While most cards work pretty straightforward in 2HG there are some quirks, often involving the combat phase or life total changes. Those cards are explained in these notes.

If you’re playing a 2HG prerelease you should also check out the 2HG Hidden Gems that highlights which cards to look out for!

For further reading, if you want to know more about 2HG see the 2HG FAQ. If you want to know more about how these cards function in general see the regular release notes.

GENERAL

“YOU”

The rule of thumb for 2HG is “You” still refers to you alone, not both you and your teammate. Look for the word “you” in the card text, such as “creatures you control get +1/+1”, “you may exert this creature as it attacks”, etc.

“EACH”

Cards that say “each opponent” or “each player” do affect more players than usual.

THEME: EACH OPPONENT LOSES AND YOU GAIN

Bontu’s Monument | Bontu the Glorified | Faith of the Devoted | Wayward Servant

Your opponents lose double the amount but you don’t gain double. For example with Wayward Servant your opponents lose 2 in total but you gain 1 in total.

CARD-SPECIFIC NOTES

Approach of the Second Sun

In 2HG you win or lose as a team, so if you win the game, your team wins the game. (Technically if you would win the game, all your opponents lose the game instead.)

Gideon of the Trials

In 2HG you win or lose as a team, so if you can’t lose the game, your team can’t lose the game. (One of the rare cases where “you” effectively does mean “your team”.)

Gideon’s Intervention

For the preventing damage part, even though creatures attack the defending players as a team, in the Combat Damage Step the controller of an attacking creature chooses one opponent to actually deal the combat damage to. So if you don’t block the creature you named your opponents can simply choose to always deal the damage to your teammate.

Glorious End

In 2HG you win or lose as a team, so if you lose the game, your team loses the game.

Open into Wonder

The draw ability is granted to the creature, so if you make a teammate’s creature unblockable your teammate draws the card.

Protection of the Hekma

Even though creatures attack the defending players as a team, in the Combat Damage Step the controller of an attacking creature chooses one opponent to actually deal the combat damage to. So your opponents can simply choose to always deal the damage to your teammate.

Sandwurm Convergence

Another cases where “you” effectively does mean “your team”. Since you attack both opponents as a team in the Declare Attackers Step, any creature that attacks your team would be attacking you so this card prevents flying creatures from attacking your team.

Flying creatures can still attack your teammate’s planeswalkers.