I saw something like this somewhere, but it was more a reanimator build with the Eldrazis. I find it interesting enough to build it myself, but I centered it in the Delve mechanic.
The deck justs "mills" a bit of itself with Satyr Wayfinder, Commune with the Gods, Faithless Looting, Grisly Salvage and Mulch, dumping more things in grave with the fetch lands to summon a big delve creature and attach all possible dragon auras on it.
Deck is not optimal yet, as its sideboard and side plans. But here's a base:
GENERAL TIPS:- Against counterspell decks you could try casting 2 creatures in the same turn. They probably won't counter the delve enables, which will fill your graveyard that much, so choose your lands thinking on playing 2 dudes.
Auras: Try to make the biggest creature you can. Race them unless they are gaining tons of life. Changes: -3 Mulch, +3 Feed the Clan
Affinity: They are faster, but you will need to race them somehow. In post sideboard games, if you connect 1 or 2 Ferocious Feed the Clan you are probably in very good shape. Changes: -4 Mulch, +4 Feed the Clan
BUGs & Pigs: Changes: -4 Mulch, -2 Dragon Scales, -2 Dragon Shadow, +4 Vines of Vastwood, +4 Undying Evil
Burn: Try to connect 1 Ferocious Feed the Clan and there's probably nothing they can do. Changes:-4 Mulch, +4 Feed the Clan
Delver Fiend: Game 1 is probably lost, but game 2 and 3 you can cast a Feed the Clan or counter an Unblockable/lethal pump spell with Vines of Vastwood. Changes: -4 Mulch, +4 Feed the Clan -2 Dragon Shadow, +2 Vines of Vastwood
Domain Zoo: Try to stabilize with a Dragon Scales and more than one creature. After the sideboard you will just need one Ferocious Feed the Clan to put them probably out of range. Changes: -4 Mulch, +4 Feed the Clan.
Elves: Changes: -4 Mulch, +4 Feed the Clan
Familiar: Kill the Cloud of Faeries. Other than that, play aggressively, race it. Changes: -3 Mulch, +3 Lightning Bolt
Goblins: Changes: -4 Mulch, +4 Feed the Clan
Infect: If it's not a fast version that can kill turn 2, 3 or 4, you can side less Vines. Use them against pump spells. Changes: -4 Mulch, -1 Dragon Breath, -2 Dragon Shadow, +4 Vines of Vastwood, +3 Lightning Bolt
Kuldotha Boros: Changes: -3 Mulch, +3 Feed the Clan.
Midnight Presence: After the sideboard, kill the guard or make it untargetable for the Gond. You will need to race it on game 1. Changes: -4 Mulch, -2 Dragon Scales, -1 Dragon Wings, +4 Vines of Vastwood, +3 Lightning Bolt
MonoBlack Control: A hard matchup, you will need your protections from the board. Your Satyr Wayfinder is important against sacrifice effects and your fetch lands are good against Chittering Rats. Changes: -4 Mulch, -2 Dragon Shadow, +4 Undying Evil, +2 Vines of Vastwood
MonoBlue Delver: Play around the counterspells and you should be good. The only thing they can do against your creatures on the board are the bounce spells, so you side in Vines against it.Try to make it a flying one with your Dragon Wings, so you can block. Changes: -4 Mulch, +4 Vines of Vastwood
Stompy: Try getting a Dragon Scales because it will be relevant. After sideboard, rely on the Feed the Clan. Changes: -4 Mulch, +4 Feed the Clan
Tron: Race it and make the biggest creature you can, so you can block the Ulamog's Crusher. If you really care about Crusher you can side in Undying Evils, so you can sacrifice your immortal creature and an aura, return it stronger and block the crusher (losing no permanents) or Vines, to pump it +4/+4. Changes: Nothing.
Viridian Longbow decks: Just kill the creature or Vines it in response to the combo. (For example, when targeted by Freed from the Real). You can also just race those decks and win with no sideboard changes. So I recommend them only on the draw. Changes (On Draw): -4 Mulch, -2 Dragon Scales, -1 Dragon Wings, +4 Vines of Vastwood, +3 Lightning Bolt
White Weenie: After the board you will need to protect your creatures from Journey to Nowhere. Changes: -4 Mulch, +4 Vines of Vastwood.