Card lists
What the format changes
Two-Headed Giant moves card values in a small number of specific ways. Each list below is one of them, with the cards it affects most, ordered by 2HG Rating.
Cards that gain in 2HG
Cards that hit each opponent
1097Every “each opponent” clause resolves twice in 2HG, and both halves come off one shared life total. These are the cards that quietly double in power.
Team-wide edicts
158Forcing both opponents to sacrifice strips two boards for one card. This is the classic 2HG blowout.
Symmetrical discard
109“Each opponent discards” is a two-for-one in 2HG. Syphon Mind and its relatives jump several tiers here.
Extra turns are worth double in 2HG
49Teammates take one turn together, so an extra turn is an extra turn for both players. Few effects gain more from the format than these.
Board sweepers for 2HG
423A wrath answers two opponents' boards at once in 2HG, and destroys your teammate's along with them. One-sided and modal sweepers gain the most.
Cards that protect a teammate
240“Target player” and “target permanent” effects can be aimed at your partner — something no duel format lets you do.
Fogs and damage prevention
176You defend against two attacking players out of one shared pool, so a single fog can buy your team a whole turn.
Damage that hits the whole enemy team
302Drain and burn that reads “each opponent” lands twice on a single shared life pool, so the printed number is effectively doubled.
Symmetrical lock pieces
81Stax effects tax two opponents for the price of one — provided your own teammate can play through them.
Triggers that fire twice as often
370“Whenever an opponent…” watches two players instead of one, so these triggers pay out roughly twice as often as they do in a duel.
One- and two-mana answers
982Turns are shared and fast in 2HG. Cheap answers let you hold up interaction without giving up your own development.
Cards that lose value in 2HG
Poison clocks are slower than they look
148A 2HG team loses at 15 poison counters rather than 10, so infect and toxic need half again as much work to close a game.
Symmetrical card advantage falls flat
71Shared draw feeds two opponents and only one teammate. These cards read well and play badly in Two-Headed Giant.
Single-target answers trade down
188Two opponents deploy two boards. Expensive spot removal trades down unless it is cheap or hits more than one permanent.
Small lifegain against a large shared pool
742A bigger shared pool makes small lifegain proportionally weaker — and it is the same pool your teammate is already spending.
Cards written for one opponent
675Effects that name “target opponent” only ever reach half the enemy team, so they lose reach in a format with two.
The crown still sits on one head
87In 2HG the monarch is one player, not the team. The other team can send both players' creatures at that head in one combined attack, so the crown is hard to keep.
Anthems only pump half your side
571“Creatures you control” stops at your own board. Your teammate's creatures are untouched, so anthems are worse than they look.