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Build · The Hobbit

Paste or count your pool, then build it with the routine.

Your pool

The Hobbit · Pick-Two · Bo1

One line per card: 2 Card name, optionally (FRA) 15. Deck lines select copies; Sideboard and sectionless lines add pool copies only.

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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
Open the workshop →No pool yet? Try the Sealed drill pool →

Build it

The routine

6 stepsDraft & Pick-Two 101 →

Counts describe distinct common and uncommon cards in the set, not how many belong in your deck.

  1. 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.

  2. 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 mana
          7–82 mana
          5–63 mana
          3–44 mana
          2–35 mana
          0–16+ mana
          Official 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.

          Full lesson: Build a 40-card deck →

          Lands and mana in The Hobbit

          31 cards

          Reviewed practical mana tools and notable restrictions; basics and every rare mana engine are not an exhaustive list.

          Lands and their restrictions

          8 cards

          Check when each land enters untapped and which colors it can produce.

          Find lands or play extra lands

          8 cards

          Find a land or make an extra land play; check the printed cost and restrictions.

          Creatures, artifacts and other mana sources

          3 cards

          These mana sources take a spell slot. Count when they can first help you cast a card.

          Treasure, temporary mana and sacrifices

          12 cards

          Temporary mana is spent once; check the setup and what you must sacrifice.

          No 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 questions
          • Can 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 cards

          Common 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.

          21 of 21 cards

          A two-color cost needs both colors; a hybrid symbol needs either. Conditions still apply.

          Can cost 2 mana 10
          1W
          Concerted CareTarget 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.)

          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

          1W
          Gaze in WonderTap one or two target creatures. (Then exile this card. You may cast the creature later from exile.)

          Tap one or two target creatures. (Then exile this card. You may cast the creature later from exile.)

          1W Printed cost

          Instant — Adventure

          4W
          Magnificent EndThis spell costs {3} less to cast if it targets a tapped creature. Magnificent End deals 5 damage to target creature.

          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

          1R
          Pinecone StrikeChoose 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.

          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

          1U
          Plunder the TrollshawsDraw 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.)

          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

          1G
          QuarrelTarget creature you control deals damage equal to its power to target creature an opponent controls.

          Target creature you control deals damage equal to its power to target creature an opponent controls.

          1G Printed cost

          Instant

          1R
          Smaug's FuryTarget creature gets +3/+0 and gains reach and first strike until end of turn.

          Target creature gets +3/+0 and gains reach and first strike until end of turn.

          1R Printed cost

          Instant

          1W
          Stone by SunlightChoose 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.)

          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

          1W
          Vow to EreborUntap 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.

          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

          1G
          Warg TacticsChoose 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.)

          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

          Can cost 3 mana 8
          1BB
          Bilbo's Deadly SliceDestroy target creature.

          Destroy target creature.

          1BB Printed cost

          Instant

          2U
          Confusticate and BebotherChoose one — • Counter target spell unless its controller pays {4}. • Draw two cards, then discard a card.

          Choose one — • Counter target spell unless its controller pays {4}. • Draw two cards, then discard a card.

          2U Printed cost

          Instant

          2G
          Little BearFlash When this creature enters, untap another target creature you control. If that creature is a Bear, put a +1/+1 counter on it.

          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

          3
          Long-Bodied Grey DogFlash 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.")

          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

          2B
          Reverent HowlChoose one — • Target player draws two cards and loses 2 life. • Target creature gets +2/+2 and gains lifelink until end of turn.

          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

          1UU
          Sound the TrumpetsCounter 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.)

          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

          3
          The Black ArrowFlash 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.)

          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

          3U
          Uneasy PartingsThis 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.

          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

          Can cost 4 mana 2
          3U
          Gone FishingExile two target creatures and/or lands you control, then return them to the battlefield under their owner's control.

          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

          2WW
          Thorin's Last StandChoose one — • Creatures you control get +2/+1 until end of turn. • Destroy target artifact or enchantment. You gain 2 life.

          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

          Can cost 6 mana 1
          4UU
          Thranduil's DecreeCounter 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.

          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

          Bo1

          Best-of-one has no sideboarding. The six matchup situations and the cards to reconsider appear under Bo3.

          Team play

          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.

            1. 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.
            2. Draw opening hands and discuss each player’s mulligan. Each player gets their own free first mulligan.
            3. 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 cards

                Rules and wording, not a card rating: check the condition before doubling an effect.

                Notes and Oracle lookup at paper events →