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2 Headed Synergy

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Apprentice NecromancerEnlarge

Apprentice Necromancer

{1}{B}

Creature — Zombie Wizard

Urza's Destiny

Read rules for Apprentice Necromancer
{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.

1/1

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Changeling TitanEnlarge

Changeling Titan

{4}{G}

Creature — Shapeshifter

Lorwyn

Read rules for Changeling Titan
Changeling (This card is every creature type.) Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

7/7

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Mistbind CliqueEnlarge

Mistbind Clique

{3}{U}

Creature — Faerie Wizard

Lorwyn

Read rules for Mistbind Clique
Flash Flying Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.) When a Faerie is championed with this creature, tap all lands target player controls.

4/4

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Thoughtweft TrioEnlarge

Thoughtweft Trio

{2}{W}{W}

Creature — Kithkin Soldier

Lorwyn

Read rules for Thoughtweft Trio
First strike, vigilance Champion a Kithkin (When this enters, sacrifice it unless you exile another Kithkin you control. When this leaves the battlefield, that card returns to the battlefield.) This creature can block any number of creatures.

5/5

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Wren's Run PackmasterEnlarge

Wren's Run Packmaster

{3}{G}

Creature — Elf Warrior

Lorwyn

Read rules for Wren's Run Packmaster
Champion an Elf (When this creature enters, sacrifice it unless you exile another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.) {2}{G}: Create a 2/2 green Wolf creature token. Wolves you control have deathtouch.

5/5

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Lightning CrafterEnlarge

Lightning Crafter

{3}{R}

Creature — Goblin Shaman

Morningtide

Read rules for Lightning Crafter
Champion a Goblin or Shaman (When this enters, sacrifice it unless you exile another Goblin or Shaman you control. When this leaves the battlefield, that card returns to the battlefield.) {T}: This creature deals 3 damage to any target.

3/3

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Supreme ExemplarEnlarge

Supreme Exemplar

{6}{U}

Creature — Elemental

Morningtide

Read rules for Supreme Exemplar
Flying Champion an Elemental (When this enters, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)

10/10

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Unstoppable AshEnlarge

Unstoppable Ash

{3}{G}

Creature — Treefolk Warrior

Morningtide

Read rules for Unstoppable Ash
Trample Champion a Treefolk or Warrior (When this enters, sacrifice it unless you exile another Treefolk or Warrior you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.

5/5

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Date Posted: Wed Mar/21/12 at 10:18 am

Squillis
Posts: 424
Joined: 20-Nov-08

In a Two Headed Giant game, with Bazaar Trader on the battlefield, you can cast Any Champion, respond to the trigger to exile a creature by giving it to your ally (other head).  When the trigger resolves and you elect Not to exile a creature it attempts to make you sacrifice it, but because your other head controls it now and you're not able to sacrifice permanents they control it sticks around.  Note that in the example of Mistbind Clique, you don't get to tap their lands because it requires you to Champion a Fairy for her to trigger.  It could be a fun alternate to Sundial of the Infinite or go well with a Sundial deck for the other head :).

I also added Apprentice Necromancer because he wants you to sacrifice the creature he brings back and if you donate it to your ally it's the same deal.  This works in any case where You are instructed to sacrifice the permanent, but not when you are instructed to Exile it or, if the permanent itself says for it to be sacrificed at the end of turn like Spark Elemental.
Date Posted: Wed Mar/21/12 at 10:55am

TheCaptain
Posts: 909
Joined: 13-Apr-11

It took me awhile to think about it, but it makes sense. You control the trigger, so the "sacrifice it" action has to be done by you, which is no longer legal since you don't control it. I don't play 2HG, but if I did I would definitely consider using this. Good one!
Date Posted: Wed Mar/21/12 at 12:05pm

rav514
Posts: 329
Joined: 02-Dec-10

Complicated but very good. YOu could make it work in regular play by adding that commander land that says "(t} gain control of all permanents you own". Give it to an oppoenent long ebough for the sac trigger to clear and then take it right back.
Date Posted: Wed Mar/21/12 at 12:11pm

rav514
Posts: 329
Joined: 02-Dec-10

Also, this doesn't work for the apprentice. Everything before the period in his ability is a cost and is payed up front. No one gets priority. Sac'ing him doesn't use the stack so you can't respond to it.
Date Posted: Wed Mar/21/12 at 12:32pm

Squillis
Posts: 424
Joined: 20-Nov-08


QuoteAlso, this doesn't work for the apprentice. Everything before the period in his ability is a cost and is payed up front. No one gets priority. Sac'ing him doesn't use the stack so you can't respond to it.


Did you mean ':' instead of period?  The saccing you're looking to prevent is the saccing of the creature you get back with the Apprentice, not the apprentice itself.  Apprentice creates what is called a delayed trigger.  It will wait around and do nothing until we've reached the next end of the turn step.  When we get to that point it will trigger and go on the stack.  If you do not control the creature when that trigger resolves then it will fizzle the same as the others.  Because you controlled the effect that created the trigger, you will control the trigger when it triggers regardless of where the creature is now.

I do, btw, Love the idea of using the Commander Land to get it back in an EDH game :)

This also works with Echo Creatures :)


[Edited by Squillis on 21/Mar/12 at 12:49PM]
Date Posted: Wed Mar/21/12 at 1:12pm

rav514
Posts: 329
Joined: 02-Dec-10

yeah i meant the colon. i thought you were trying to save the apprentice; not what it brought back.


Edit: The commander cards are legal in ALL formats unless otherwise stated by that format. So you can play that land in 2hg or other formats. Pretty much everything but standard and modern. Not sure on modern.


[Edited by rav514 on 21/Mar/12 at 1:15PM]
Date Posted: Wed Mar/21/12 at 1:46pm

Squillis
Posts: 424
Joined: 20-Nov-08

2Headed Giant is a play structure, not a format.  You can have a 2hg match in Vintage, Legacy, Extended, Modern, Standard, Block, Prismatic, Pauper, Commander, Archenemy, Vanguard, Cube, Draft, Sealed or any other format they come up with.  It just structures it so that you and your ally share turns, life total, poison counters, etc. and makes you lose if your 'other head' loses.  As such, whatever cards are legal in the format are legal in the match.  I was mentioning it in reference to 2HG because in a standard game of 2 or more players there's not much chance you'd want to give your creatures to the players who are your opponents ;)

Currently Homeward Path is legal in Legacy, Vintage, Freeform, Prismatic, Tribal Wars Legacy, Classic, Singleton 100, and Commander.  It is not Legal in Extended, Modern, Standard, or any Block format.  You can check the legality of a card by seaching for it on http://gatherer.wizards.com/ and clicking on the Sets and Legality tab. This site is managed by Wizards of the coast so all wordings are current and legal and all rulings posted for it are valid.


[Edited by Squillis on 21/Mar/12 at 1:56PM]
Date Posted: Wed Mar/21/12 at 6:53pm

knarf_the_dwarf
Posts: 1370
Joined: 30-Nov-11

I disagree with Squillis regarding the echo thing. A creature with echo is "Echo {xyz} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)" That means the new controller must pay the echo cost or sac it.
Date Posted: Wed Mar/21/12 at 8:52pm

gericault5
Posts: 2788
Joined: 13-Oct-09

@Knarf - you are right the new controller will need to pay or sac

however, since the ability only triggers once per turn and it already triggered for the orignal owner, they do not need to make that choice until the next upkeep step, when the ability triggers again provided they still control it when the ability resolves 


[Edited by gericault5 on 21/Mar/12 at 8:53PM]
Date Posted: Thu Mar/22/12 at 10:26am

Boyachi
Posts: 1553
Joined: 02-Nov-11

Wait... doesn't this work for all creatures that have a condition if you fail to meet when they come into play, you must sacrifice them?
Date Posted: Thu Mar/22/12 at 12:27pm

gericault5
Posts: 2788
Joined: 13-Oct-09

Yes as long as sacrifice is the option. It won't work with any other option such as exile or return to hand




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