Alright, This is my latest iteration of the RUG Aggro deck. Turning threats sideways like a boss.
Kessig Wolf Run - This thing does work lategame. The deck lacks any sort of real finisher besides this and its currently the only way to kill a titan.
Quirion Dryad - Like a boss. No other green spells besides Garruk means this girl gets fat fast and for once thats not a bad thing.
Garruk Relentless - Like any planeswalker he puts a big bullseye on his head. Removes small things, poops wolves and finds whatever I need. Just need a finisher for him to find for me.
Huntmaster of the Fells - Looks like everyone is rocking some form of 2 damage removal aimed directly at Delver and this guy. I have no problem with Delver eating a Pillar but paying 4 and getting answered with a Galvanic Blast gets old really fast. Don't even get me started on whipflare.
Rune Chanter's Pike - On its way out. Deck doesn't have the 20+ instants/sorcery to rock this.
Thragtusk - In playtesting this thing delays like no tommorow with the lifegain and token generated. However, it does not end games.
Thundermaw Hellkite - This guys up next for playtesting.
Hellrider - Not sure what to think of this guy. With huntmaster and Garruk pooping tokens out he could be good.
Temporal Mastery - A great card and yet I don't want it in my hand. So the real question is how many and in place of what...
Wolfir Silverheart - Will have to test. Best reason to have him is as a drop after huntmaster as people usually remove the huntmaster leaving a 2/2 wolf behind.
Zealous Conscripts - Pretty self explanatory. Grab the enemies blocker and hopefully swing for the win. Will be better if im forced to use unsummon after rotation. (If I use it at all...)
Current mana problems have been solved somewhat. Doesn't have a ridiculous manabase for playing something like Strangleroot Geist but it doesn't get screwed much. Will get even better when shock-lands come out as this deck really doesn't care about its life.
Well delver doesn't have enough things to flip constantly, not sure what to do about that. Personally I would take out Quiriin Dryad becase late game she is bad. Gut shots should be in sideboard. Maybe put thragtusk for them.
I agree the deck doesn't have much of a lategame but it is aggro afterall. The dryads are the centerpiece of the deck at the moment but are weak to instant speed removal such as gutshots and tragic slip.
I can flip the delver with ponder enough but im afraid that when ponder goes out so will the delvers. Im not sure of a replacement yet. Vexing devils perhaps.. or just more 1 cost spells for the dryads.
Index is a okay replacement. Thargtusk would do alot for this deck. Pike isn't the best either because you don't run that man sorceries or instants.
right now I see one major problem with this deck, it's mana base, right now you have literally more of the M10 dual land style lands than the basic lands needed to make them enter untapped (those duals want about double the number of valid basics than the number of that land you're running). Also your deck consists still of mostly non-creature spells, most of which are blue, usually delver decks will run less than 10 lands that don't tap for blue (sometimes as far as less than 5) just so they always have blue mana. Delver is a tempo deck, no matter what colors it's splashing with so overall you never want to see a land enter the battlefield tapped as such until rotation the scars lands are a must in standard delver decks, especially if you want to be a top tier deck (then again the words top tier and budget very rarely go together since it's the top tier decks that usually determine which cards become expensive, bonfire is probably the most recent example of this...).
Also I just noticed this deck is currently 59 cards...
You need to have at least 10 basic lands in order for the M10 duals to come into play untapped more often than not. I'm also not a fan of card:Runechanter's Pike in a deck like this for several reasons, including the fact that (a) having 4 Snapcasters is counterproductive because you'll be exiling your instants/sorceries, and (b) you may not have enough instants/sorceries to take advantage of it.
I've been testing out a similar idea for post-rotation and I've been using Dawntreader Elk to some degree of success. It helps to fix your mana, and can also be a beater/blocker if need be.
I'm heavily considering dropping the cash on scars duals but honestly im wondering if the value will drop heavily once they rotate.
Assuming im willing to grab a bunch of scars duals what exactly should I be looking at. Perhaps something like...
I wouldn't bother with Scars duals unless you also need them for a Modern/Legacy deck. They're fairly cheap now, $2-4 each instead of $10-15, but you'll only be using them for about a month and a half until they rotate.
You could probably take out a Hinterland Harbor for another Island , then the 3 Copperline Gorge for 1 of each basic. This would give you exactly 10 basic lands, the minimum I think you should be running.
I will give that a try. At most I was willing to grab a few copperline gorge but they are $6 local which is kinda dumb :P
Played a game just now with the changes and the mana was much more consistent.
Currently experiencing problems againt decks that put out large creature threats such as WWR
Go up to 4 Vapor Snag . It's good to have 3-4. You also only have 16 instants and sorceries now, so you need to try to go back up to 20. Delver of Secrets Flip , Snapcaster Mage , and card:Runechanter's Pike rely on you having 18-22 instants and sorceries.
In my playtests Garruk is awesome as a 2 of. He acts as a sort of GSZ allowing me to find thragtusk and huntmaster.
Huntmaster seems very underwhelming. Just eats removal like a boss and doesnt transform even once in any game ive played.
Biggest problem is past turn 4. I get them down to less than 10 very fast but once something big like a titan or wurmcoil hits the board its over for me. None of my creature's or removal can answer a 6/6. I added pikes back in for now but they really should not be in the list.
On a side note im even thinking of cutting delver. Great card IF its in your starting hand and IF you get a instance to flip it and IF it doesnt get removed right away...
Alot of ifs.
You could cut out red for black (BUG instead of RUG) this would give you a number of options including Doom Blade , Sever the Bloodline , etc. You'd lose 8 cards, the only important ones being the 2x Bonfire of the Damned - and perhaps Huntmaster of the Fells Flip but you say he isn't working out.
+2 Doom Blade
For a manabase I'd initially recommend the 22-land following, and you can change it up depending on what colors you need most:
Naw red is needed. More than anything I need a full board wipe.
You should try to add another Bonfire then. Maybe some Blasphemous Act s.
Currently using 4 bonfire in testing and it is really good. Unfortunately I can't obtain 2 more before friday xD
Sadly I think the best option is adding the following but without scars lands I don't see the manabase working at all.
Having four colors is a bit impractical. If you need red but aren't fond of blue, you could always try Naya (WRG) Ramp/Aggro.
Actually this deck really started out as an attempt to make a viable R/U deck that would eventually become better in RTR. I know making a deck because you love izzet league is a really bad idea combined with making something that can actually win FNM. Yet if I can't play the color combination I want then why should I play at all. I refuse to believe there is not a practical R/U deck that can hang with W/U Delver, Pod and Zombies..
and yet here I am thinking about how restoration angel is just so much better than huntmaster and can pretty much block anything in this deck. The main problem is still the following.
I don't really plan to give up. Just feels bad to be forced into UW Delver. Actually if I had it my way I would not play Delver myself at all... but he is the undisputed 1 drop.
No matter what you do, as long as Delver/Talrand are in, you should aim to have 20 instants and sorceries. And your manabase should have 10-15 basic lands.
Just for consistency.