Compact Two-Headed Giant Cube
(288 Card Cube)
Compact Two-Headed Giant Cube
Art by Mike BurnsArt by Mike Burns
288 Card Cube3 followers
Designed by potionseller
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Mana Pool$1544.97
The Compact Two-Headed Giant Cube

Two-Headed Giant offers a number of challenges for compact cubing compared to regular twobert cubes. This cube offers the best 2HG experience in the smallest package possible. 288 cards was chosen as a rule of keeping a third of the cube on the side in a regular draft pod of four (3 packs of 16 cards, drafting two at a time).

Here's what each color does (focusing on the multiplayer strengths)
  • w : Derives value from combat in tokens, counters, and board wipes - Aggressive Color
  • u : Plays slowly and provides late-game value; only engages in combat with small unblockables - Control Color
  • b : Cleans up threats on the battlefield and in the hand - Support Color
  • r : Just about every card burns both of the opponents (making double damage) - Aggro Color
  • g : Shifts between support with removal/counters and aggro with ramp/threats - Midrange Color
Pairs (from most to least aggro):
  • Rakdos b-r : Aggro; Burn presenting one of the fastest clocks in the cube
  • Boros w-r : Aggro; Battalion works with your partner's creatures, swing in every turn
  • Gruul g-r : Aggro; Getting in early damage with haste, ending the game before it gets to turn 6
  • Izzet u-r : Midrange; Spellslinging providing control backup to your partner, burn providing aggro in the mid-game
  • Orzhov w-b : Midrange; +1/+1 counters for your partner, removal spells to carry you into the late game
  • Selesnya w-g : Midrange; "Group Hug" - focus on helping your teammate out
  • Golgari b-g : Midrange; Lasting value through counters, often a target for partner's proliferation
  • Simic u-g : Control; Proliferating to keep your partner's creatures relevant, Simic Ascendancy as a late-game win-con
  • Dimir u-b : Control; Ninjas are a payoff for random combat hits after playing a heavy control game plan
  • Azorius w-u : Control; this cube moves so fast that you'll often need a control / midrange partner to make it to turn seven.
Tricolors (from most to least aggro):
  • Mardu rwb : Mathas, Fiend Seeker gives three of the fastest colors some staying power if they can't kill on turn four
  • Jund brg : Ziatora's Envoy has a decent body and loves counters, then its combat damage pushes you further ahead via card advantage.
  • Jeskai urw : Elsha of the Infinite flips the clock and puts the control player on the beatdown
  • Naya rgw : Jared Carthalion, True Heir gives your teammate the monarch immediately and pays off big if you can get ahold of it. Expecting your teammate to be midrange or control, though, meaning they'll need the extra card to protect your aggro board.
  • Grixis ubr : Marchesa, the Black Rose, much like Elsha, gives some more midrange colors a beatdown role if they were on the backfoot.
  • Temur urg : Animar, Soul of Elements grows fast if you have help from your partner and pays off big-time late (Shout-out to Vodalian Mindsinger as an optional midrange threaten)
  • Ghave wbg : Ghave, Guru of Spores is the ideal payoff for a proliferating build, generating blockers or sac-ing up loose creatures for late game attacks
  • Esper wub : Kamiz, Obscura Oculus doesn't make these colors more aggro than they were, but it does give them openings for ninjas and card advantage for control
  • Sultai bgu : Volrath, the Shapestealer trades with everything and copies the next best engine on the battlefield; with the prevalence of counters it really can copy anything
  • Bant gwu : Lagrella, the Magpie might not seem like the best control threat, but it's useful at every point in the game and significantly boosts a blocker for both you and your opponent when removed.
Mainboard Changelist+1, -1

Iron Mastiff... you were a relic of a time when this cube was a little less busted. Goodbye old friend. I never cast you once.

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