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This deck is capable of winning duels, grand melee's & 2HG. It can deliver fast damage and still build on that for a massive 2HG force.
Here is how. This deck has an insane drawing of cards per turn ratio when played correctly. Once the deck is down to a few cards you keep forcing yourself to draw and continually cast Time Warp .
Tip: Kill off your own creatures like Ornithopter s and Myr Servitor s whenever possible. Work on bouncing the Myr Servitor s back into play and draw every chance you get even if you have to leave an opening for your opponent to get through to do so.
5, 6, 5, 5, 7, 7, 8, 9, 10, 11, 15, 8, 5, 7, 5, 7, 7, 13, 13, 8, 5, 8, 8, 5, 20, 5, 12, 7, 6, 7, 5, 8, 12, 12, 6, 6, 6, 15, 10, 7
Average - 8.3 after 40 tests
Since I dont play in official tournaments and my group rarely enjoys dueling I dont have sideboards. So for the purposes of this site I use that space as a place to show cards I own that will stay in consideration even for completed decks. I use the Maybe board as a place to show cards that are in consideration but that I most likely do not own.
The Two-Headed Giant format that my group plays is a modified version. We play using a Vintage format, otherwise, wed all have to go out and buy new decks.
Its expensive but Force of Will could be useful in the event they do try to counter your Elixir of Immortality and you don't have mana available. And as for Wheel of Fortune, It could be risky depending on the deck you're playing. Especially if you don't have your combo out because that seems to be what drives the deck. Without that your board position could be in jeopardy. Maybe a good sideboard put its ultimately up to you.
Force of Will is certainly something to consider.
and i totally agree about Wheel of Fortune. even though it's pretty much guaranteed to give me a huge boost, that doesn't mean that putting 7 fresh cards in my opponents' hand is a good idea.
risk vs. reward. scary stuff!
thx for the input.
Since you are drawing like crazy, and almost all of your deck is artifact cards, have you considered Time Sieve? It has black in the cost, but if you could work it in, it would give you another out for extra turns. Maybe add some Vault of Whispers? Plus, it stays on the field. Just keep drawing and playing artifacts, and taking extra turns. :)
If you're worried about someone countering your Elixir of Immortality, why not add one more? Two shouldn't hurt, but it's your call.
I love the artifacts. It's a very neat concept.
this deck can be use for dueling or team play. my favorite type of team play is 2 headed giant. as for what format 2HG is i guess you'd say it's vintage. but it's really just your standard 2HG rules. not sure what you mean by, "that allowed power before".
Two-Headed Giant Constructed Format Deck ConstructionUpdated March 18, 2011
Two-Headed Giant Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, you must be able to shuffle your deck with no assistance.
Two-Headed Giant uses the Unified Deck Construction rules. With the exception of basic land cards, a team's combined decks may not contain more than four of any individual card, counted by its English card title. (For example, if one player is using four Naturalizes in a Multiplayer Constructed event, no other player on that team may have a Naturalize in his or her deck.) Sideboards are not allowed in Constructed Multiplayer tournaments.
If a card is restricted in a particular format, no more than one of that card may be used by the team. No players may use cards that are banned in a particular format.
In addition to the above rules, the following card is banned in Constructed Two-Headed Giant tournaments:
Erayo, Soratami AscendantOfficial information about Constructed formats can be found in the Magic: The Gathering Tournament Rules.