Overview
My Two-Headed Giant cube takes heavy inspiration from Battlebond, one of my favorite sets. As such, this cube focuses on using cards from Magic's more recent history (Not Exclusively) that fit one of the following categories:
For example, here are a few of the mechanics present in my cube:
Special Rules
The drafting of this cube follows the same ruleset as Battlebond:
The cube is designed for a maximum of 16 players, but 8 players is the intended amount to allow for variance between drafts.
Standard Two-Headed Giant rules apply, no extra rules.
Archetype Breakdown
Azorius - Main: Flying | Sub: Control/Draw Matters
Boros: Main: Battalion | Sub: Enabling Team
Dimir - Main: Saboteur | Sub: Ninjutsu
Golgari - Main: Morbid | Sub: Life-gain
Gruul - Main: Smash Face (while enabling team)
Izzet - Main: Draw Matters | Sub: Spell-Slinging
Orzhov - Main: Life-gain | Sub: Aristocrats
Rakdos - Main: Warrior Tribal | Sub: Aristocrats
Selesnya - Main: +1/+1 Counters | Sub: Life-gain
Simic: Main: Proliferate | Sub: Cloning
Notable Exclusions
My reasoning for not including silver border cards and board wipes was based on minimizing game time. Two-Headed Giant games are notorious for taking a long time so I wanted to speed up gameplay as much as possible without making aggro the only possible strategy.
Interesting Notes
To make aggro not overpowered, I've introduced healing as a core mechanic in the cube. Since player's share a life total, cards that care about healing happening become twice as good with incidental healing splattered throughout the draft.
To try and balance the power fully though, and not have both teams sitting idle gaining life, I've made most removal in this format sub-par. You won't see Swords to Plowshares, Counterspell, or Go for the Throat in this cube, just their overcosted cousins instead. This will hopefully allow aggro to be a viable, yet fair strategy.