One problem is that the deck doesn't like to hit more than 3 lands (and would prefer one of the three to be a Wasteland), so what exactly is the deck doing if it has to keep up UU to counter their spells? Maybe you should be mulling more aggressively. If you don't have either a 1drop creature or a Stifle, there's a good chance you should be mulling.
The whole point of the deck is to drop a guy and then finish the game before they have a chance to do anything. Even if they don't get hit by them, if they have to play around Daze, Stifle, and Wasteland then you're ahead. The exception is if you haven't dropped a dude in the first two turns, then you are even or possibly behind because you're correct, Stifle and Daze get really bad as the game goes on.
You want to play a guy t1 or t2, depending on if you have Daze or Stifle and if you're on the play or draw. Then you want to stall them. If they are playing a KotR on t3 then you're doing it wrong and you will lose. If they are playing a KotR on t4 or t5 (due to Stifle, Wasteland, and Daze), but you don't have board presence then you are just as behind as they are and will probably lose. FoW is ideally your closer. It's t5 and you just have to punch through one more hit before your burn is live. FoW their scary dude and proceed to wrap up over the next couple turns, or put them in a place where a topdecked burn will kill them. If you have to use FoW before then, then you are in a bad position.
And finally, if your style of play is more akin to "run them out of cards via hard counters and removal, then kill them at your leisure" then you probably shouldn't be playing RUG. RUG's plan is "play a threat, stall them, and kill them before they can use the cards in their hand."
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