Build · The Hobbit
Paste or count your pool, then build it with the routine.
Your pool
The Hobbit · Pick-Two · Bo1One line per card: 2 Card name, optionally (FRA) 15. Deck lines select copies; Sideboard and sectionless lines add pool copies only.
Saved in this browser · nothing is uploaded
The workshop keeps count as you turn your pool into a 40-card deck.
- Deck size, curve and mana symbols
- The jobs your chosen cards fill
- A live checklist beside your pool
Build it
Counts describe distinct common and uncommon cards in the set, not how many belong in your deck.
Sort for a complete deck, not just the best rare
Sort cards by color, putting lands and colorless cards aside. Within each color, separate cards you expect to play from cards that need a special reason. In Sealed, compare complete two-color combinations. During a draft, keep checking what your existing picks are missing.
A strong color offers several useful cards at different costs. One amazing expensive card surrounded by weak filler is a reason to investigate that color, not an instruction to play it.
- Early plays:
- cards you can cast in the first turns to attack, block or develop your plan.
- Enablers:
- cards that create the conditions your strategy needs.
- Payoffs:
- cards that reward those conditions.
- Answers:
- cards that remove or neutralize opposing threats.
- Finishers:
- cards or combinations that can end the game.
- Mana & fixing:
- lands and other cards that let you cast your spells on time.
Pick-TwoCheck whether each pick can work with the cards you already have. A clever pair is less helpful if either card needs more support that never arrives.
Say how this deck wins in one sentence
Try a specific sentence: “Play small creatures, improve them, and keep attacking”; “Trade creatures, then reuse my graveyard”; or “Survive with blockers and answers, then win with larger threats.” That sentence helps decide between two otherwise similar cards.
Synergy means cards helping one another do more than they would alone. An enabler supplies what another card needs; a payoff rewards it. Count both. Three cards that reward sacrificing creatures do very little if you lack creatures you can afford to sacrifice or a reliable way to sacrifice them.
Pick-TwoBard rewards your second draw in a turn. Recruit on Long Lake Nuisance supplies a draw and can supply a body; another reward alone does not create that draw.
Cut what the deck cannot support
When you have too many cards, protect the deck’s structure. Cutting lands just to fit more spells can leave all those spells stranded. Cutting every ordinary creature can leave your impressive support cards with nothing to support.
- Cut a narrow payoff if you did not find enough enablers.
- Cut an expensive card when the top of your curve is already crowded.
- Cut a situational answer from the starting deck if it will often have no useful target; keep it available for suitable opponents.
- Between two similar cards, favor the one that fills a job your deck lacks.
Pick-TwoName the next job the deck needs, then judge both picks against it. Keep track of cards passed, but do not assume a particular card will return.
Run a one-minute opening-hand test
Shuffle and look at several practice opening hands. This is a practical check, not a statistical proof. Imagine your first three turns, then shuffle everything back before the event starts.
A sideboard gives you options between games or when rebuilding your deck as the event allows. A best-of-one match has no between-game sideboarding step. You do not normally swap sideboard cards into your deck during a game.
- Count the deck: normally 40, including the lands.
- Can a typical hand cast an early spell in the right color?
- If your opponent plays creatures on turns two and three, can you participate?
- Can your reward cards turn on with cards already in this deck?
- Do you have answers to a dangerous creature and a route to win after surviving?
- Set unused cards aside as your sideboard. In Limited, it is your remaining eligible pool, not a fixed 15-card selection.
Pick-TwoName the next job the deck needs, then judge both picks against it. Keep track of cards passed, but do not assume a particular card will return.
Lay the spells out by mana cost
Your mana curve is the spread of costs across your spells. Arrange them in columns costing one, two, three, four, five, and six or more. For a first deck, put plenty of useful plays in the two- and three-mana columns and only a few at the expensive end.
Look at when a card can really help. A cheap trick that needs a creature is not a replacement for that creature. A two-mana removal spell may answer an attacker, but it does not necessarily give you something to attack with afterward.
1–21 mana7–82 mana5–63 mana3–44 mana2–35 mana0–16+ manaOfficial Sealed curve templateA starting example from Wizards, not mandatory deck quotas or measured Pick-Two targets. Choose a coherent 40-card deck rather than adding every range maximum. Pick-TwoName the next job the deck needs, then judge both picks against it. Keep track of cards passed, but do not assume a particular card will return.
Make the mana support the cards
Two main colors are an approachable default. A nine-land/eight-land split can start the conversation, but count which colors you need early and which spells require two symbols of the same color. Those demands can change the split.
Fixing means lands or spells that help produce the colors you need. A splash is a small amount of an extra color. Favor a powerful card you can use later with a single extra colored symbol; an off-color two-drop with two colored symbols is much harder to support.
Adding one off-color land is not a promise that you will draw it on time. Check all your sources of that color and the cost to your main colors. A mana-producing creature also needs to be cast and survive; do not automatically replace a land with every one you include.
Pick-TwoA common dual can support its two printed colors. Giant's Boulder filters mana but does not create extra mana. Neither makes an early double-colored splash automatically reliable.
Lands and mana in The Hobbit
31 cardsReviewed practical mana tools and notable restrictions; basics and every rare mana engine are not an exhaustive list.
Lands and their restrictions
8 cardsCheck when each land enters untapped and which colors it can produce.
Lake-townWUdual land
Goblin-townBRdual land
MirkwoodBGdual land
Iron HillsRWdual land
Elvenking's HallsGUdual land
Hobbit Holeland search
Elven Passageland search
The Lonely MountainRsingle color landFind lands or play extra lands
8 cardsFind a land or make an extra land play; check the printed cost and restrictions.
Wood Elvesland ramp
Thrór's Mapland selection
Troop of Poniesland ramp
Old Thrushland selection
Beorn, Reluctant Hostextra land play
Silvan Revelerland ramp
Thranduil's Companyextra land play
Down in the Valleyland selectionCreatures, artifacts and other mana sources
3 cardsThese mana sources take a spell slot. Count when they can first help you cast a card.
Woodland Weavemasteranyrestricted creature mana
Giant's Boulderanymana filter
The Notary HobbitsCcreature manaTreasure, temporary mana and sacrifices
12 cardsTemporary mana is spent once; check the setup and what you must sacrifice.
Long-Bodied Grey Doganytreasure
Dori, Bearer of Friendsanytreasure
Glóin the MightyRtemporary mana
Burn, Burn, Tree and FernRtemporary mana
The Misty Mountains Coldanytreasure
Smaug the Magnificentanytreasure
Smaug, Wicked Wormanytreasure
Bejeweled Warganytreasure
The Sackville-Bagginsesanytreasure
Gleaming Splendoranytreasure
Orcrist, Goblin-cleaveranytreasure
Bolg's CompanyBRsacrifice manaNo card in the current exact Hobbit Play catalog has landcycling. Hobbit Hole has Halflingcycling. An Adventure card occupies one deck slot. Choose its curve position according to the play you expect to make.
Rules for every deck
Plans by color pair →4 rules that hold whatever pair you land in.
- Judge both picksChoose two cards that improve the deck together; check the roles and curve of both.
- Fix the openingTake an effective early play when another expensive card would leave your first turns empty.
- Supply the engineWhen payoffs lack support, take an enabler; when support lacks a finish, take a payoff.
- Fix actual manaChoose fixing for cards you can realistically play; preserve the colors needed for early turns.
Play it
Make the next decision
8 questionsCan this hand get into the game?
Check usable colors and a useful early action before keeping a hand full of late rewards. Rehearse the first turns with tapped lands included.
Spell now or creature now?
Choose the Adventure when its effect helps enough to justify delaying the permanent. If the Adventure resolves, the card is exiled and you can later cast the permanent; if it is countered or fails to resolve, it does not gain that permission.
Keep the Army or spend it?
An amass effect makes a new Army only if you control none. Keeping your existing Army grows that body; sacrificing it for Stir Up Trouble gives up its counters, and a later amass starts a new Army.
Which card can you afford to discard?
Recruit draws then discards. Discarding a nonland makes the Human token, but preserving a needed land may matter more. Check your next mana payment before choosing the body.
Can you spend this artifact yet?
Storied checks three separate permanents that are artifacts, legendaries or Sagas. Dori and his Treasure are two permanents; spending that Treasure before reaching three can delay the condition. Once you have an enduring story, losing a qualifying permanent does not undo it.
When should the extra land enter?
Landfall triggers from a land entering for any reason. A search from Hobbit Hole or Wood Elves can add a trigger; keep the actual tapped-entry and casting costs in mind.
Will this answer reach the threat?
Quarrel relies on your creature's power. Pinecone Strike deals three to a creature. Stone by Sunlight only destroys a creature with power four or more. Match the answer to what is actually threatening you.
What can happen before combat damage?
Check the opponent's open colors and the relevant instant-speed costs. Magnificent End is cheaper against a tapped creature; attacking into it changes the mana needed. Do not treat the common/uncommon reference as every possible response.
What can open mana represent?
21 cardsCommon and uncommon instant spells and cards with their own Flash keyword in the exact Play catalog. Not all possible responses, activated abilities, rares, or a probability model.
A two-color cost needs both colors; a hybrid symbol needs either. Conditions still apply.
Target artifact or creature you control gains hexproof and indestructible until end of turn. (Then exile this card. You may cast the creature later from exile.)
1W Printed cost
Instant — Adventure
Tap one or two target creatures. (Then exile this card. You may cast the creature later from exile.)
1W Printed cost
Instant — Adventure
This spell costs {3} less to cast if it targets a tapped creature. Magnificent End deals 5 damage to target creature.
4W Against a creature that is not tapped.
1W If it targets a tapped creature.
The printed five-mana spell can cost two against a tapped creature.
Instant
Choose one or both — • Pinecone Strike deals 3 damage to target creature. If that creature would die this turn, exile it instead. • Destroy target artifact token.
1R Printed cost
Instant
Draw a card. If this spell was cast from a graveyard, draw two cards instead. Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
1U Printed cost
Instant
Target creature you control deals damage equal to its power to target creature an opponent controls.
1G Printed cost
Instant
Target creature gets +3/+0 and gains reach and first strike until end of turn.
1R Printed cost
Instant
Choose one — • Destroy target creature with power 4 or greater. • Until end of turn, target creature becomes an artifact in addition to its other types and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
1W Printed cost
Instant
Untap target creature you control. It gets +2/+2 until end of turn. If it's a Dwarf, you may attach an Equipment you control to it.
1W Printed cost
Instant
Choose one — • Destroy target creature with flying. • Put a +1/+1 counter on target creature you control. It gains trample and hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
1G Printed cost
Instant
Choose one — • Counter target spell unless its controller pays {4}. • Draw two cards, then discard a card.
2U Printed cost
Instant
Flash When this creature enters, untap another target creature you control. If that creature is a Bear, put a +1/+1 counter on it.
2G Printed cost
Creature — Bear
Flash Reach When this creature enters, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
3 Printed cost
Creature — Dog
Choose one — • Target player draws two cards and loses 2 life. • Target creature gets +2/+2 and gains lifelink until end of turn.
2B Printed cost
Instant
Counter target spell. If that spell's mana value was 2 or less, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
1UU Printed cost
Instant
Flash When The Black Arrow enters, it deals 1 damage to any target. If a Dragon is dealt damage this way, destroy it. Equipped creature gets +1/+1 and has reach. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
3 Printed cost
Legendary Artifact — Equipment
This spell costs {1} less to cast if it targets an attacking nontoken creature. Target creature's owner puts it on their choice of the top or bottom of their library.
3U Unless it targets an attacking nontoken creature.
2U If it targets an attacking nontoken creature.
The discount requires both attacking and nontoken; an attacking token does not qualify.
Instant
Exile two target creatures and/or lands you control, then return them to the battlefield under their owner's control.
3U Printed cost
Instant — Adventure
Choose one — • Creatures you control get +2/+1 until end of turn. • Destroy target artifact or enchantment. You gain 2 life.
2WW Printed cost
Instant
Counter target spell. If a permanent spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
4UU Printed cost
Instant
Between games
Bo1Best-of-one has no sideboarding. The six matchup situations and the cards to reconsider appear under Bo3.
Team play
Two-Headed Giant
Full rules: Two-Headed Giant together →Two players, two decks, one shared pool and one 30-life total.
- 12 Play Boosters
- 2 promos
- 2 decks
Historical Hobbit prerelease allocation. The pre-Reality Fracture convention used two kits per team. Confirm the allocation for any newly organized event; this is not the Arena Pick-Two queue.
The shared rules
At the table
Choose a primary player for this match and seat that player on the team’s right. If you disagree on a team decision, the primary player makes the final choice.
Ask the organizer for the construction clock. The recommended 2HG Sealed allowance is 60 minutes for construction and 20 for registration; release-weekend events have a recommended extra 15 construction minutes.
- Shuffle and present both decks. The randomly chosen team decides play or draw before either teammate looks at an opening hand. Looking early means that team plays first.
- Draw opening hands and discuss each player’s mulligan. Each player gets their own free first mulligan.
- When attacking, name the player or planeswalker each attacker is attacking. If a player attack is left unspecified, the tournament shortcut is the opponent directly across from that creature’s controller.
CR 805.2 · CR 103.5c · CR 103.5d · MTR 4.2 · MTR 9.3 · MTR 9.4 · MTR Appendix B
Build together
Plan the turn and combat
Read who the card affects
Life changes happen to individual players and then adjust the team total. A shared life total does not turn two players into one player, or make every effect happen twice.
- Each opponent loses 2 life: both opposing players lose 2, so their team loses 4 total.
- Target opponent loses 2 life: one chosen opponent loses 2, so the team loses 2 total.
- Each player loses 2 life: all four players lose 2, so each team loses 4 total.
- You gain 2 life: your team gains 2, not 4. A teammate’s ability that triggers when they gain life does not trigger just because you gained it.
- Creatures you control get +1/+1: this affects your creatures, not your teammate’s. A spell saying target creature may be able to help theirs if it has no further restriction.
Cards that change in 2HG
6 cardsRules and wording, not a card rating: check the condition before doubling an effect.
Celebrate the Mountain-kingCan reach both boardsYou can exile up to one nonland permanent from each opponent, for two total in normal 2HG. Exiled cards return when the enchantment leaves; tokens do not.
Stony-Voiced GoblinsBoth opponents discardBoth opponents discard separately, so it can take two cards in normal 2HG. Each opponent chooses their own discard.
Gollum the AbandonedLife loss reaches both opponentsEach opponent loses two life, normally four life from the opposing shared total. Its graveyard return still needs your sacrifice and your mana.
Misty Mountains RaiderYour attackers must enable itYou must declare at least one attacker for your Raider to trigger. Teammate-only attacks do not count; the Raider itself can stay back.
Esgaroth GarrisonOnly your creatures countYour teammate’s cards and mana remain separate. Effects referring to creatures or permanents you control count only your board.
Down, Down to Goblin-townOne opponent at a timeEach relevant chapter targets one opponent, not the opposing team. Each drain chapter makes that player lose one life and you gain one.