Great Train Heist
40SituationalInstantOutlaws of Thunder Junction
2HG Rating
40/100
Loses value in 2HG: duel-shaped card, team anthem.
- −6Duel-shaped card
Cards that reference 'the opponent' or single-combat framing lose reach when the table has two opponents.
- −4Team anthem
Anthems only pump creatures you control — your teammate's board is untouched, so they're worse than they look.
Ratings start at a neutral 50 and are adjusted by rules derived from 2HG's structure — shared 60 life, shared turns, two opponents. They'll be recalibrated against real play rates once teams start submitting decklists.
Oracle text
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+
— Creatures you control get +1/+0 and gain first strike until end of turn.
+
— Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Legality
Plays well beside it
Fits the same colour identity — good candidates for your teammate's deck.
Suggestions are characteristic-based for now. Once teams submit pairings, this becomes a real co-occurrence score: played in X% of teams whose partner deck runs Great Train Heist.





