SorceryVintage Masters
70/100
Gains value in 2HG: extra turn.
Teammates share one turn, so an extra turn is an extra turn for both players — double the value of the same card in a duel.
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.
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Shares the "extra turn" axis — 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 Plea for Power.