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Build · Reality Fracture

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

Your pool

Reality Fracture · Sealed · 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.

    SealedStart with what your cards actually do. A rare is an invitation to investigate, not a commitment.

  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.

      SealedFinish this sentence: “I survive or get ahead by ___, then win with ___.”

    • 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.

      SealedYour final cuts should make the deck more functional.

    • 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.

        SealedYour final cuts should make the deck more functional.

      • 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.

          SealedStart at 40 cards, around 17 lands and two main colors. Adjust for the actual deck.

        • 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.

            SealedA splash adds a small number of late-game cards in a third color. It should improve the deck more than it hurts consistency.

          Full lesson: Build a 40-card deck →

          Lands and mana in Reality Fracture

          35 cards

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

          Lands and their restrictions

          14 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

          11 cards

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

          Treasure, temporary mana and sacrifices

          2 cards

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

          Prepared spells are later uses of a battlefield permanent, not additional physical cards or spells automatically available from hand.

          Rules for every deck

          Plans by color pair →

          6 rules that hold whatever pair you land in.

          • Build the deck you openedCompare complete two-color builds: early creatures, answers, a way to finish, and castable mana. A powerful signpost is evidence to investigate, not a command.
          • A second spell still costs manaPrepared cards supply another option only while the creature survives and is prepared. Schedule the spell instead of counting both halves as free immediate value.
          • Jace is a choice, not automatic drawSurveil, draw, and granted loyalty abilities compete for a planeswalker’s one activation that turn. Spend loyalty before danger when that gives the better result.
          • Borrow packages across colorsHybrid prepared cards can fit any deck able to pay their symbols. A WU hybrid does not require both colors; check the creature and prepared spell separately.
          • Fixing must make the right colorHeartwoods make only red or green. Basic landcycling finds a land into your hand. A tapped dual helps consistency but may delay an opening play.
          • Use matches to revise the hypothesisBetween games, reconsider expensive setup, dead conditional cards and missing answers from the games you actually played.

          Play it

          Make the next decision

          8 questions
          • Keep hands that have a route into the game

            Look for usable mana, a useful early action and a plausible next turn. A hand of lands plus expensive bombs can be worse than a modest six-card hand that works. In individual Sealed the London mulligan gives seven cards, then you put one on the bottom for each mulligan; there is no free first mulligan. In Two-Headed Giant, each player’s first mulligan is free.

          • Decide who must act

            If your opponent has the stronger late game, waiting may lose even at a healthy life total. Pressure their life or Jace before their engine takes over. If your late game is stronger, make trades and preserve life. Reassess when a bomb or repeatable engine appears.

          • Jace changes your attack decisions

            An opposing Jace may turn spare loyalty into cards or fuel a Way enchantment. Compare attacking it with attacking the player: which choice stops the opponent winning? Do not automatically send every attacker at Jace if you can threaten lethal. Keep enough blockers to protect your own value engine.

          • Use information before committing

            When it will not damage your curve or risk an important response, draw or surveil before choosing a land or another spell. Choose whether to mill based on what you need now, not merely whether the card is generally powerful. Preserve a land you need to cast your hand.

          • Make removal solve a real problem

            Save a flexible answer when a smaller threat can be blocked profitably. Use removal earlier when it protects your Jace, enables a strong attack or prevents an engine from snowballing. “Always save removal for bombs” is too rigid.

          • Respect open mana

            Before combat, identify the trick, flash creature or removal that would punish your line. Can you attack with fewer creatures, force the trick first or keep your removal available? Know the color and mana cost of likely responses from the card browser.

          • Do not spend everything into a sweeper

            If you are already ahead and your opponent can plausibly clear the board, an extra creature in hand can rebuild afterward. Balance that against giving them too much time. Token makers, planeswalkers and recursion can help you recover in different ways.

          • Use the judge

            Call a judge for ambiguous card interactions, missed triggers or a disagreement. Clearly announce loyalty abilities, prepared spell copies and which player or planeswalker you attack. A prerelease is a learning environment; resolving the game accurately benefits both players.

          What can open mana represent?

          38 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.

          38 of 38 cards

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

          Can cost 1 mana 5
          G
          Flourishing GrappleTarget creature or planeswalker an opponent controls that's red or white loses all abilities until end of turn. Target creature you control deals damage equal to its power to that permanent.

          Target creature or planeswalker an opponent controls that's red or white loses all abilities until end of turn. Target creature you control deals damage equal to its power to that permanent.

          G Printed cost

          Instant

          U
          Perfected TheoryChoose one — • Target creature has base power and toughness 1/1 until end of turn. • Target creature has base power and toughness 4/5 until end of turn.

          Choose one — • Target creature has base power and toughness 1/1 until end of turn. • Target creature has base power and toughness 4/5 until end of turn.

          U Printed cost

          Instant

          G
          Tethermage's AdvantageTarget creature gets +2/+2 and gains reach until end of turn. Untap it.

          Target creature gets +2/+2 and gains reach until end of turn. Untap it.

          G Printed cost

          Instant

          U
          UnsummonReturn target creature to its owner's hand.

          Return target creature to its owner's hand.

          U Printed cost

          Instant

          U
          Yuriko, Hope from the ShadowsFlash When Yuriko enters, choose one — • Target creature gets -X/-0 until end of turn, where X is the number of cards in your graveyard. • Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

          Flash When Yuriko enters, choose one — • Target creature gets -X/-0 until end of turn, where X is the number of cards in your graveyard. • Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

          U Printed cost

          Legendary Creature — Human Ninja

          Can cost 2 mana 21
          1W
          Academic AscentTarget creature gets +2/+2 and gains flying until end of turn. Empower Jace 2. (Put two loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

          Target creature gets +2/+2 and gains flying until end of turn. Empower Jace 2. (Put two loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

          1W Printed cost

          Instant

          1R
          Blazing CrescendoTarget creature gets +3/+1 until end of turn. Exile the top card of your library. Until the end of your next turn, you may play that card.

          Target creature gets +3/+1 until end of turn. Exile the top card of your library. Until the end of your next turn, you may play that card.

          1R Printed cost

          Instant

          1G
          Compel BrutalityChoose one — • Target creature you control deals damage equal to its power to target creature or planeswalker an opponent controls. • Target planeswalker you control deals damage equal to its loyalty to target creature or planeswalker an opponent controls.

          Choose one — • Target creature you control deals damage equal to its power to target creature or planeswalker an opponent controls. • Target planeswalker you control deals damage equal to its loyalty to target creature or planeswalker an opponent controls.

          1G Printed cost

          Instant

          UU
          CountersculptAs an additional cost to cast this spell, behold a Jace or pay {1}. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.) Counter target spell. Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

          As an additional cost to cast this spell, behold a Jace or pay {1}. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.) Counter target spell. Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

          UU If you behold a Jace as the additional cost.

          1UU If you pay the extra {1} instead of beholding a Jace.

          Behold means choose a Jace you control or reveal one from hand. With neither, budget three mana including two blue.

          Instant

          1R
          Essence BurnEssence Burn deals 5 damage to target black or green creature or planeswalker. If that permanent would die this turn, exile it instead.

          Essence Burn deals 5 damage to target black or green creature or planeswalker. If that permanent would die this turn, exile it instead.

          1R Printed cost

          Instant

          WU
          Fatehold CharmChoose one — • Draw a card. Empower Jace 2. • Return target spell or creature to its owner's hand. • Creatures you control get +1/+2 until end of turn.

          Choose one — • Draw a card. Empower Jace 2. • Return target spell or creature to its owner's hand. • Creatures you control get +1/+2 until end of turn.

          WU Printed cost

          Instant

          1B/G
          Ferocity of the HuntFlash Enchant creature Enchanted creature gets +1/+0 and has deathtouch. When enchanted creature dies, return that card to the battlefield tapped under its owner's control.

          Flash Enchant creature Enchanted creature gets +1/+0 and has deathtouch. When enchanted creature dies, return that card to the battlefield tapped under its owner's control.

          1B/G Printed cost

          Enchantment — Aura

          1U
          Icy ReceptionChoose one — • Counter target creature or legendary spell unless its controller pays {3}. • Target creature gets -5/-0 until end of turn.

          Choose one — • Counter target creature or legendary spell unless its controller pays {3}. • Target creature gets -5/-0 until end of turn.

          1U Printed cost

          Instant

          RG
          Konstrari CharmChoose one — • Konstrari Charm deals 6 damage to target creature with flying. • Put two +1/+1 counters on target creature. It gains trample until end of turn. • Add {C}{C}{C}.

          Choose one — • Konstrari Charm deals 6 damage to target creature with flying. • Put two +1/+1 counters on target creature. It gains trample until end of turn. • Add {C}{C}{C}.

          RG Printed cost

          Instant

          1B
          Last GaspTarget creature gets -3/-3 until end of turn.

          Target creature gets -3/-3 until end of turn.

          1B Printed cost

          Instant

          1B
          Multiply by ZeroTarget creature has base power and toughness 0/0 until end of turn.

          Target creature has base power and toughness 0/0 until end of turn.

          1B Printed cost

          Instant

          1U
          Precise RedactionCounter target white or black spell.

          Counter target white or black spell.

          1U Printed cost

          Instant

          1W
          Prophesied EndDestroy target creature. If it wasn't attacking, its controller draws a card.

          Destroy target creature. If it wasn't attacking, its controller draws a card.

          1W Printed cost

          Instant

          1G
          Something Worth SavingMill four cards. You may put a permanent card from among them into your hand. You gain 1 life. (To mill four cards, put the top four cards of your library into your graveyard.)

          Mill four cards. You may put a permanent card from among them into your hand. You gain 1 life. (To mill four cards, put the top four cards of your library into your graveyard.)

          1G Printed cost

          Instant

          BR
          Stingerquill CharmChoose one — • Stingerquill Charm deals 3 damage to any target. • Target creature gains first strike and deathtouch until end of turn. • Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.

          Choose one — • Stingerquill Charm deals 3 damage to any target. • Target creature gains first strike and deathtouch until end of turn. • Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.

          BR Printed cost

          Instant

          1B
          Terminal CriticismDestroy target creature or planeswalker that's blue or red. You gain 1 life.

          Destroy target creature or planeswalker that's blue or red. You gain 1 life.

          1B Printed cost

          Instant

          1W
          Teyo, Lightshield ExpertFlash When Teyo enters, target permanent you control gains hexproof until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker. (It can't be the target of spells or abilities your opponents control.)

          Flash When Teyo enters, target permanent you control gains hexproof until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker. (It can't be the target of spells or abilities your opponents control.)

          1W Printed cost

          Legendary Creature — Human Cleric

          UB
          Theorix CharmChoose one — • Counter target noncreature spell unless its controller pays {2}. • Target creature gets -2/-2 until end of turn. • Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)

          Choose one — • Counter target noncreature spell unless its controller pays {2}. • Target creature gets -2/-2 until end of turn. • Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)

          UB Printed cost

          Instant

          1U/R
          Twinned VisionDraw a card. If this spell wasn't cast from your hand, draw two cards instead. Flashback—{1}{U/R}{U/R}, Discard a card. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

          Draw a card. If this spell wasn't cast from your hand, draw two cards instead. Flashback—{1}{U/R}{U/R}, Discard a card. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

          1U/R Printed cost

          Instant

          GW
          Vigorbloom CharmChoose one — • Target permanent you control gains hexproof and indestructible until end of turn. • You draw a card and gain 3 life. • Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

          Choose one — • Target permanent you control gains hexproof and indestructible until end of turn. • You draw a card and gain 3 life. • Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

          GW Printed cost

          Instant

          2R
          Wrath of the BloodmaneThis spell costs {1} less to cast if you control a legendary creature. Wrath of the Bloodmane deals 4 damage to target creature or planeswalker.

          This spell costs {1} less to cast if you control a legendary creature. Wrath of the Bloodmane deals 4 damage to target creature or planeswalker.

          2R If you do not control a legendary creature.

          1R If you control a legendary creature.

          The discount needs a legendary creature, not just any legendary permanent.

          Instant

          Can cost 3 mana 8
          2B
          Break Under PressureTarget opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control. You gain 2 life.

          Target opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control. You gain 2 life.

          2B Printed cost

          Instant

          2R/W
          Charge the SanctumChoose one — • Creatures you control get +2/+0 until end of turn. • Target creature gets +2/+0 and gains first strike until end of turn. Put a +1/+1 counter on it.

          Choose one — • Creatures you control get +2/+0 until end of turn. • Target creature gets +2/+0 and gains first strike until end of turn. Put a +1/+1 counter on it.

          2R/W Printed cost

          Instant

          1UR
          Clash of ElementsChoose target nonland permanent. Its owner may put it on top of their library. If they do, Clash of Elements deals 2 damage to them. If they didn't put the card on top of their library, they put it on the bottom.

          Choose target nonland permanent. Its owner may put it on top of their library. If they do, Clash of Elements deals 2 damage to them. If they didn't put the card on top of their library, they put it on the bottom.

          1UR Printed cost

          Instant

          2U
          Divining DuelistFlash When this creature enters, choose one — • Tap target creature. • Untap target creature. • Draw a card, then discard a card.

          Flash When this creature enters, choose one — • Tap target creature. • Untap target creature. • Draw a card, then discard a card.

          2U Printed cost

          Creature — Merfolk Wizard

          2R
          Fulminous ForteChoose one — • Fulminous Forte deals 1 damage to each creature and planeswalker your opponents control. • Fulminous Forte deals 5 damage to target creature or planeswalker.

          Choose one — • Fulminous Forte deals 1 damage to each creature and planeswalker your opponents control. • Fulminous Forte deals 5 damage to target creature or planeswalker.

          2R Printed cost

          Instant

          2G
          Restore with EmpathyReturn target permanent card from your graveyard to your hand. You gain 4 life.

          Return target permanent card from your graveyard to your hand. You gain 4 life.

          2G Printed cost

          Instant

          1UU
          Sphinx's ApproachDraw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Sphinx's Approach.

          Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Sphinx's Approach.

          1UU Printed cost

          Instant

          2W
          Your Fate Ends HereDestroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

          Destroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

          2W Printed cost

          Instant

          Can cost 4 mana 3
          3B
          Extended AbsenceExile target creature or planeswalker. Extended Absence deals 1 damage to each opponent and you gain 1 life.

          Exile target creature or planeswalker. Extended Absence deals 1 damage to each opponent and you gain 1 life.

          3B Printed cost

          Instant

          3B
          Teyo, Diamondblade MageFlash When Teyo enters, target permanent you control gains deathtouch until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker.

          Flash When Teyo enters, target permanent you control gains deathtouch until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker.

          3B Printed cost

          Legendary Creature — Human Warlock

          2RR
          Violent EchoesViolent Echoes deals 6 damage to target creature or planeswalker. If excess damage was dealt to that permanent this way, empower Jace X, where X is that excess damage. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

          Violent Echoes deals 6 damage to target creature or planeswalker. If excess damage was dealt to that permanent this way, empower Jace X, where X is that excess damage. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

          2RR Printed cost

          Instant

          Can cost 5 mana 1
          3GG
          Edgar, Moonlit SovereignFlash At the beginning of your end step, if you didn't cast a spell this turn, put two +1/+1 counters on Edgar. {4}{G}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

          Flash At the beginning of your end step, if you didn't cast a spell this turn, put two +1/+1 counters on Edgar. {4}{G}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

          3GG Printed cost

          Legendary Creature — Werewolf Noble

          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.

          • 8 Play Boosters
          • 1 promo
          • 2 decks

          Default Reality prerelease allocation. WPN permits organizers to keep two kits per team. The event’s announced allocation takes precedence.

          The shared rules

          • 30 starting life; both players’ changes affect the total. Life gain belongs to the player who gains it. Your teammate’s lifegain does not trigger your payoff.
          • A shared turn, phases, combat and team priority. Each player has their own mana, lands, permanents, hand, library and graveyard.
          • Both normally draw during the shared draw step. A trigger for a shared step does not automatically trigger twice. Read its wording.
          • Attack and block together; either teammate can block for either player. Declare which opponent or planeswalker each attacker attacks. “Attacks a player alone” checks that destination.
          • You may discuss hands, plays and mulligans. Each player decides mulligans individually; each has a free first mulligan.
          • A player losing ordinarily loses the game for the team. You cannot spend your partner’s mana or sacrifice their permanent to pay your own cost.

          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

          • Start with the team’s eight-booster poolThe official allocation is one Prerelease Pack plus two Play Boosters: eight boosters and the kit’s single promo, shared between two decks. Confirm your organizer’s allocation before the event.
          • Spread functionality before spreading bombsLay out two complete curves from the shared pool. Each player should have early actions, useful interaction and a way to matter later. One deck full of threats and one full of answers can collapse if either player misses lands.
          • Keep engines with their own enablersMost lifegain, prowess, Jace and artifact rewards watch their controller’s cards. Give those pieces to the same deck. Your partner’s creatures can help block, but their spell casts usually do not trigger your engine.
          • Allocate the scarce support deliberatelyCompare where each removal spell, dual land, cycler and colorless card adds the most. A fixing card may allow one deck a crucial splash while merely providing convenience to the other. Do not weaken both mana bases to squeeze in every rare.
          • Choose how the pair closes the gameThirty shared life and two defending boards make a few small attackers less reliable. Evasion, large bodies, repeated value and effects reaching both opponents deserve attention. Fast pressure remains possible if both decks support it; “2HG is always slow” is not a rule.
          • Discuss play or draw as a teamThe team playing first skips its first draw step. Taking the play buys initiative for both players; drawing supplies extra cards. Decide based on both curves and the actual plan. There is no universal prerelease answer.
          • Revisit after each roundUnused cards remain a shared sideboard. If the organizer permits continuous construction, move support between decks as needed. Normal 2HG matches are a single game, so plan broadly useful answers before the match.

          Plan the turn and combat

          • Before keeping: describe your first actions Coordinate mulligans, including whether both hands have reliable colors and early plays. Do not keep an unworkable hand just because your teammate’s hand is strong.
          • Before spells: compare the four boards Agree on the priority threat and which player will answer it. Choose spell order so that a draw or removal spell can inform the next decision.
          • Before an effect: read who it affects You / you control refers to one player. Each opponent reaches both enemies. Each player includes your partner. Target creature may allow a partner’s creature unless another restriction forbids it.
          • Before attacks: name destinations together Declare the team’s attacks as one group. Coordinate player-alone bonuses, planeswalker pressure and remaining blockers. Your partner’s attacker can spoil your player-alone condition.
          • Before ending: mark what has been used Track each Jace’s loyalty activation, prepared status, once-per-turn triggers and shared life changes. Announce triggers and call a judge when an interaction is unclear.

          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

          16 cards

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

          More to read closely

          • Jace, Reality Sculptor · Its −3 weakens attackers aimed at you or your planeswalkers. Opponents can aim at your teammate instead. You blocking an attacker does not change whom it attacked.
          • Cast Away Doubt · It deals two to all four players: each team loses four life. Only the caster draws the cards. Check the shared total before treating it as harmless card draw.
          • Jiang Yanggu, Alone · “Attacks a player alone” allows one attacker at each opponent, provided no teammate adds another creature at that same opponent. Attacks aimed at planeswalkers do not spoil that condition.
          • Necrodominance · Skipping your draw step skips the team’s shared draw step, but only its controller receives the cards bought at the end step. The life payment uses your team’s shared total. Do not treat this as free extra cards for both players.
          • Karn, Argent Defender · Its ability stops creature and artifact entry triggers for all four players. Entering prepared and entering with counters are replacement effects, so those still work. Discuss your partner’s entry-value creatures before playing Karn.
          • Ajani Unrelenting · Its damage mode exempts only tokens controlled by Ajani’s controller. Your teammate’s tokens are still hit. Plan board-clearing effects with both friendly boards in mind.
          • Rank Rat · Both opponents discard a card, if able. Their hands are separate; they do not choose one card for the whole team.
          • Screeching Soulbreaker · The attack trigger deals one to each opponent (normally two total from their team life) while you gain one life for your team.
          • Extended Absence · Deals one to EACH opponent: normally two damage to their shared total. You gain only one life, not two.
          • Break Under Pressure · Targets one opponent; it does not make both sacrifice.

          Notes and Oracle lookup at paper events →