I rely pretty heavily on an ogre deck similar to Cromatt's. Since I have a very limited card pool, I'm not able to build many other powerful surge decks. Interesting options I'll be looking into in the near future are fear and some sort of rush with AA and/or strike. Since I don't have much experience with other surge decks, I'll just focus on how to play my ogre deck. Keep in mind this is based off of only about 2 days in a top faction, so there may be flaws. Feel free to point these out.
My deck:
6x ogre, 3x asylum, plasma field (pandemic/another ogre) + draco
(Pandemic focuses mostly on fear and ogre defs, plasma is more versatile)
I typically run into 5 kinds of decks that give this problems when surging:
1: quick strike - lots of fast, low att cards with strike 1-2 (tiamat, predator, etc.)
To counter this, you need to get as many ogres on the board as you can as quickly as possible. The main point is spreading out the strike damage so that they don't get many kills. You only really need 1 or 2 ogres to activate, so you can often still get win rates around 60% with plasma field. Pandemic isn't very effective against these decks, win rate around 40%.
2: Fear - Grim Spectre and pathrazer are most common
In order to beat a fear deck you'll need to play 2 ogres to start, then spam asylums as long as you can. The weaken card should be saved until after the asylums if possible as it will affect more units (negate more damage) at this point. Win rates can be around 60% with pandemic and 30% with plasma)
3: Structure and Strike - missile silos, gatling, command centers, etc
Again, get as many ogres out as possible to spread the strikes. Plasma field could buy you a turn to activate another ogre, but the key is killing the commander before too many big strikes activate. Win rates are around 50%, but vary greatly depending on exactly which cards you're facing.
4: Carriers - usually with apollo, bridge of destiny, and a high hp fear card
High hp, flying, siege, and heal make carriers a nightmare for ogres. Cromatt is exactly right though. When fighting high hp with heal, it's 1-2 ogres, then asylums, then more ogres. You're not really worried about them killing your ogres - if it gets to that point you've already lost. Instead, the key is getting a few kills before they siege your asylums. Since they have high hp and heal, the best bet is to activate relatively few ogres at a time (1-2) so that the rallys can stack and get 1 hit kills. Win rates here are not good, but you can occasionally sneak out a few (20-30%).
5: Other ogres (usually with draco, asylums, and sometimes noxious den)
Play 2 ogres, then an asylum. The fourth play depends on what they've done. If they lead with an ogre and follow it up with an asylum in the next 3 cards, you'll need to have your weaken/protect card ready the turn their first ogre activates (your 4th play). After this, just pile on more asylums. If they don't open this way, you'll win regardless. Win rates here are pretty good since you're facing AI playing the cards. Typically around 80%.
Most other decks I see are just ogre food. Play 2-3 ogres, some asylums and watch 'em work.
My overall success rate using only this deck is right around 65%, which while not incredible will beat simply fighting. The key to maximizing points with this deck (or any) is to know when to surrender. Stay in every fight until the turn before you'll lose, and you'll occasionally pull a surprise win. Be sure to carefully count the damage they could do on the next turn so that you don't give them full points though.
As cromatt said however, relying on one deck is a bad idea. I'll be working to correct this, and hopefully will see drastic improvements in win rate as a result.