[Magic Mondays] Rebuilding RUG

MY co,umn about Magic: The GahteringWhew! Gatecrash sure hit with a bang didn’t it? The Atlanta open saw all the staples updated and new takes on old archtypes. Humanimator, a rebuild of the Angel of Glory’s Rise combo, almost took the whole tournament, but lost to a much more explosive Naya Humans in the finals. Really has me excited for next weekend to see what shakes out.

As for me, my weekend was quite the enjoyable Magic frenzy. Played sealed on Friday night at Epic Loot in Deleware City. Played a BUG build that was powered by Crypt Ghast and evasive dudes. Then, when we got back from DE on Sunday, we picked up our box of Gatecrash and cracked that. Got a few good pulls to add to the Prerelease haul. Somehow though We’ve managed to not pull any Godless Shrines…

Anyway, just got back from my store’s slowly growing Monday Night Standard event with my rebuild of RUG Flash. I shifted a bit more into control and away from the flash aspect, and the deck’s still not in quite the right place. I’ve been looking at modern and legacy builds for RUG, but they both rely pretty much on Delver and Tarmagoyf for the beats and while Delver’s still a thing in Standard, I don’t know what I can do to replace ‘goyf. Flinthoof Boar? Strangleroot Geist? Should I find a solution, there’s still the issue of Delver not having the best chances of flipping. Is index a viable solution? I mean sure it doesn’t do nearly everything that Ponder does, but they’re the same cost and the same speed.

Let’s put Delver aside, and focus on more reasonable options. If we run Strangleroot Geist, Zameck Guildmage, Young Wolf, and Talrand we have a solid suite of creatures that provide a draw engine and decent pressure. So then, what do we do with the rest of the card slots? 25 Lands and 11 creatures leaves 24 spells. Obviously we need some disruption..and some pump…and probably some burn and draw. So its really just a question of what.

I”m thinking a list like this: (thought it’s currently 63 cards)

  • 3 Izzet Charm
  • 3 Simic Charm
  • 4 Searing Spear
  • 3 Spell Rupture
  • 4 Think Twice
  • 4 Rancor
  • 4 Experiment One
  • 4 Strangleroot Giest
  • 4 Young Wolf
  • 4 Zameck Guildmage
  • 3 Talrand
  • 4 Steam Vents
  • 2 Sulfur Falls
  • 4 Stomping Grounds
  • 3 Rootbound Crag
  • 4 Breeding Pool
  • 3 Hinterland Harbor
  • 1 Forest
  • 1 Mountain
  • 1 Island

Well then, I’m going to head off for now. I’ll figure out some things to cut and be ready for Friday with Undying RUG

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About Trevor Gulley

Trevor Gulley is a writer, cartoonist, and gamer. He works full time in the IT industry and judges Magic most weekends.

Posted on 02/05/2013, in Gaming, Magic Mondays and tagged , , , , , . Bookmark the permalink. 6 Comments.

  1. I think the deck lacks punch. You need some more finishers or else you’ll never be able to end a game. I’m really feeling Master Biomancer for RUG, becuase he would make your creatures absolute BEASTS no matter when they came in during the game. I’d take out Talrand and just max out 4 Rancors as well, and maybe put in some Wolfir Silverhearts? If you want to run Delver I think BUG with Dimir Charms is your best bet. You can put cards into the graveyard for Runechanter’s Pike while setting up a next turn flip. It’s the closest thing you’re going to get to Ponder, and in black you’ll have access to cards like Ultimate Price which will kill your opponent’s creatures while opening up the way for your attackers.

    Hmmm, so many tough decisions!

    • I think that’s my issue, in the formats where RUG thrives, life gain isn’t a thing. Becasue of that I can’t really commit one way or the other to either control or aggro. So maybe the goal is Midrange and play Biomancer, Garruk, Talrand, and Pike.

      But then why not play RWB, right? -_-

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