2HG for FNM help
Deck Help forum
Posted on March 14, 2013, 9:38 a.m. by harrydemon117
I am attending a two headed giant standard tournament this FNM and was looking for some feedback. The 2 decks are a 4 color "ramp" deck and a 4 color control deck.
Control = 4-color-control-14-02-13-1
Ramp = 2HG 4 color mid range
Please have a look and tell me what you think. I'm looking for suggestions to improve our chances of winning
harrydemon117 says... #3
Interesting thought. The ramp deck hardly ever has to worry about the mana, and I actually altered the cards in the control deck to work better with the mana base
The format IS a single round 50 minute game, and from my experience for the last several months at it they usually go to midrange and beyond as far as turns go (rarely do you see 2 aggro decks doing extermely well)
There has been one instance where I didn't draw white and needed it for a board wipe, but that was only 1 game and technically I should have take a mulligan (since you have a free one). I have since added more single removal in Searing Spear and changed from Negate to Izzet Charm for more options at removal
Do you know of any other "for each opponent cards" that would be good for 2HG? Do you think that Chromatic Lantern would be a good addition? Or even a Prophetic Prism?
March 14, 2013 6:58 p.m.
I've just seen it happen enough times, and I think the 2HG format tips the risk reward in favor of decks with more consistency. Be that a little extra fixing or fewer colors.
As for "for each opponent" cards, nothing immediately jumps out for use in constructed. Though there might be some argument for running Skull Rend over Rakdos's Return as it's slightly more efficient at cost in 2HG, but it doesn't have any ability to be dialed up or down. And I've seen extort do some crazy things in sealed 2HG.
Slycne says... #2
Will the tournaments be match based or a single 50 min game like most 2HG?
If it's the later I would strongly consider cutting down on the colors. 4 color already has a certain amount of variance to it, even with all the fixing, and 2HG essentially doubles your chances while reducing the iteration. You have higher probability of encountering mana issues while playing less games to smooth the percentages out.
A lot of 2HG are won/lost on someone stumbling on their mana, and only one person on the team needs to have issues: since it's all but impossible for a single deck to hold off two.
March 14, 2013 10:57 a.m.