Deck Strategies
Gonti, Canny Acquisitor
Steal valuable cards from opponents’ decks or graveyards to gain card advantage and disrupt their plans, using Gonti’s ability to exile and play those cards.
Umbris, Fear Manifest
Generate and recur nightmares and horrors that exile opponents’ cards, controlling the board through removal and exile while building a threatening creature presence.
Aragorn, the Uniter
Cast multicolored spells to create numerous human tokens and trigger combat-related abilities, aiming to overwhelm opponents with a wide board of soldiers.
The Ur-Dragon
Ramp quickly to cast large dragons and leverage tribal synergies, dominating the board with powerful creatures and game-ending threats.
Gameplay Insights
- 1
Casting Opposition Agent early to prevent opponents from tutoring significantly slows down their ramp and combo setups.
- 2
Using exile effects from Umbris and related cards provides effective graveyard hate, limiting key recursion strategies.
- 3
Aragorn’s ability to create multiple human tokens each combat turn pressures opponents to deal with a growing swarm.
- 4
The Ur-Dragon player’s ramp and big dragon drops force opponents to shift focus between board control and recovery.
- 5
Players carefully manage their life totals while leveraging card draw and removal to maintain board presence.
- 6
Flash creatures like Opposition Agent allow for reactive disruption, catching opponents off guard during their turns.
Notable Cards
Opposition Agent
Dreadhorde Invasion
Polluted Delta
Fellwar Stone
Shadowmage Infiltrator
Rogue's Passage
Leyline of the Void
Summary
The game started with players ramping and setting up their mana bases, with early plays including fetch lands, signets, and utility creatures. Umbris, Fear Manifest aimed to flood the board with nightmares and horrors, leveraging exile effects, while Gonti, Canny Acquisitor focused on stealing key cards from opponents to gain advantage. Aragorn, the Uniter revolved around casting multicolored spells to generate tokens and trigger his abilities, building a wide board presence. The Ur-Dragon player ramped aggressively to cast big dragons and dominate the board with powerful threats. Key moments included the casting of Opposition Agent to shut down tutoring and card searching, which hindered some ramp strategies. Umbris’s exile effects and recurring creatures created a taxing board state for opponents. Aragorn’s token generation and combat triggers steadily pressured players, while the Ur-Dragon’s arrival on the battlefield signaled a shift toward heavy hitters that could close the game. The interplay between graveyard hate, card advantage from stealing, and big dragon synergies defined the midgame, with players jockeying for position through removal and combat. Ultimately, the game featured a mix of control and aggression, with win conditions centered around overwhelming opponents with either wide boards of tokens and nightmares, stolen powerful cards, or massive dragons. The strategic use of exile effects and disruption shaped the flow, making each player carefully consider timing and resource management.