View Full Version : [Toernooivorm uitleg] Two Headed Giant
Carnage
15th August 2004, 11:40
Two-Headed Giant
Four players. Two teams of 2 players.
The Two-Headed Giant variant has two unique features. Each two-player team has a shared life total, which starts at 30 life, and each team has takes turns rather than each player. Each team’s creatures also attack the other team rather than individual players. The additional rules for the Two-Headed Giant variant explain how the timing of team turns works. *zie eerste post hieronder*.
In short, this are the most important rules:
One team consists of two players, each with a 60-card minimum deck. Between the two decks there can be no more than four copies of a single card (not counting basic land of course).
Both players on a team play a single turn simultaneously, like a giant with two heads. That means each player on the team draws and plays spells at the same time and the team attacks and blocks with their creatures as a group.
Though a turn is shared, targeting is not. Each person on a team is targeted separately, takes damage separately, and effects that hit all players affect one team twice – once for each head.
Both players share one 30-point life total. If that total reaches zero, the team loses. However, if a single person on a team loses through some other method (e.g. running out of cards to draw, succumbing to the ability of Door To Nothingness, etc.), then that team also loses.
Coordination is above-board. Teammates can look at each other's hands and openly communicate. No need for secret signals, unless you don't want to clue your opponents in on your strategies.
In constructed Two-Headed Giant formats, each team member’s deck must contain a minimum of sixty cards and follow the Unified Deck Construction Rules.
Unified Deck Construction Rules
With the exception of basic land cards, a team’s combined decks may not contain more than four of any individual card, counted by its English card title.
Mulligans
In Two-Headed Giant games, each player may take one 'free' mulligan before taking mulligans that decrease the hand size.
Ter verduidelijking / extra regels:
- Let op, er is dus een extra eis aan de kaarten in de 2 decks van een deelnemend team, namelijk de hierboven beschreven Unified Deck Construction Rules :! Als je dus de twee decks van een team bij elkaar zou voegen, zou elke niet-basic-land kaart er maar maximaal 4 keer in mogen zitten. Je kunt dus b.v. niet ieder 4 counterspells spelen
- Spelers van een team nemen gezamenlijke beurten (met z'n tweeën tegelijk een buurt), met gezamenlijke steps (tegelijk de draw-step, de upkeep-step, etc).
- Het startende team pakt bij het begin geen extra kaart.
- Iedere speler mag dus een extra 'vrije' mulligan maken, zonder daarvoor kaarten in te leveren.
- De Two-Headed Giant regels veranderen een aantal dingen rondom Combat en het regelen de vertaling van gevallen waarin 'You' vertaald moet worden naar 'het Team'. Lees daarom de regels (hieronder volgende post) goed door!
- Als er om wat voor reden dan ook een teamlid verliest (door b.v. decking, Door to Nothingness), dan verliest het hele team.
- Als er een teamlid het spel zou winnen (door b.v. Alternate win conditions, zie onder), dan wint het hele team.
- 'Alternate win' condities zoals de diverse enchantments uit het Odyssey block (Test of Endurance, Mortal Combat) of Coalition Victory zijn tegenwoordig *WEL* toegestaan, maar let goed op: de two-headed-giant regels beinvloedden sommige condities (b.v. bij Test of Endurance moet het hele team nu 100 leven of meer hebben).
- in 2 headed giant toernooien zijn de volgende kaarten banned (zie ook http://www.wizards.com/default.asp?x=judge/resources/sfr2hg):
Erayo, Soratami Ascendant
Je schrijft je dus als team in, met z'n tweeën. Elke match zal bestaan uit één game. Oftewel, je speelt maar één keer in een
ronde. Er is dus ook geen sideboard nodig, TENZIJ je kaarten gebruikt die het sideboard gebruiken (b.v. met de Wishes uit de Judgment set), in dat geval heb je wel een sideboard nodig.
Meer informatie
Verder in deze thread kan je achtereenvolgens vinden:
- De officiële regels van Two Headed Giant - Belanrijk
- De officiële FAQ van Wizards o/t Coast
- Specifieke rulings/verduidelijkingen (aanrader!)
- Dit artikel (http://www.wizards.com/default.asp?x=mtgcom/feature/280) geeft goede strategie tips en andere nuttige info!
Carnage
9th August 2005, 15:28
Dit zijn de officiële regels, verplichte kost.
606. Two-Headed Giant Variant
606.1. Two-Headed Giant games are played with two teams of two players each.
606.2. No other multiplayer options are used in Two-Headed Giant games.
606.3. Each team sits together on one side of the table. Each team decides the order in which its players sit. The player seated on the right within each team is the primary player, and the player seated on the left is the secondary player.
606.4. The Two-Headed Giant variant has two unique features.
606.4a Each team has a shared life total, which starts at 30 life.
606.4b. Each team takes turns rather than each player.
606.5. With the exception of life total, a team's resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other's hands and discuss strategies at any time. Teammates can't manipulate each other's cards or permanents.
606.6. Timing of Team Turns
606.6a A player who is dissatisfied with his or her initial hand may mulligan. First, the starting team takes any mulligans. For a team to take a mulligan, each player on that team decides whether to shuffle his or her hand back into the deck and then draw a new hand of seven cards. All players on that team who chose to do so take their mulligans at the same time. After each player on that team who took a mulligan looks at his or her new hand, the team repeats the process, resulting in a hand of one fewer card each time, until the hand size reaches zero cards. Teammates may consult during this process, but a player can't see the result of his or her teammate's mulligan before deciding whether to take a mulligan at the same time. Once a player has decided to keep a hand, those cards become his or her opening hand. That player can't take any more mulligans, but his or her teammate may. Once each player on the starting team decides to keep an opening hand, the other team may take mulligans.
606.6b. The team who plays first skips the draw step of their first turn.
606.6c Teams have priority, not individual players.
606.6d The Active Player, Nonactive Player order rule (see rule 103.4) is modified for Two-Headed Giant play. The team whose turn it is is the active team. The other team is the nonactive team. If both teams would make choices and/or take actions at the same time, first the active team makes any choices required, then the nonactive team makes any choices required. Then the actions happen simultaneously.
606.6e A player may play a spell or activated ability, or take a special action, only when his or her team has priority. If both players on a team want to take an action at the same time, the primary player decides who takes the action. Each player on a team draws a card during that team's draw step. Each player on a team may play a land during each of that team's turns.
606.6f If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities either of them controls on the stack in any order they choose, then the members of the nonactive team do the same.
606.6g If a team has priority and neither player on that team wishes to do anything, that team passes. If both teams pass in succession (that is, if both teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when both teams pass in succession, the phase or step ends and the next one begins.
606.6h If an effect gives a player an extra turn or adds a phase or step to that player's turn, that player's team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player's team does so. If a single effect causes both players on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player's turn, the controller of that effect controls the affected player's team's turn.
606.6i If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same.
606.7. The Two-Headed Giant variant uses different combat rules than other multiplayer variants.
606.7a Each team's creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.
Any one-shot effect or characteristic-defining ability that refers to the "defending player" refers to one specific defending player, not to both of the defending players. The controller of the effect or of the object with the characteristic-setting ability chooses which one the spell or ability refers to. The same is true for any one-shot effect that refers to the "attacking player."
All other cases in which the "defending player" is referred to actually refer to both defending players. If the reference involves a positive comparison (such as asking whether the defending player controls an Island) or a relative comparison (such as asking whether you control more creatures than the defending player), it gets only one answer. This answer is "yes" if either defending player in the comparison would return a "yes" answer if compared individually. If the reference involves a negative comparison (such as asking whether the defending player controls no black permanents), it also gets only one answer. This answer is "yes" if performing the analogous positive comparison would return a "no" answer. The same is true for all other cases that refer to the "attacking player."
606.7b. As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can't attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole.
Example: One player in a Two-Headed Giant game controls Teferi's Moat, which says "As Teferi's Moat comes into play, choose a color." and "Creatures of the chosen color without flying can't attack you." Creatures of the chosen color without flying can't attack that player's team.
606.7c As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block any attacking creatures. The defending team has one combined block, and that set of blocking creatures must be legal as a whole.
Example: If an attacking creature has forestwalk and either player on the defending team controls a Forest, the creature can't be blocked.
606.7d As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. If an attacking creature would assign combat damage to the defending team, the active team chooses only one of the defending players for that creature to assign its combat damage to. Then the defending team announces how each blocking creature will assign its combat damage.
606.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 102), with the following additions.
606.8a If a team's life total is 0 or less, the team loses the game the next time a team would receive priority. (This is a state-based effect. See rule 420.)
606. 8b Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect would prevent a player from winning the game, that player's team can't win the game. If an effect would prevent a player from losing the game, that player's team can't lose the game.
Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, "You don't lose the game for having 0 or less life." If that player's team's life total is 0 or less, that team doesn't lose the game.
Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player's library. That player loses the game, so that player's entire team loses the game.
Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, "You can't lose the game and your opponents can't win the game." Neither that player nor his or her teammate can lose the game while Platinum Angel is in play, and neither player on the opposing team can win the game.
606.8c If a player concedes, his or her team loses the game.
606.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team's shared life total.
Example: In a Two-Headed Giant game, a player plays Flame Rift, which reads, "Flame Rift deals 4 damage to each player." Each team is dealt a total of 8 damage.
606.9a If an effect needs to know the value of an individual player's life total, that effect uses the team's life total divided by two, rounded up, instead.
Example: In a Two-Headed Giant game, a team is at 17 life when a player activates Heartless Hidetsugu's ability, which reads, "Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down." For the purposes of this ability, each player on that team is considered to be at 9 life. Heartless Hidetsugu deals 4 damage to each of those players, for a total of 8 damage. The team will end up at 9 life.
Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, "At the beginning of your upkeep, if you have 50 or more life, you win the game." At the beginning of your upkeep, the player's team wins the game only if his or her share of the team's life total is 50 or more. The team's life total must be 99 or more for that to happen.
Example: In a Two-Headed Giant game, a player controls Lurking Jackals, which reads, "When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature." If the opposing team has 22 life and 1 damage is dealt to a particular opponent, Lurking Jackals won't become a creature. The opposing team's life total must be 20 or less for that to happen.
606.9b If an effect would set the life total of each player on a team to a number, the result is the sum of all the numbers.
Example: In a Two-Headed Giant game, a player plays Biorhythm, which reads, "Each player's life total becomes the number of creatures he or she controls." If one member of a team that has 25 life controls three creatures and the other member controls four creatures, that team's life total becomes 7. The first player is considered to have lost 10 life (13 - 3), and the second player is considered to have lost 9 life (13 - 4), even though the team didn't lose a total of 19 life.
606.9c If an effect would set a single player's life total to a number, that player's individual life total becomes that number. The team's life total is adjusted by the amount of life that player gained or lost.
Example: In a Two-Headed Giant game, a player on a team that has 25 life plays a spell that reads, "Your life total becomes 20." That player's life total is considered to be 13 for the purpose of the spell, so it becomes 20 and the team's life total becomes 32 (25 + (20 - 13)).
606.10. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. Each team's starting life total is equal to 15 times the number of players on the team. (These variants are unofficially called Three-Headed Giant, Four-Headed Giant, and so on.)
Carnage
9th August 2005, 15:47
DCI™ Two-Headed Giant FAQ
September 5, 2005
This document will be updated regularly please check www.thedci.com/docs for the most current version.
What is the Two-Headed Giant format?
Two-Headed Giant is a new DCI-sanctioned format in which 2 Teams of 2 players each all play together in a single game.
How do Teams sit at the table?
Each team sits together on one side of the table. Each team decides the order in which its players sit. The player seated on the right within each team is the primary player, and the player seated on the left is the secondary player.
How do life totals work?
Each team has a shared life total, which starts at 30 life.
Do players on a team get to share mana? Cards?
With the exception of life total, a team’s resources (cards in hand, mana, and so on) are not shared.
Example: Player A has a Glorious Anthem in play. Only Player A’s creatures will get +1/+1. His teammates creatures do not.
Can players look at each other hands or discuss strategy during a game?
Yes. Teammates may review each other’s hands and discuss strategies at any time (Teams must still take their turns in a timely manner). However, teammates cannot touch or manipulate each other’s cards or permanents.
What sort of communication can players use to discuss strategy?
Any type of communication is acceptable with the exception of written communication. Written to communication is difficult to distinguish from notes taken outside of the match (which are not legal under DCI rules.)
Do the players take their turns one at a time?
No. Each team takes turns rather than each player. Both the players on a team take their “team turn” at the exact same time.
Do the players share phases as well?
Yes.
Example: Verdant Force reads “At the beginning of each player’s upkeep, put a 1/1 green Saproling creature token into play under your control.” Since players on a Team share an upkeep phase, the team will receive 1 Saproling token during their upkeep and 1 Saproling token during the opposing team’s upkeep.
How does priority work?
Teams have priority, not individual players. The Active Player, Nonactive Player order rule (see comp rules, rule 103.4) is modified for Two-Headed Giant play. The team whose turn it is the active team. The other team is the nonactive team. If both teams would make choices and/or take actions at the same time, first the active team makes any choices required, and then the nonactive team makes any choices required. Then the actions happen simultaneously.
How do the players on the same team decide who makes choices and/or takes actions first?
A player may play a spell or activated ability, or take a special action, only when his or her team has priority. If both players on a team want to take an action at the same time, the primary player decides in which order the team’s actions are taken.
How does priority pass to the other team?
If neither player on a team wishes to do anything, that team passes. If both teams pass in succession (that is, if both teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when both teams pass in succession, the phase or step ends and the next one begins.
How do effects that give one of the players another turn or adds a step or a phase to a players turn work?
If an effect gives a player an extra turn or adds a phase or a step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If an effect causes a player to control another player’s turn, the controller of that effect controls the affected player’s team’s turn.
How does combat work?
Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.
How does the “declare attackers” step work?
As the declare attackers step begins, the active team declares attackers. If a creature is unable to attack one of the defending players, that creature can’t attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole.
How does the “declare defenders” step work?
As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block any attacking creatures. The defending team has one combined block, and that set of blocking creatures must be legal as a whole.
How is combat damage assigned?
As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. If an attacking creature would assign combat damage to the defending team, the active team chooses only one of the defending players for that creature to assign its combat damage to. Then the defending team announces how each blocking creature will assign its combat damage.
Does a team lose when their life total reaches 0?
Yes. If a team’s life total is 0 or less, the team loses the game the next time a team would receive priority. (This is a state-based effect. See rule 420 of the comp rules)
If player on a team loses, does the other player keep playing?
No. Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect would prevent a player from winning the game, that player’s team can’t win the game. If an effect would prevent a player from losing the game, that player’s team can’t lose the game.
Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.
Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.
Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor his or her teammate can lose the game while Platinum Angel is in play, and neither player on the opposing team can win the game.
If a player on a team concedes the game, can the other player keep playing?
No. If a player concedes, his or her team loses the game.
How does damage, loss of life, and gaining life work with the single life total for the team?
Damage, loss of life, and gaining life happens to each player individually. The result is applied to the team’s shared life total.
Example: In a Two-Headed Giant game, a player plays Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.
If an effect needs to know what a player’s life total is, what number do I use?
If an effect needs to know the value of an individual player’s life total, that effect uses the team’s life total divided by two, rounded up, instead.
Example: In a Two-Headed Giant game, a team is at 17 life when a player activates Heartless Hidegetsu’s ability, which reads, “Heartless Hidetsugu deals to each player damage equal to half that player’s life total, rounded down.” For the purposes of this ability, each player on that team is considered to be at 9 life. Heartless Hidetsugu deals 4 damage to each of those players, for a total of 8 damage. The team will end up at 9 life.
Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of your upkeep, the player’s team wins the game only if his or her share of the team’s life total is 50 or more. The team’s life total must be 99 or more for that to happen.
Example: In a Two-Headed Giant game, a player controls Lurking Jackals, which reads, “When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature.” If the opposing team has 22 life and 1 damage to a particular opponent, Lurking Jackals won’t become a creature. The opposing team’s life total must be 20 or less for that to happen.
If an effect sets a life total for each player on a team to a specific number, what number do I set the life total to?
If an effect would set the life total of each player on a team to a number, the result is the sum of all the numbers.
Example: In a Two-Headed Giant game, a player plays Biorhythm, which reads, “Each player’s life total becomes the number of creatures he or she controls.” If one member of a team controls three creatures and the other member controls zero creatures, that team’s life total becomes 3.
If an effect sets a single player’s life total to a number, what number so I set the Team’s life total to?
If an effect would set a single player’s life total to a number, that player’s individual life total becomes that number. The team's life total is adjusted by the amount that player's life total was adjusted.
Example: In a Two-Headed Giant game, a player on a team that has 25 life plays a spell that reads, “your life total becomes 20.” That player’s life total is considered to be 13 for the purpose of the spell, so that player’s life total becomes 20 and the team’s life total becomes 32.
Note: The rule and example in section 606.9c of the Comprehensive Rules that relate to this question are incorrect. The answer listed above is an official correction to the Comprehensive Rules. (The Comp Rules will be updated at a later date.)
In Two-Headed Giant tournaments, are matches 2 out of 3 games?
No. All matches consist of 1 game only. Because teammates can consult with each other on strategy and take their turns at the same time, games take longer than games in individual play.
What about games that end in a draw due to mutual destruction of both teams?
Drawn games (games without a winner) do not count towards the one game. As long as match time allows, teams should continue to play games until a team has won a game.
How does the Play-Draw rule work Two-Headed Giant tournaments?
A team determined at random chooses either to play first and skip its first draw step, or to play second. The choice must be made before either player on that team looks at his or her hand. If either player on the team looks at his or her hand before a choice is made, that team plays first. The team that plays first skips its draw step on its first turn (neither player on the team draws a card).
What is the pre-game procedure for Two-Headed Giant tournaments?
Teams should do the following before playing:
1. Players should be seated with the primary player (Player A) to the right of his or her teammate.
2. Players shuffle their decks (see Universal Tournament Rules, section 21).
3. Players present their decks to their opponents for additional shuffling and cutting.
4. If an opponent has shuffled a player’s deck, that player may make one final cut.
5. Each player draws seven cards.
6. Each player, in turn order, decides whether to mulligan.
Once all mulligans are resolved, the game can begin.
How do mulligans work in Two-Headed Giant tournaments?
First, each player may take 1 “free” mulligan. That is, each player may, for any reason, reshuffle and redraw a hand of seven cards.
Then, after the “free” mulligan is resolved, each player may take further mulligans as normal. Each player may reshuffle and redraw his or her hand, drawing one less card. That player may repeat the process of shuffling and drawing one less card as often as he or she wishes, until he or she has no cards left in their hand.
In what order do players and teams take their mulligans in Two-Headed Giant tournaments?
The team that will play first resolves its mulligans first. (Teammates may communicate with each other at all times during the match, including during mulligans.) The primary player decides whether or not to mulligan then each other player, in clockwise order, decides whether or not to mulligan. Once a player passes the opportunity to mulligan, that player may not change his or her mind.
How do the “5 extra turns” when time runs out at the end of a match work in Two-Headed Giant tournaments?
If the match time limit is reached before a winner is determined, the active team finishes its turn and five total additional turns are played. If neither team has won the game after the 5 extra turns, the game (and match) ends in a draw.
Example, time is called on Team Y’s turn. Team Y finishes its turn. Team Z takes extra turn #1. Team Y takes extra turn #2, Team Z takes extra turn #3, Team Y takes extra turn #4, and Team Z takes extra turn #5.
What formats are used in Two-Headed Giant tournaments?
Available formats for Two-Headed Giant Tournaments include Standard, Extended, Block, Vintage, Legacy, and Sealed Deck.
Will there be ratings for Two-Headed Giant?
Yes.
How will ratings for Two-Headed Giant Tournaments work?
Event results for all for Two-Headed Giant format tournaments will be included in a single “Multiplayer” rating.
Will I be able to see my Multiplayer rating right away?
No. Ratings will not be visible for a while. The DCI will wait until enough results are turned in from Two-Headed Giant format tournaments to warrant posting the ratings. The date that Multiplayer ratings will be posted will be announced soon.
In constructed Two-Headed Giant formats, how may teams construct their decks?
Each team member’s deck must contain a minimum of sixty cards and follow the Unified Deck Construction Rules.
What are the Unified Deck Construction Rules?
With the exception of basic land cards, a team’s combined decks may not contain more than four of any individual card, counted by its English card title.
Example: if one player is using four copies of the card Naturalize in a Two-Headed Giant Constructed event, no other player on that team may have a Naturalize in his or her deck.
How are banned and/or restricted cards handled in Two-Headed Giant Tournaments?
Two-Headed Giant Tournaments use the same banned and restricted lists as individual tournaments. If a card is restricted in a particular format, the team may use no more than one copy of that card. No players may use cards that are banned in a particular format.
How are sideboards used in Two-Headed Giant Constructed Tournaments?
As only 1 game takes place per match, sideboards are not used in Two-Headed Giant tournaments.
In Two-Headed Giant Sealed Deck Tournaments, how many tournament packs and boosters does each team get to build decks?
The DCI recommends that each team receive one tournament pack and four boosters or seven boosters. Every team must receive the same product mix.
How do teams build decks in Two-Headed Giant Sealed Deck Tournaments?
Using the cards opened, each team must construct 2 decks that each contains at least 40 cards. There is no maximum deck size. Neither teams nor individuals are restricted to four of any one card in Two-Headed Giant Sealed Deck Tournaments.
How are sideboards used in Two-Headed Giant Sealed Deck Tournaments?
As only 1 game takes place per match, sideboards are not used in Two-Headed Giant tournaments. Any cards not included in either player’s deck during deck building are not used in the tournament.
Where can I find the comprehensive rules for Two-Headed Giant?
The Magic: The Gathering comprehensive rules that deal with Two-Headed Giant can be found at http://www.wizards.com/default.asp?x=magic/rules/tourneyplayer
Where can I find the DCI Floor Rules for Two-Headed Giant?
The Two-Headed Giant Floor Rules are part of the Magic: the Gathering DCI Floor Rules and can be found at http://www.thedci.com/docs
When can my local tournament organizer start running sanctioned Two-Headed Giant Tournaments?
DCI-sanctioned Two-Headed Giant tournaments can be run starting on October 1, 2005.
When can my local tournament organizer contact Wizards of the Coast to signup to run sanctioned Two-Headed Giant Tournaments?
Tournament Organizers may begin contacting Wizards of the Coast to sanction Two-Headed Giant Tournaments on Friday September 16, 2005. Tournament organizers may begin online sanctioning Two-Headed Giant Tournaments on Monday September 26, 2005. Events may not be run until October 1, 2005.
Will there be a special Two-Headed Giant organized play program?
Yes. There will be a Two-Headed Giant organized play program run in the Fall of 2005. Details will be announced at a later date.
I heard there will be sanctioned Two-Headed Giant tournaments at Gen Con 2005. Is this true?
Yes. Wizards of the Coast will run the very first DCI-sanctioned Two-Headed Giant tournaments at Gen Con 2005. All the events will be Standard-constructed format. Included will be a special $5000 Two-Headed Giant tournament with over $5000 worth of prizes. Detail can be found at www.wizards.com/default.asp?x=welcome/conventions/genconindy05
Will there be a Two-Headed Giant Pro Tour?
Not for the foreseeable future. Wizards of the Coast will see how Two-Headed Giant performs as a sanctioned format before making any decision about whether to run a Pro Tour in this format.
Carnage
16th June 2006, 12:47
Ik vraag me trouwens af of Relentless Rats meer dan 4 keer mag in de 2 decks in dit formaat *nasty*
Elminster
16th June 2006, 14:31
Lijkt me wel ja... Muhahahaha ;)
incubus
16th June 2006, 18:17
jammer dat erayo banned it :D
Carnage
10th June 2007, 16:08
*Update* -- starting life = 30
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