Wanderwine Prophets
70Strong in 2HGCreature — Merfolk WizardLorwyn
2HG Rating
70/100
Gains value in 2HG: extra turn.
- +20Extra 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.
Oracle text
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
Legality
Plays well beside it
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 Wanderwine Prophets.





