. Cunning Lethemancer will cause you, your opponents and your partner to discard a card every single round. This is why I've yet to see it played in 2hg.

Mistakes to Avoid:


Mistakes happen. Whether through inexperience or just not paying attention. The best thing to do is avoid as many as you can.

The best way to avoid mistakes is to be familiar with every deck and/or read the cards carefully.
Spoiler

1. Creatures which are sacrificed when targeted get sacrificed even with beneficial spells. Don't throw an aura on a bear.

2. Always be aware of what your partner might cast, and when. If you can, talk about the order, if you're not sure. For example, if partner has a soul warden or essence warden, let them summon them first before you cast your creature. If they have Damnation and you need to sweep the board, think about attacking first, you might get some damage through. Remember, there are 2 main phases, generally, if it's not going to impact combat, wait till the second one.

3. Be careful of using sacrifice spells such as Innocent Blood, Fleshbag Marauder, Grave Pact, and others. Make sure you're not hurting your partner. A good rule of thumb is to ask partner before using. With a little common sense, all of these spells can be used to good effect in 2hg. This is akin to:

4. Be careful when using "board wipes". These are spells that can wipe the board, such as All is Dust, Damnation, Mutilate and others. These are very useful in 2hg where a team can quickly get behind with just a few bad draws with opponents drawing very well. However, if used wrong, it can cost you the match. It's best to be ever watchful of your partner's side of the board.


Choosing Decks:


Choosing decks, comfortable is good, but it's important to know what your partner is running too...not just the deck but the cards themselves. Compliment each other. Run some cards just for your partners sake, have them run some just for yours. Trying not to get into anything specific here, but I run hoodwink just to save my partners important enchantments with EA, and an exhume in my LoD build for when he is running UB, so that he can pitch and I can revive.

Choosing decks to pair together, there are 3 real strategies.

Full Aggro: All out balls to the wall is a thing...it's brutal, it cripples the opponent fast, and if you get stopped then you are likely never going to get going again. People say that aggro doesn't work for 2HG...they are wrong, but you need 2 things for it. First, you both need to be running well tuned early aggro decks. Forget your removal, leave your counterspells at home and bring out your low CMC creatures, as many as you can, the good and the bad. Second, you need to mulligan well. You need turn one and two plays ideally, a lord won't go amiss and two lands should be all you need for the first few turns. Try building MM and DW for full on aggro; games can end by turn 5, or at the very least decided, and very few decks can stop it. It isn't just creature aggro though...an burn intensive D&B and FW fall nicely into this category. Throw down a vortex then burn that face.

Full Control: Both decks built for heavy control. I would prefer one with counters and one with the removal suite. Heavy creatures for the late game, and just drag out the matches. Most common tactic, and works as well as you can imagine in this format. Control MM, D&B, LoD, some EA builds, MotD...these are prime examples.

Quick left, Strong right: Yes, boxing...basically, one deck is built for the early game with very few late game plays, the other is built to take over the match once they hit 6 lands. Very efficient, but both parties need to do their job here. This would suit lovers of dragons...pair them with anything that can hold the game early, UtM comes to mind, and take out any thalids/useless small things. You want hefty dragons and you want them later. CoMD leans on this strategy a lot, though it's so ridiculously fast that the stalling barely needs to happen at all, while I prefer my beloved LoD as the strong right. With a good stall deck such as D&B, (that deck is mentioned more often than I would like in this post...lol) Elves or UtM, maybe even Samurai, then even HS1 can be your strong right.

terramorphic expanse and Evolving Wilds Provided by mjack

best used:

1. Turn 1.
2. When you Need the fixing.
3. As a landfall effect.
4. When the 1 turn tapping of the fetched land won't hurt your curve.

The above assume you don't have better options that turn (i.e. for turn 1 do you have a one drop?)

In the context of dotp, actually sacrificing the terramorphic, unless you need the land to enter the field for an effect, is best done during your opponent's end step. This allows you to make a more educated decision based on what your opponent is doing
Shadowcran Apr 30, 2014 @ 8:04pm 
Guardians of Light:
1. Buff spells can be it's bread and butter, but you will need creatures too as you never know what a random partner will have in their deck.Kor spiritdancer is a very good one as is Mesa Enchantress as both draw you new spells for enchantments you cast. As to other choices, go with what makes you comfortable.
2. Sigil of the Empty Throne tends to be a good one to consider. Many consider it the deck's chief bread winner.
3. Deck is best played by using patience and careful consideration as to what to buff up. Spreading the buffs around is a good rule of thumb, with care taken to buff your partner's creatures as well.
4. You can consider using spells 6 mana or over, but try to limit the # of them. Final Judgement is a good one to consider followed by True conviction, Celestial Mantle and Admonition Angel.
5. running the tutors can be a very good idea. Idyllic Tutor can draw that sigil of the empty throne. Three Dreams can draw you a very good hand. There are also creature ones.

Firewave:
1. Can be run as an aggro or even a control burn. Both are effective to a point.
2. This is a deck that pairs well with only certain decks depending on your build.
3. if playing with random partners, avoid using Furnace of Rath or Sulfuric Vortex. Many resent the spells being cast and have little knowledge on how to work with them. These spells work best with regular partners who know what to do.
4. The deck can have a problem with larger creatures and it's often best to save a couple of fire spells to get rid of one big creature. Flame Slash + any can do this. Spells like Disintegrate work best with more mana to spend with them.
5. Many overlook it's exile burn which can be very useful in any matchup.
6. what creatures to run can be a hard decision. ALl the phoenix though have multiple uses as you can usually return them from the Ashes(graveyard)


Masks of the Dimir

1. This deck is hard to signify as it's very different. I prefer to call it a "trick counter" style with discard.
2. It can pair well with any simply due to it's beneficial to partner spells or dangerous to enemy spells that do not hurt partner.
3. Spells like Painful Quandry, Sleep, Reins of Power, Dire Undercurrents and Beacon of Unrest appear to work better here than in 1 vs 1. Strongly consider their uses.
4. It can often take a while for this deck to be effective so it often becomes a "come from behind" deck.
5. Cipher spells are very useful and many players seem not to understand how they work. This ignorance can be used to your advantage.
6. It will differ for many players, but I found once I thought like a thief, This deck became easier for me to understand and play. This ties into Dimir, in MTG lore, is a thieves guild veiled in secrecy.

Hunter's Strength:

1. This deck is a pretty straightforward style deck. It teams well with enchant decks and those that can protect it's creatures.
2. Sacred Wolf buffed can be a powerful weapon. Predator Ooze is also extremely useful.
3. It's strengths are trample and low mana, but strong creatures. It's late game creatures are also very good. Primeval Bounty is almost a definite add as is Overwhelming Stampede
4. It has only limited draw with Garruk's Horde and Regal Force, and limited lifegain with the 3 staffs. It has limited flyer control, so make use of Gloomwidow and Sentinel Spider if you want

Avacyn's Glory:
1. Teams well with virtually any deck. It's very reliable, although a more angel heavy build tends to do slightly better in 2hg.
2. The hardest part can be selection. It has many good human and angel creatures making it hard to choose.
4. It also does lack spells that can aid it's partner. IT DOES have spells that can be beneficial without hurting your partner, such as Martyr's Bond and the creature, Grand Abolisher.
5. The Creature, Thalia, Guardian of Thraben can often harm your partner as well as opponent. Many will not run it due to that. Still, it's a very good creature.
6.Let this deck take up all the attention, it does it well, while you set up on the other side of the field. After turn 5, your partner should wreak havoc if you haven't already won, which is very feasable.

Mind Maze:

1. Can be a reliable partner for most decks. Possible exceptions are the enchant decks. Specializes in counter and illusions or "smoke and mirrors".
2. It seems to do better with a more controlling build in 2hg.
3. It benefits partners with well timed counters. Although it doesn't have as many as Dodge and Burn, Mind Maze's counters are more specialized
4. Phantasmal Image and Lord of the Unreal are the builds most common creatures added.
5. Most players prefer lower mana illusions as well as the 2 creatures already mentioned.
6. The deck's glaring weakness is a lack of board wipe. This has to be overcome by not letting anything get out of control. It's wise to know the best things to counter in other decks and that's best done by knowing the other decks as best as you can.
7. Has no reliable finisher unless you are copying your opponents creatures or are using your one copy of the sphinx. Consider this when choosing a partner. You can stall for days, but to what end? This is why I prefer the aggro version.

Deadwalkers:
1. Deadwalkers is perhaps the easiest deck to play for a beginner to 2hg. Often, you won't have to change a single card from 1 vs 1 to play in 2hg, but you'll find other cards can play better in 2hg
2. Special care should be taken when using sacrifice style spells such as Grave Pact and Fleshbag Marauder. They're very useful in this format, but only tempered with caution
3. The deck has the ability to be both aggressive and controlling. Very versatile
4. The high mana spells like Grave Betrayal and Rise of the Dark Realms can be very useful in this format. However, they ARE high mana, so consider with caution
5. The staffs can help you maintain a more control build and make your hp cost spells like Sign in Blood and Dreamborn Muse and Infernal Tutor negligible in the hp lost
6. The deck has great removal, but use it wisely.
7. Creature selection may be your toughest decision but ones that work in 1 vs 1 work just as well in 2hg.
8. Regarding point 3, it has these options but you must choose one or the other. If you try to make the deck both controlling and aggressive, you will fail at both. Choose your goal, and make sure your partner knows it so they can sync up.

Enter the Dracomancer:
1. Deck lacks draw and lifegain so it should seek partnership with decks that can provide it. It also does well with decks that can protect it with counters so it's high powered dragons can soar.
2. Maelstrom Pulse is perhaps the best spot removal in the game. Use it wisely. Jund Charm are highly useful for all 3 functions it has.
3. if you really look into this deck, you'll discover it has answers to virtually every other deck out there. The problem is getting to them.
4. It's tokens are best used as delay rather than saving them for "food" to say, a Predator Dragon. Still it's wise to save a couple for that purpose. Also, many do not use the tokens wisely and throw them away in pointless attacks despite being easily blocked.
5. It's power is, of course, it's dragons. Ramping up to them as fast as possible is a definite bonus.
6. Go heavy with ramp and removal, save the dragons for the kill, and just take it easy, set up your side of the board, and don't play into the enemy hands by giving them early dragon targets. Let your partner draw out the removal, then you strike fast for the win. In the meanwhile...thin your deck so you don't have to draw more lands.

Sliver Hive
1. The deck lacks draw.it pairs best that can counter so it can keep those slivers active.
2. Slivers are DoTP's version of a pyramid scheme. The problem can be if one block is removed, the whole pyramid can crumble. Offset this with multiple copies of key blocks. Bifurcate and Survival of the Fittest can help with this
3. The deck also possesses good removal so make the best use of this. It also has lifegain with Faith's Fetters and Unflinching Courage
4.If you are going to run this in 2HG, then run it for the armageddon and the removal, not the creatures. With the exception of thorncaster, I don't much rate many of these slivers here, and the armageddon can at least have hilarious results. See Sixty4half and Devilwuster for details.

Chant of the Mul Daya:
1. Deck teams well with decks that have ways to protect it's large creatures.
2. Deck possesses a lot of ramp, adequate draw, ample lifegain and large creatures and lacks:
3. Removal. It's chief removal is the annihilator effects from Eldrazi. It also lacks ways to protect it's creatures from spells
4. Of the eldrazi, Artisan of Kozilek is perhaps the most useful due to being able to bring key creatures back from the grave.
5. One of it's chief killers can beAvenger of Zendikar which pairs well with primeval Titan and any ramp.
6. Actually pairs best with decks that don't protect it's creatures, rather the decks that can replicate or revive them. MM, dimir, UB, DW to a small extent...and again, early decks that can draw the attention over to you. Only thing better than a turn 5 prime time is your blue partner having a turn 5 prime time or 2 as well.
Shadowcran Apr 30, 2014 @ 8:04pm 
Dodge and Burn:
1. This deck pairs well with all but enchant decks that run few creatures(if they run enough creatures, then DnB pairs great with them).
2. It's strengths like in it's draw power(helpful to partner too), it's counterspells, it's spot removal and large scale removal
3. It's weaknesses are no lifegain, Has no spell to deal with an indestructible creature, and few creatures of it's own.
4. It seems best to not have too much removal that can harm partner, although you'll probably still need some. Finding a good balance of this is one of the difficulties building it.
5. Pairs equally well with power decks, aggro, other control...pretty much equally to all exept the ones mentioned in 1
6. Can be run well with no creatures or only a few.
7. Deck tends to draw mana of one color and not the other. Running the Telemorphic expanse can cure a lot of this.
8.Be careful with your counters. So many times i've had my first 3 plays all hit a remand, and after the first I knew we had won. They may be a cantrip, and only temporary stall, but don't just stall any old bear or you will wish you had one when the game comes crashing down about your head.

Lords of Darkness:
1. Deck has great removal, very good draw, and good creatures with some bordering on great.
2. It seems to team well with virtually every other deck. Always a reliable deck to play. Not quite as easy to master as DW but worth it when you do
3. It's weaknesses are vs enchants, keeping it's key creatures alive, and not so reliable low mana creatures. Still,except for the enchants, it can often overcome the others.
4. You have to be careful with it's sacrifice removal such as grave pact and Innocent Blood. Grave pacts don't seem to be as reliable as they are in DW. Fair warning. You also have to be careful with it's mass removal such as Damnation and Mutilate
5.While the deck has lifegain, you will likely be countering it with your own draw so you should not count it. Your best bet is to partner with an early annoyance deck such as UtM, or anything with early or constant lifegain itself that can get you to endgame. B&B works, as do a creature heavy enchant deck, EA and elves.

Hall of Champions
1. Can be extremely hard to adapt to 2hg play. It's exalted mechanic is best for 1 on 1 play.
2. many random partners do not understand the exalted attacking alone mechanic.
3. The decks weanesses is lack of ramp for a 3 color, lack of draw, and lack of removal.
4. Pairs really well with enchant decks or counter style decks that run few creatures
5. It's strengths are it's creatures
6. Go land heavy, and pack your best support creatures. Your partner should ideally be a support deck not a finisher. You want to run this with Dimir, control MM or D&B. Maybe LoD for the removal.

Sylvan Might
1. Decks weaknesses are lack of removal and zero flyers.
2. It's strengths are specialized elves, tremendous self draw, lifegain and potential for elf growth
3. It pairs well with most any deck, which is surprising that very few run this in 2hg.
4. Deck has many key elves and good opponents know this. But since the deck is rarely seen most others don't know the key elves to remove.
5. the deck has some great enchants but the deck's draw spells tend to push those to the bottom of the deck. Sylvan Messenger and Lead the Stampede
6. This deck will pair best with anything with decent evasion and bigger threats. Anything that makes the enemy target you instead of the elves is a win. Sweepers will ruin any good plan though, so be prepared to protect them. I recommend HoC for the immense lifegain potential, great evasive cards and a few counters/removal to help you out.

Swords of the Samurai
1. It's strengths lie in it's deceptively strong samurai and definitely it's artifact swords, chiefly Umezawa's Jitte, Sword of Fire and Ice, Sword of War and Peace and it's recursion with Oathkeeper, Takeno's Daisho
2. It's weaknesses are lack of draw and usually lack of late game threats. Warstorm Surge can help with late game a little
3. It's spirit dragons are also more likely to be able to be played in 2hg.
4. It can pair well with most decks, but really pairs best with enchant decks or counter style decks
5. This deck has one win condition: Equip creature with the flavour of the day, and swing in. Don't try to be cute with the deck, just get in there and get hits.

Bounce and Boon
1. Decks weaknesses are lack of removal and lack of draw
2. Decks strengths are it's bounce creatures, it's lifegain, and Cathar's Crusade
3. Deck pairs well with all, but benefits from decks with counterspells and removal
4. Deck is hard to pin down with enchants as it can simply bounce out the creature and resummon
5. Playing lifegain for lifegain's sake is never the answer. If a card gives life whenever another creature enters the battlefield, sure, but do you really need to gain 4 life for playing that 2/1 a single time? Aren't there other more interesting effects you can use since you are abusing the longer lasting etb cards anyway? Try something more substantial.

Unfinished Business
1. Deck's weaknesses are tendencies for it to backfire if run with exhumeand reanimate, especially in 2hg format as there are more chances for it to occur. It also lacks lifegain
2. Deck's strengths are it's draw and powerful creatures and it's recursion
3. This deck has enough of each strength to perform, but difficult to fit all into the deck. It has ample control and early and mid game creatures, but finding balance is tough
4. Deck pairs well with any deck that can either counter or has pacifism type removal spells. Don't remove enemy creatures, sacrifice your own, and let your UB partner bring them back.
5. People tend to mill themselves with extractor demon...this isn't worth it. You're far more likely to remove your own draw or reanimates than the creatures you want in the grave. Instead, mill an opponent so at the very least you can reanimate their crap instead, and a board wipe will mill in an instant.


Enchanter's Arsenal
1. The deck's strengths are it's enchants, it's draw, and it's staying power throughout the match.
2. The deck's weaknesses are it's early game as deck takes a while to set up
3. Martyr's Bond and Sigil of the Empty Throne tend to be it's best winners
4. Pairs well with virtually any deck.
5. Best if played defensively early on then building to it's potential.

Up to Mischief
1. Deck's strengths are it's flyers, it's deceptive counters, and an "annoyance" factor
2. Deck's weaknesses are it's lack of removal and late game threats.
3. Deck teams well with most any deck, but it pairs well with decks that have a late game
4. The deck does have trouble cracking through a strong defense. Decks with removal that can clear a path for the faeries can really help.

Hunting Season
1. Deck's weaknesses are lack of ramp, lack of draw, and lack of removal.
2. It's strength is sheer strength of numbers and putting counters on them
3. Will team ok with enchant decks and decks that can give it draw.
4. It would be wise to keep the creatures below 6 mana and not to use those above that. Maybe 1 or 2 but I wouldn't.

Warsmith
1. Deck's weaknesses are lack of mass removal and reliance on keeping 3 artifacts on board at all times if possible(not really that hard)
2.. Deck's strengths are it's single removal, it's versatility, and it's equipment
3. Will team well with Chant as All is Dust won't hurt Warsmith much. It will team with most decks very well.
4. Deck seems to have the knack for true aggro in 2hg that actually works. However, it's never a good idea to put all eggs in one basket in that format.
NeoSilk May 1, 2014 @ 5:18am 
At least throw a link to the original discussion :)

http://forum.nogoblinsallowed.com/viewtopic.php?f=38&t=1783
Shadowcran May 1, 2014 @ 7:33am 
Thanks Neo. Sorry. I've been in the process of moving lately so things slip my mind.
NeoSilk May 1, 2014 @ 9:09am 
No worries - always trying to drum up interest for NGA :)

Speaking of - if anyone is interested, there's a few decent threads over there with the little 2015 info we have so far...

Cards that we believe will be in the game (from screenshots and videos):
http://forum.nogoblinsallowed.com/viewtopic.php?f=38&t=3216

General 2015 discussion:
http://forum.nogoblinsallowed.com/viewtopic.php?f=38&t=2847

Come over and say hi!
Fantastic thread. Deserves to be bumped.
NeoSilk May 2, 2014 @ 10:33am 
One of many great discussions from NGA! Of course, if it's true that there's no 2HG in 2015...well, hopefully that's not the case...
Fem|Geek May 3, 2014 @ 6:54pm 
WUT!? No 2HG in 15?! Please..say it isn't so..... :( OH and btw Neo and Shadowcran..I've been busy with IRL work, etc and my headset crapped out on me but I haven't forgotten NGA or TNT - much love:planeswalker:
NeoSilk May 5, 2014 @ 10:23am 
:) Everyone's been busy - it's been months since the last TNT...I've got a feeling we might be able to start up again when 15 is closer, and everyone's ready to start playing again...
thedevilwuster May 8, 2014 @ 11:32pm 
You are on the money there Neo.
NeoSilk May 9, 2014 @ 6:14am 
Devil is fully back on steam! Welcome back!
Shadowcran May 9, 2014 @ 12:38pm 
Lately, most of the regular 2hg players have been on sporadically, so a lot of newbies to the format have surfaced. They NEED this guide,lol. I had one random partner throw a fit for me not wasting my last gasp on a gladeheart.."but it'll heal for 2hp!!"...this was on round 3 btw..and if you're panicking over 2hp at that stage, there's a whole LOT more worry headed your way.

wb Devil
Fem|Geek May 10, 2014 @ 8:31am 
Steam friend request sent Devil - welcome back!
Shadowcran May 22, 2014 @ 5:56pm 
Well, lots of new players lately
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Apr 30, 2014 @ 7:58pm
Posts: 16