The 2HG Microcube
(180 Card Cube)
The 2HG Microcube
Cube ID
Art by Simon DominicArt by Simon Dominic
180 Card Unpowered Multiplayer Vintage Cube9 followers
Designed by Topher
Owned
$159
Buy
$242
Purchase
Mana Pool$306.07
The Two-Headed Giant Microcube

A 192-card cube that features cards curated for fun and engaging cooperative multiplayer gameplay.

Unique Quirks

This cube features a few rules changes, modified cards, and a few entirely custom cards.

Rules Changes

The following rules have been changed to better support cooperative play:

Soulbond. The Soulbond ability now reads: "You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as your team controls both of them."

Equipment. The Equip ability now reads: "Attach this permanent to target creature your team controls. That creature's controller gains control of this permanent. Any player on your team can activate this ability. Activate this ability only any time you could cast a sorcery."

Vehicles. The Crew ability now reads: "Tap any number of untapped creatures your team controls with total power N or greater: This permanent becomes an artifact creature until end of turn. Any player on your team may activate this ability." Just make sure to ask your partner first before using their creatures to crew your vehicle.

Artifact Tokens. All Noncreature artifact tokens (Treasure, Food, Clues, Blood, Maps, etc.) have "0: Target player on your team gains control of this permanent. Activate only as a sorcery."

Modified Cards

Some of the cards in the cube have been modified to work better in Two-Headed Giant play. Modified cards have the "Custom" tag on the CubeCobra List page, and can be identified in-play by the "★" icon at the end of the cardname. You can see an album of all of the cards I've modified for the cube (whether they're currently included or not) here.

Custom Cards and the Cube Binder

I keep a binder of cards that I'm considering for inclusion in the cube. I use the Maybeboard on CubeCobra to represent it (but I'm not sure if users other than myself can see the Maybeboard). This is called the Cube Binder.

Six custom cards interact with the Cube Binder. Cube Curator, and a cycle of five "Wild Cards". Here's an Imgur link to the cards. The player who drafts/opens Cube Curator gets priority when choosing cards from the Cube Binder during deckbuilding. The Wild Cards can be used to swap a card from the binder during deckbuilding or to cast a copy of a card from the binder during gameplay, but not both.

Themes

Between you and your teammate, you're probably playing 4-5 colors and each color has themes which generally align with how each color typically plays in magic.

w White - Combat Focused w

White plays a lot of creatures that are good at attacking and blocking. Many of its cards have a focus on +1/+1 counters, which you can typically use to buff up your teammate's creatures as well.

u Blue - Control u

Blue is a much slower, more reactive color that plays spells that can disrupt your opponents plans by tapping, bouncing, and countering their threats. The cube also plays Peregrine Drake and Deadeye Navigator, which together create a combo that can give you and your teammate unlimited mana.

b Black - Removal/Graveyard b

Black is the color of creature destruction in this cube. It also features a few cards that interact well with graveyards.

r Red - Aggro r

Red creatures in the cube love attacking, and have combat-tricks and other spells to help support that effort.

g Green - Team Synergy g

Green is very solid in this cube. Just about every green card can be used to help your teammate by helping them create more mana or buffing their creatures with +1/+1 counters.

Multicolored Themes
  • w-u Azorius - Fliers. White and blue play a total of 15 creatures with flying.
  • u-b Dimir - Control. These two colors combine bounce spells, counter spells, and removal spells to keep your opponents' threats off the board.
  • b-r Rakdos - Midrange. Attacking is a lot easier when your opponents potential blockers are dead.
  • r-g Gruul - Big Creatures. Red has dragons and green has a few other large creatures.
  • g-w Selesnya - +1/+1 Counters. Super useful in this cube.
  • w-b Orzhov - Life Drain. Both of the Orzhov cards in the cube drain our opponents' life.
  • u-r Izzet - Spells. Red and Blue play a combined 21 instants and sorceries. Plus Enigma Drake, one of my personal pet-cards.
  • b-g Golgari. This combo doesn't have a super concrete identity, but it's fun to put additional counters on your Noosegraf Mob.
  • r-w Boros - Aggro. Honored Crop-Captain and Aurelia, Exemplar of Justice will encourage your team to always be attacking.
  • g-u Simic - Ramp. Edric, Spymaster of Trest helps your team draw cards, which should help your team hit their land-drops consistently.
Draft (4 or 6 players in teams of 2)

Each team gets four 16-card booster packs. While drafting, each team selects two cards from the booster pack and passes it to the next team. This process continues until all the cards and packs have been drafted. The cards your team drafts form a shared pool that your team must use to create two 40-card decks.

Sealed (4 players in teams of 2)

Each team gets a sealed pool of 96 random cards (6 packs) from the cube. Your team must use the cards in your pool and basic lands to create two 40-card decks.

Archenemy (WIP)

Note: With Duskmourne Commander bringing back Archenemy with updated rules, I will be revising how the Archenemy works in this cube. I'll be playtesting a few variants and will update this section once we settle the variant that works best.

You can play Archenemy with this cube!

  • One player is secretly chosen to be the Archenemy before the draft. The Archenemy will know who they are, but all other players will be unaware.
  • Drafting is done individually instead of in teams.
  • Once the draft is complete and deckbuilding begins, the Archenemy is revealed and adds a copy of Sovereign's Realm to their card pool. This means that the Archenemy doesn't need to worry about color fixing during the draft, and can just pick the best card in their packs regardless of color.
  • The Archenemy also receives a collection of Scheme cards, from which they will create a 20-card scheme deck.

The game begins, using the standard Archenemy rules:

  • The archenemy starts the game with 40 life. The other players each have an individual life total of 20.
  • The archenemy always goes first.
  • The non-archenemy players have a shared simultaneous turn.
  • At the beginning of the archenemy's precombat main phase, they draw the top card of their scheme deck and "set that scheme into motion". Ongoing schemes stick around until they're abandoned. If the archenemy has any ongoing schemes in play at the start of their precombat main phase, they still get to set a new scheme into motion, and doing so doesn't get rid of the existing ongoing scheme (I had a misconception a while back that you couldn't set new schemes into motion until an ongoing scheme was abandoned).
  • When the archenemy attacks, any of the defending player's teammates can block.
  • The archenemy wins when the other players are all eliminated, and the other players win if the archenemy is eliminated.
Mainboard Changelist+1, -1
Maybeboard Changelist+1, -1
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