Two-Headed Giant

Great Train Heist

40Situational

Instant{R}Outlaws of Thunder Junction

2HG Rating

40/100

Loses value in 2HG: duel-shaped card, team anthem.

Weak in 2HGNeutralFormat staple
  • 6
    Duel-shaped card

    Cards that reference 'the opponent' or single-combat framing lose reach when the table has two opponents.

  • 4
    Team 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.) + {2}{R} — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase. + {2} — Creatures you control get +1/+0 and gain first strike until end of turn. + {R} — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.

Legality

standardpioneermodernlegacyvintagecommander

Plays well beside it

Fits the same colour identity — good candidates for your teammate's deck.

More →

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.

View Great Train Heist on Scryfall ↗