Two headed Giants are one of our most popular Magic Events at D20. It”s a ton of fun and best way EVER for bringing in people who haven’t felt comfortable playing before. It works great for significant others, buddies who want to check it out, or just friends who want to play.
(It is particularly great for Moms or Dads who want to have a really cool date night with their kids. This event is a GREAT way for parents to figure out what this thing the kids are doing is anyway, and for the kids to get a chance to be the ones who know what is going on for a change. ;-)Because you play as a team and can help each other out, the kid gets to be the smart one for a change, and the parent gets to play without needing to worry about “doing it wrong”. Also…very fun to play together against another team.)
How does it work? Each giant consists of two players who work together as a team. They share a single (30 point life total) and draw their cards at the same time, play at the same time, attack and defend together and in general help each other out. They each open a fixed number of packs to use to make their decks (usually 4), and can then mix what was in those packs in to one big pool to use for making one 40 card deck for each player. Each round is on single (usually longer then normal) game, and we play 3 rounds total, with a prize going to each head on the winning team. It is not only ok for the two heads to show each other their cards and talk among each other, its at least half of the fun.
You can’t do anything to your partner head, you couldn’t do to an opponent.
- Each Deck is 40 card minimum. Keep as close to that as you can (~23 cards, and 17 land). Since it is a sealed, you can have more then 4 of a particular card besides basic land if you have them in your pool.
- There IS such a thing as a free Mulligan in Two headed Giant–each player can have one free mulligan(can put their opening hand back, reshuffle and get 7 new cards) at the beginning of the game. The team that wins the roll has the option of going first and not drawing a card, or going second and drawing a card.
- Each team starts with 30 life. The game ends when one team goes to 0 life, or time runs out (draw) or either of the players on the team is forced to draw a card when they have no cards left in their library (usually at the beginning of their turn.)
- Attacks go to the “body” of the other team….they can use any of their creatures to block if they want to.
- All attacks from a giant happen at the same time (both players attack at the same time). Declare ALL attacks before the other team needs to respond
- Effects, like Battalion, that trigger when multiple creatures attack together, count all the creatures attacking a the same time unless those effects specifically say “creatures You control..see the You rule later.)
- You can’t do anything to your partner, you couldn’t do to an opponent.
- You don’t share lands, can’t put equipment on their creatures
- The You Rule…any affect that includes the word “you” in it, for example “creatures you control” refers to the head(player) who cast it, not the giant. If “you” would gain life, it goes to the pool of life the team controls. If “creatures you control get +1,+1” those are only the creatures that player has under their control.
- The Target Player rule: Spells and effects that do anything but damage to “target player” only affect one of the heads and the person casting the spells gets to decide which.
- The Opponents Rule: Spells that talk about “each opponent” or “all opponents” will effect BOTH heads of the giant. Which makes some cards EXTREMELY effective in Two headed Giant….such as Extort, where you gain a life and each opponent loses a life when you extort…
In general, the cards will do a pretty good job of telling you how things should work in two headed giant as long as you pay attention to the “you, each opponent, all opponents” etc. Remember, Hexproof prevents spells from things being targeted by spells your opponents control…and your partner is (very hopefully) not your opponent.
- Talk to each other and work together. A two-headed giant that bickers and each head just does what they want to do ends up with their final argument being about who was responsible for them lying on the ground, looking up at another giant giving each other the giant high five.
- You can make decks that are not balanced because you have two decks to work with. It’s ok to have one deck that concentrates on the attacking, while the other concentrates on keeping things safe and getting rid of their opponents stuff.
- Games last longer, so you can put in some bigger cards that might not usually get a chance to be played.
- Mark the most valuable cards in each of the 4 packs that each player opened, so you can get those back to each other at the end of the time…getting all the cards re-split up never works…usually you just both end up with the decks you built and then giving each other back the specific cards you ID’d as being ones you wanted back.