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  • posted a message on [Deck] RUG Delver (11/2011 - 6/2013)
    Quote from samiamnot
    @ fenri, looking at your build i'm not really a fan of the more green approach i understand you cant really afford the goyf's,, how ever Rug is only using green for goyf at all, if you check the break down of most tourny Rug decks they run the duel lands and goyf, you could possibly sub out goyf for Quirion Dryad, but dryad is strictly worse,

    i would suggest -3 dungrove, -4 strangleroot geist +2-3 vendilion clique +4 quirion dryad just until you can get goyf's

    the problem i have with strangleroot in RuG is the double green i know you modified your mana base to support it how ever i do not feel the trade off is worth it

    Clique gives info on opps hand sometimes its best to use clique after your opp draws and sometimes its best to just flash him end at their eot, simply put he can easily win games for you

    the dungroves i feel like your warping your mana base for a creature thats going to get chump blocked constantly

    also your mana base needs work the green shift causes you to be unable to use cryptic command or vedalken shackles and both are game changer's

    it looks like you could also use additional 1 drop counter spells personally i run 2 spell snare 2 spell pierce, but 3 spell snare 1 pierce is probably ideal for rug,

    i really do not like your firespout main deck'd its always been a sideboard card i'd -2 firespout +2 burst lightning

    if your worried about mana dorks i'd run a 1 of electrolyze main deck it allows you to sweep mana guys and draw a card

    the burn suit i suggest for you is this

    2 burst lightning
    4 lightning bolt
    1 electrolyze
    1 forked bolt

    magma jet allows you to scry how ever some times scry is not enough and you need the utility attached to the other burn spells

    also you said at the bottom of your post that you'd - grim lavamancer for +1 dungrove for more aggro, keep in mind we are tempo not aggro, we generally stick 1 solid good beater and then protect it while our opp just watches themselves lose life helplessly,


    i apologize if i sound harsh with all of this, i've played RuG for a while did well with it, last months Lantern IQ my build top 8'd right now RuG is on the back burner, since we did not receive any help out of rtr and we have to wait until gatecrash to get our goodies :D, but hope i helped atleast some Smile


    Smile No offense taken. Thanks for the critique. I did some more testing with it, admittedly it is not very optimal. Fortunately, goyf is getting a reprint, sorry for those who owned them, but for those who don't, like me, glad that wotc is giving more support to the modern format. And yup I look forward to gatecrash too Smile
    Posted in: Modern Archives - Established
  • posted a message on [Deck] RUG Delver (11/2011 - 6/2013)
    Greetings all,
    I am new to modern and am intending to play a tempo deck, I tried out various versions of delver tempo, and came out with a list with slight modifications from the usual RUG Delver. Unfortunately, I do not own any Tarmogoyf
    Frown

    For, your constructive critique Smile



    Deck Stats:
    http://deckstats.net/deck-1550406-4a31fcfdb4bf05b63f6142669323e026.html

    Unique features of the deck:

    Dungrove Elder:
    Hexproof. Grows with the mana base across time. Unlike Geist of Saint Traft, it is not a legendary, so unrestricted by the legendary rule. The mana base is mainly flooded by forests land types to support this guy. The high count of shocklands may seem dangerous, but the low mana costs of spells in this deck allows me to often play them tapped especially mid game onwards.

    Strangleroot Geist:
    Would replace these with Tarmogoyf if I had them. This is not a bad substitute, undying makes it more resilient to burn/destruction.

    Vendilion Clique???
    Replaced them with Dungrove Elder (Dungrove Elder are also cheaper in $ terms). I like the hand info from Vendilion Clique and how sometimes it may just really screw up a combo deck. But I prefer a more stable win condition.

    The deck has a more resilient creature base than the WUR version. It’s instant sorcery package consists mainly of burn and countermagic. The downside is the lack of removal spells (path to exile…) which is why I replaced it with a higher countermagic count (I chose more countermagic over more burn, because some things can’t be allowed to hit the field against me, ie. Etched Champion etc. and it has better disruption against non-creature combo decks game 1.)

    Sideboard:
    WIP

    Possible Changes:
    Splashing White for Path to Exile???
    -1 Grim Lavamancer +1 Dungrove Elder for more reslient aggro
    Posted in: Modern Archives - Established
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