This cube is a riff on one the classic 2HG format. It has all of the same rules you are used to with 2HG: 30 life, shared life totals, & one free muligan. In addition, each player also has an emblem that reads:
You may replace "you control" with "your team controls" and "under your control" with "under your team's control"
The cube is to be drafted in an 8-pod with four teams of two. Each team opens four packs of 20 and takes two picks per pack. Drafting the cube as a pair is consistently people's favorite part of the cube experience and it also takes a long time. It is not unreasonable to alot 2 hours for the draft alone.
After drafting, the team builds two separate decks from their card pool.
Each match consists of one game and the round timer is 50 minutes.
The cube as intentionally designed to minimize the things that make 2HG fund and minimize the elements that make 2HG unfun. This design is reflected by attempts to:
There are many different themes and pockets of synergy within the cube. And there's ample fixing so you don't need to feel bound by colors if you take it highly!
That said, there are some themes within the cube that are worth drawing explicit attention to.
Most of the ramp in this cube is found cheap ramp creatures and land enchantments like utopia sprawl. These ramp spells are especially powerful when paired with untap effects that allow you to get access to lots of mana very quickly. It's worth noting that you can play ramp enchantments on your teammates lands and untap them as well. With the right start, a player could have access to 8+ mana on t3!
There are many ways to make tokens in the cube and many ways to abuse them. You can pump them with battle cry or +1/+1 counters or sack them all with plumb the forbidden to kill your opponent with blood artist triggers. Take special note that the Two-headed Pheonix Emblem lets you use your teammates creatures to convoke cards like March of the multitudes.
Control in this cube takes the form of disruption. With the exception of crush of tenticles There are (currently) no wraths or sweepers. But counters and removal are plentiful so there are plenty of ways to protect your team-mates key pieces and disrupt your opponent's plans.
Often finding a home nicely in your control deck, there are several spells matter pieces that reward you for casting spells and keeping the cards flowing. In addition to burning out your opponents, you can play a strong defensive game and help your teammates drawing cards to make sure neither of you ever run out of things to do.
"Each opponent loses one life" never looked so good! There are lots of ways to make creatures in the cube and lots of payoffs for killing them. Partner these cards with an aggressive strategy to push damage or go full control- there are many ways to play it and lots of sneaky wins to be had.
Game length
Though games may take some time because two heads take longer to make decisions, the games, on average, are fairly fast turn-wise. It is not uncommon for a game to be over (or effectively over) in five or six turn cycles. You should take this into account when you're drafting and deck-building.