Build · Reality Fracture
Paste or count your pool, then build it with the routine.
Your pool
Reality Fracture · Sealed · Bo1One 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
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.
SealedStart with what your cards actually do. A rare is an invitation to investigate, not a commitment.
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 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. 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.
Lands and mana in Reality Fracture
35 cardsReviewed practical mana tools and notable restrictions; basics and every rare mana engine are not an exhaustive list.
Lands and their restrictions
14 cardsCheck when each land enters untapped and which colors it can produce.
Fatehold AnnexWUdual land
Theorix AnnexUBdual land
Stingerquill AnnexBRdual land
Konstrari AnnexRGdual land
Vigorbloom AnnexGWdual land
Meticulous CommonsWBdual land
Innovative CommonsURdual land
Formidable CommonsBGdual land
Dedicated CommonsRWdual land
Transformative CommonsGUdual land
Room of Refugeanychosen color land
Hexhaven Dueling ArenaCcolorless land
Eye of Uginno mana
Theorist's SanctumUsingle color landFind lands or play extra lands
8 cardsFind a land or make an extra land play; check the printed cost and restrictions.
Hexhaven Battalionlandcycling
Undulating Witnesslandcycling
Apex Witchstalkerlandcycling
Awaken the Infernolandcycling
Vinelasher Adeptlandcycling
Fblthp, Knows the Wayland selection
Way of the Paradoxextra land play
Simulacrum Shaperland rampCreatures, artifacts and other mana sources
11 cardsThese mana sources take a spell slot. Count when they can first help you cast a card.
Murmuring Volumeanyartifact mana
Greenhouse PropagatorGcreature mana
Heartwood CrafterCrestricted creature mana
Konstrari ImproviserRGheartwood
Woodwork ProdigyRGheartwood
Way of the PyromancerRloyalty mana
Loot, the Nexusanycreature mana
Gideon's Memorialanyrestricted land
Hungering PuppetbeastRGheartwood
Tenured TethermageRGheartwood
Verdant KrakenGland creature manaTreasure, temporary mana and sacrifices
2 cardsTemporary 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 questionsKeep 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 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 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
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
Target creature gets +2/+2 and gains reach until end of turn. Untap it.
G Printed cost
Instant
Return target creature to its owner's hand.
U Printed cost
Instant
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
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
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
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
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
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
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
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
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
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
Target creature gets -3/-3 until end of turn.
1B Printed cost
Instant
Target creature has base power and toughness 0/0 until end of turn.
1B Printed cost
Instant
Counter target white or black spell.
1U Printed cost
Instant
Destroy target creature. If it wasn't attacking, its controller draws a card.
1W Printed cost
Instant
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
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
Destroy target creature or planeswalker that's blue or red. You gain 1 life.
1B Printed cost
Instant
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
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
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
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
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
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
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
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
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
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
Return target permanent card from your graveyard to your hand. You gain 4 life.
2G Printed cost
Instant
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
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
Exile target creature or planeswalker. Extended Absence deals 1 damage to each opponent and you gain 1 life.
3B Printed cost
Instant
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
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
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
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.
- 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.
- 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
- 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 cardsRules and wording, not a card rating: check the condition before doubling an effect.
Tinybones, Pocket NuisanceEach opponent can multiply valueIf both opponents discard to its entry ability, two discard triggers each deal one damage to both opponents: four damage to their shared total. If only one player discards, that produces only one trigger.
Lich's RelicAnswer both boardsIts paid entry ability can destroy up to one target creature or planeswalker controlled by each opponent. Read targets individually; two opponents can mean two answers from one card.
Winter, Tormented LonerOne cost, two opposing sacrificesSacrificing one of your own creatures or planeswalkers can make each opponent sacrifice a creature. You cannot pay by sacrificing your partner’s card, and each opponent chooses their own creature.
Unflinching HortimancerShared life is not shared triggersYour teammate gaining life changes the team total but does not trigger your Hortimancer. Keep your own lifegain enablers in the same deck as your rewards.
The Theorist, Jace BelerenShared steps do not double automaticallyIts passive draw happens once for the opposing team’s shared draw step. Its −2 explicitly reaches a permanent controlled by each opponent, so that ability can affect both opponents.
Verdant KrakenOne token per shared upkeepThe upkeep trigger makes one Forest Tentacle for each team’s shared upkeep, not one per player. A newly created Tentacle is a creature and cannot immediately tap for mana without haste.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.

