Hi humans !
In my town, they are trying to make a two headed giant commander event.
It looks really fun and interesting !
So i am trying some ideas thinking a lot about how to make a good partner deck.
My friend is thinking about the "active part", maybe a mono-red burn (or maybe rakdos), or mono-green aggro (there will be 30 Hp)
And i'll be some kind of support, because we gess there will be a lot of teams using wrathes ... And if they clean all our boards, it will be really hard to come back from that.
So, looking for good commanders for Two headed giants ... I remembered of Medomai the Ageless. Extra turns are really good here, so it's gonna be really helpfull !
So : i've selected that ... But it's hard to choose ^^
1 > Do you think about an other good plan/commander for compotitive cooperative commander ?
2 > Do you have ideas of some cards which could be nice in this deck, and what should i remove from my actual list ?
3 > Should I make it more focused on control ? On extra turns ?
Extra turns are so busted in 2HG that even Savor the Moment becomes great - a draw and a land drop for both you and your partner, and can effectively give non-Medomai creatures haste if they weren't able to attack the previous turn. Not to mention any upkeep/end step triggers and so on.
My only criticism would be that Medomai probably isn't the most efficient way to get extra turns. Running Grand Arbiter Augustin IV and replacing all the cards you're using to protect and enable Medomai with more control and extra turn stuff would probably be the truly competitive choice. Or potentially both of you could play mono-U and run things like High Tide, Extraplanar Lens (with snow lands), and Gauntlet of Power.
My team-mate is building a Mogis burn deck. And he's hating to play control, so i gess he won't appreciate to play both blue control ^^
But during our tests, he had a lot of mana problem .... (he played 37 lands !)
Do you have ideas to help ? Cards that can make team-mates draw ? Or look for lands in Withe, Blue, Red or Black ?
Surveyor's Scope is a good anti-manascrew card in multiplayer, as it can actually put you ahead by a land. Works well with fetchlands since you can activate it in response to the fetch.
we use to play a lot of two headed giant commander. it was ridiculously busted.
time warp effects are amazing here. if the two of you can just alternate extra turn effects you're going to win every time. easily. they're also helpful if your partner just needs a turn to combo. it got so bad at one point we just said if you take an extra turn only you get one, not your partner, because almost every deck would jam as many extra turn effects that they could get away with
luminarch ascension gets two counters, so it can come online in just two turns. you'll get into a bunch of arguments that it doesn't, but it has a ruling that specifies just this case. it wins tons of games.
purphoros can end a game practically on the spot. slap down a siege gang commander right after for 16 damage. impact tremors and effects like that go the distance very quickly. these effects also won a ****ton of games just by existing. like luminarch ascension you'll get into arguments, but those people would be wrong.
one other beneficial thing is the ability to untap your partners lands. turn about, palinchron effects, earthcraft, things like that, they can mean that your guy goes off with just a handful of lands. it was great to untap my partners ***** and watch them go ham with 12 mana instead of 6.
avoid propaganda type stuff, its basically useless. they just don't attack you and instead attack your partner.
avoid cards that skip phases. neither of you end up getting it. so if say you plop down a necropotence sure you might make use of it, but your friend is going to sit there with his thumb up his ass and hate you. in general avoid spells that turn off something for your teammate. the number of times i've seen one person cast something like rest in peace, and their partner do nothing as their deck relies entirely on the graveyard is really mind blowing.
if your partner is playing aggro, you can lend him a hand by playing control. it becomes really potent protecting his threats.
control in general gets obnoxious, because with a well built deck you're laying threats while controlling the board, and now you've got your buddy for backup meaning that your opponents have to contend with double control, or increased pressure. some of the worst pairs were double aggro decks, they essentially would vomit out pressure and lose to a board wipe - which had double the frequency given that there's two decks.
pacts also kind of suck. more than once i've seen someone pact of negation or slaughter pact, and because you're contending with 2 decks the chance of being strip mined is higher and oops both players lose.
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In my town, they are trying to make a two headed giant commander event.
It looks really fun and interesting !
So i am trying some ideas thinking a lot about how to make a good partner deck.
My friend is thinking about the "active part", maybe a mono-red burn (or maybe rakdos), or mono-green aggro (there will be 30 Hp)
And i'll be some kind of support, because we gess there will be a lot of teams using wrathes ... And if they clean all our boards, it will be really hard to come back from that.
So, looking for good commanders for Two headed giants ... I remembered of Medomai the Ageless. Extra turns are really good here, so it's gonna be really helpfull !
So : i've selected that ... But it's hard to choose ^^
Protect my Medomai (and do fun stuff with) :
Kill the enemy :
Control the board :
Slow down the opponents :
Help the friend :
Card adventage :
Ramp :
1 > Do you think about an other good plan/commander for compotitive cooperative commander ?
2 > Do you have ideas of some cards which could be nice in this deck, and what should i remove from my actual list ?
3 > Should I make it more focused on control ? On extra turns ?
My only criticism would be that Medomai probably isn't the most efficient way to get extra turns. Running Grand Arbiter Augustin IV and replacing all the cards you're using to protect and enable Medomai with more control and extra turn stuff would probably be the truly competitive choice. Or potentially both of you could play mono-U and run things like High Tide, Extraplanar Lens (with snow lands), and Gauntlet of Power.
Venser, Shaper Savant and Teferi, Mage of Zhalfir could be a particularly intimidating pair. Or just double-Augustin to stack up the taxes. Erayo, Soratami Ascendant is infamously busted in 2HG if she isn't banned.
- Rabid Wombat
I'm looking for an Grand Arbiter ^^
My team-mate is building a Mogis burn deck. And he's hating to play control, so i gess he won't appreciate to play both blue control ^^
But during our tests, he had a lot of mana problem .... (he played 37 lands !)
Do you have ideas to help ? Cards that can make team-mates draw ? Or look for lands in Withe, Blue, Red or Black ?
Howling Mine, Dictate of Kruphix, Font of Mythos, Kami of the Crescent Moon, and so on can help out. Any effect which lets the player whose turn it is draw an extra card benefits from extra turns. Temple Bell and similar are less good since they also give opponents cards for your own extra turns.
Surveyor's Scope is a good anti-manascrew card in multiplayer, as it can actually put you ahead by a land. Works well with fetchlands since you can activate it in response to the fetch.
- Rabid Wombat
time warp effects are amazing here. if the two of you can just alternate extra turn effects you're going to win every time. easily. they're also helpful if your partner just needs a turn to combo. it got so bad at one point we just said if you take an extra turn only you get one, not your partner, because almost every deck would jam as many extra turn effects that they could get away with
luminarch ascension gets two counters, so it can come online in just two turns. you'll get into a bunch of arguments that it doesn't, but it has a ruling that specifies just this case. it wins tons of games.
purphoros can end a game practically on the spot. slap down a siege gang commander right after for 16 damage. impact tremors and effects like that go the distance very quickly. these effects also won a ****ton of games just by existing. like luminarch ascension you'll get into arguments, but those people would be wrong.
one other beneficial thing is the ability to untap your partners lands. turn about, palinchron effects, earthcraft, things like that, they can mean that your guy goes off with just a handful of lands. it was great to untap my partners ***** and watch them go ham with 12 mana instead of 6.
avoid propaganda type stuff, its basically useless. they just don't attack you and instead attack your partner.
avoid cards that skip phases. neither of you end up getting it. so if say you plop down a necropotence sure you might make use of it, but your friend is going to sit there with his thumb up his ass and hate you. in general avoid spells that turn off something for your teammate. the number of times i've seen one person cast something like rest in peace, and their partner do nothing as their deck relies entirely on the graveyard is really mind blowing.
if your partner is playing aggro, you can lend him a hand by playing control. it becomes really potent protecting his threats.
control in general gets obnoxious, because with a well built deck you're laying threats while controlling the board, and now you've got your buddy for backup meaning that your opponents have to contend with double control, or increased pressure. some of the worst pairs were double aggro decks, they essentially would vomit out pressure and lose to a board wipe - which had double the frequency given that there's two decks.
pacts also kind of suck. more than once i've seen someone pact of negation or slaughter pact, and because you're contending with 2 decks the chance of being strip mined is higher and oops both players lose.