The win condition actually requires more than just two cards, but here is how the deck plays:
I control the board and stay alive with oty, eagle's eye, shields, antimatter, miracle, mind flayer, steal, and sometimes even by mutating enemies to get them in range of the oty or sniper.
As soon as possible I Alphatoxin an enemy creature. I continue to eat their creatures while their board fills up with cells. Behind my shields, the cells can't hurt me. In 5 or so turns, their field is full of cells, so they can't drop new creatures, and can't hurt me. The only creatures I leave standing are harmless or antimattered (or invunerable).
While all this is going on, I am drawing just as quickly as possible and watching my death quanta.
If I don't have 24 or so death quanta when I have only 10 cards left, I stop drawing extra cards.
When I have 2 or 3 cards left in my deck, I have enough death quanta, condor, fractal, and firestorm. The FG is usually somewhere around 100 life, but many of them have feral bonds or whatever, and could be still at 200 life.
I play 8 condors and firestorm, then I eat anything left and snipe a creature, even my own many times. Typically, the condors end up being about 26/27, but even at 19/20 we are talking about a serious amount of damage. My Otys an possibly my muntants are also attacking, and the FG almost always take 200 damage in one turn.
I make sure that I know everything the FG can do and play accordingly, such has holding a steal until the end to remove a phase shield so the damage can get through.
The strategy for each fg is very different in subtle ways with this deck, and losses are almost always due to bad decisions on my part and not a failure of the deck itself.
This deck does NOT play itself. You have to be able to predict what the fg is likely to do. You have to be willing to hold an antimatter for later against a 13 power creature instead of using it right away on an 8 power creature. You have to miracle at the exact right time, and save supernovas for use after miracle in anticipation of a second miracle later. You have to know which creatures to quint and sometimes the decision between an oty or a mind flayer is the game deciding factor. Knowing which shields to use, and when, is also vital. Add to all of that the decision of weather to alphatoxin their creature or yours.
It is FUN, challenging, and best of all, satisfying every time an FG goes from 200 to 0 in 1 turn, which is quite often.
My average game length seems to be able 10 mins for wins, and 1 to 2 mins for losses.
So far, I am getting about 5 wins per hour on average, netting me 15 spins. That brings me about 4 or 5 upgraded cards every hour, which I think is pretty good.
I've never said this deck was the most effective FG killer. I have always said that it is the most fun FG killer to play. I have worked very hard retooling this deck many times, and I take pride in the fact that it is the product of my own design.
P.S. The images are low quality because they don't really need to be high quality to see what's going on, and I have a limited amount of space where I host my images.