High-speed Two-headed cube?

I've been thinking for a while that, while my normal cube is fun, playing in teams could be more of a hit than playing on your own. And this lead me to think, what would I like that format to be like?

And I think what I would like the most, is a format where palyers are constantly throwing spells, changing targets, helping each other and so on. Something with sequences like this:



Or this:



That seems fun, but it seems difficult, too! The core challenges I see:

1) Running out of steam - If the goal is to play a ton of cards, then players will need to have them. This means cards that bypass the resource system, creatures that give card advantage and cheap but unbound engines. For example:





2) High power or low power?

This is a difficult choice. At a glance, a high power level is more in line with the cube's goals. However, it may prove too much and many effects, like pumping creatures, may not be viable after a certain point. A lower power level seems more difficult, but it would also open a wider pool of cards.

There's a chance the correct choice is to run a generally low power level BUT with clear, high-power cards to support them. That is:




3) Preventing snowballing - 2HG is more snowbally than usual and a high-speed, interactive environment may make it worse. There's a real risk of players dumping their hands and then whoever sticks their play just winning. Two aggro players could become very hard to stop, too.

The format also increases first-player advantage, particularly the more compressed the game becomes. While free interaction and fast mana can help come from behind, it may also be more oppresive on one end than the other.

4) Archetypes, cooperation, fun? - This doesn't seem like a cube concept that lends itself to varied archetypes as much as raw combinations. Moreover, different archetypes are unlikely to support each other beyond "do I counter that?"

5) Commander? Since there's a need to always have cards to play and to resist interaction, why not make the cube a commander cube? That seems like a possible option with cards like this:

e

I'm not sure if these would be drafted alongside the cube or differently.

What do you think? Any ideas, suggestions?
 
4) Archetypes, cooperation, fun? - This doesn't seem like a cube concept that lends itself to varied archetypes as much as raw combinations. Moreover, different archetypes are unlikely to support each other beyond "do I counter that?"
I don't have answers for most of your questions, but here are some archetypes where cooperation might work. Some of these are a little sketchy :p

+1/+1 counters

Maybe one of you has the payoff and the other has the enabler



Auras

Same thing as above



Reanimate

If one of you has a reanimator deck, the other can assist by discarding a fatty or by milling their teammate.



Self-mill / mill

If both players have mill cards, they can target a single teammate or opponent to fill the GY twice as fast.



Extort/drain

By the nature of the 2HG format, these hit really hard. Maybe you have a spell velocity theme around Extort or have some damage based payoffs



Flicker

Teammate spends mana to cast a creature, you spend mana to flicker it making the engine come online faster.



Saboteurs/ninjas

One player can have cheap evasive threats, the other can have a payoff for hitting opponents.



Weird ramp

Give a player all the mana and they cast a big spell



Cards that should work well with 2HG mechanics, but might not be fun if they snowball



If I have the time, I'll try and answer the other questions later.
 
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