This is a fairly competitive version of the old running with scissors decks. Its got a slightly different take then the old scissor decks, focusing more on burst damage, and blitz attacks, it's the type of deck that can steamroll another deck in a handful of turns, even popping out a Scuttling Doom Engine on turn 3 (which usually means game over).
This deck isn't quite finished, and frankly its still a bit too uneven when in a tournament, a little too draw dependent on victory to be a true champion, though on a lucky day it certainly can plow a way to victory for you.
If played correctly, and as long as you're not getting too rough a draw, there is no real weakness, though I've found hand destruction tends to hinder this deck far more effectively then counterspell or token blitz decks; as it is combo dependent, for the majority of it's rush damage, a single card removed from your hand on a forced discard can set you back 4 or 5 turns, which is simply deadly.
Main combos in this deck are Darksteel Citadel + Ensoul Artifact
- nothing more to be said about this one
The curb stomping draw-
Ornithopter
+
Springleaf Drum
- free mana of any color, turn one, then grab yourself an Elvish Mystic, and be able to generate 3 mana turn 2 without even playing a land.
Generator Servant + Scuttling Doom Engine
- what's more terrifying then a 6/6 that deals 6 damage when killed ? a hastened 6/6 which pops out on turn 3, generator servant is the key to acquiring the turn 3 scuttling doom engine, if you can pull this out, you'll probably win, as most counter-spell decks can't deal with this, this soon.
Scuttling Doom Engine
+
Shrapnel Blast
- quick question, how can you kill someone on turn 4? simple, turn 3 hastened scuttling doom engine, swing for 6, turn 4, swing for 6 more, then shrapnel blast your own doom engine, for 11 more burn damage on your foe, for an incredible 17 damage combo.
-granted this is heavily draw dependent, but you'll draw this turn 4 win enough that it will show up a few times a tournament much to the dismay of your opponent. Even without this type of draw, turn 2 Darksteel Citadel + Ensoul Artifact
are usually enough to win a game by themselves.
the other burn in this deck is mostly for opening a path for your big guns, or for removing troublesome creatures. it's rare i use it for damage against an opponent, though from time to time it can help you win a close dual.
The main sideboard card will be Anger of the Gods; as this deck's biggest weakness are black/white warrior decks or goblin explosion decks, because when you don't draw your kill-fast combos, you'll often stagnate a little too long to easily contain these decks. The best option is to use your burn and mana-elfs to swing away, and strategically sac them to draw out the game till you can get the big guns out.