2HG Cube v2
(480 Card Cube)
2HG Cube v2
Cube ID
Art by Tommy ArnoldArt by Tommy Arnold
480 Card Cube1 follower
Designed by joshinthemosh89
Owned
$2,285
Buy
$2,549
Purchase
Mana Pool$841.69

Welcome to the second incarnation of my Two Headed Giant Cube. You may be thinking, isn't this just Battlebond? And to you I say, kinda. In my opinion Battlebond suffered from underpowered archetypes which created games that went too long, especially for the causal format that is 2HG. With that in mind, this cube features a higher power level and (hopefully) very clear synergies. The cube is enemy color pair focused, those five pairs each have a distinct archetype. There are now a few allied color cards in each pairing in the cube. In addition there are two 5 colors themes.

Archetypes
  1. Orzhov: Knights
  2. Golgari: Reanimator
  3. Boros: Dragons
  4. Izzet: Tokens
  5. Simic: Control
    A brief aside on Simic. The archetype used to be Clones. While it was a very defined archetype, it wasn't that fun. Control is vague and more a role than an archetype. Simic is just the best equipped to play that role in the cube.
Themes

There are several subthemes in the cube. Some support the main archetypes, others are just there because I like things that go boom.

  1. Enchantments
    Each color has enchantments and cards that interact positively with the enchantments in their color and/or enemy color pair.

  2. Cycling
    Cycling is in every color partially to smooth draws and do what cycling does, partially because I really love Living End and Zenith Flare. Pairing Living End with Reanimator creates an interesting tension for both players so that they don't walk into the other team benefiting from their actions.

  3. X marks the spot
    There are a lot of X spells in the cube. I mentioned that I thought Battlebond games could go too long and here's my solution for that.

  4. Mana Doubling
    You know what's better than mana? MORE MANA. The mana doubling comes in two flavors, the traditional doubling effects, which just so happen to be enchantments and untappers. Untappers can work on non mana sources, but like.....why?

All the mana doublers work for all players. There is a real downside to playing one without a plan.

  1. Shuffle everything and Draw Again
    There are 5 different soft resets of the game. The goal is chaos and I wouldn't have it any other way.
Fixing

I made this without thinking about the amount of fixing I should really have. As a result there isn't a lot of fixing, but it is all powerful.

  1. Enemy Dual Lands
  2. Enemy Shock Lands
  3. Enemy Pain Lands
  4. Enemy Signets

If you have the ability to pick a piece of fixing, you should probably think carefully before passing it.

Draft Thoughts:
  1. Free cards. How am I casting it? Can I cheat it into play? Should I reread some cards to double check? YES.
  2. All of the Kaldra pieces are in the cube. Do it.
  3. Consider what effects impact both members of your team and which impact creatures you control.

Have fun and tell me what you think

Mainboard Changelist+0, -1
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