Kainubis, here my (perfected) 2HG deck
Lands: (23)
12 swamp
8 mountain
2 dragonskull summit
1 rakdos guildgate
Creatures: (20)
3 goblin arsonist - R - 1/1 - deals 1 dmg when dead.
4 perilous myr - 2 - 1/1 - deals 2 dmg when dead.
2 malakir cullblade - 1B - 1/1 - +1/1 if creature of opp dies.
1 fleshbag marauder - 2B - 3/1 - all players sac when enter
1 bloodflow connoisseur - 2B - 1/1 - +1/1 when you sac a creat.
2 nantuko husk - 2B - 2/2 - +2/2 till end of turn when you sac creat.
3 accursed spirit - 3B - 3/2 - Intimidate
2 nightfire giant - 4B - 4/3 - +1/1 if control mountain; 4R=deal 2 dmg.
2 bloodpyre elemental - 4R - 4/1 - sac to deal 4 dmg.
Enchantments: (4)
1 infernal scarring - 1B - aura - +2/0, card when creat dies
2 necromantic thirst - 2BB - aura - deal dmg to opp=return creature from graveyard
1 shadows of the past - 1B - scry 1 when creature dies; 4B=deal 2 dmg to opp/gain 2 life yourself.
Sorcery: (13)
4 bone splinters - B - sac=destroy
1 reave soul - 1B - destroy creature < 3 power
1 dragon fodder - 1R - summon 2 gobs of 1/1
1 exquisite firecraft - 1RR - deal 4 dmg
1 act of treason - 2R - gain control of creat.
2 languish - 2BB - all creat -4/-4
2 traitorous instinct - 3R - gain control + 2/0
1 necromantic summons - 4B - graveyard to board; +2/2 if 2 sorcery spells in gravey.
Worked well in my first 3 online duels. But a lot depends on fellow deck
Even won a game with an AI who failed lands
Weak points: you usually have no more than 2 or 3 creatures on the board.. and you're gonna sacrifice them pretty soon. A mass of flying creatures can also be tricky to handle.
Other than that, it's awesome, incredible removal skills.
I also added some lands btw, to get to 23. In 2 out of 3 games my fellow companion ran out of lands on turn 2... that f@#!s you over so darn bad.
Later on in the game you can use the shadows of the past to pretty much choose what kind of card you want to draw next turn, as usually there's at least 2 or 3 creatures dying before your next turn.