The Rani vs The wise Mothman vs Umbris vs Krark and silas cEDh Gameplay thumbnail Blurred backdrop thumbnail
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The Rani vs The wise Mothman vs Umbris vs Krark and silas cEDh Gameplay

cEDH TV Gameplay


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • The Rani

    The Rani

    Uses aura enchantments to force opponents' creatures to attack each other, generating Clue tokens for card draw and incremental advantage, while controlling the board through combat manipulation.

  • Umbris, Fear Manifest

    Umbris, Fear Manifest

    Focuses on milling and exiling opponents’ key cards to disrupt their strategies, then winning through overwhelming board presence and resource denial.

  • Krark, the Thumbless Silas Renn, Seeker Adept

    Krark, the Thumbless and Silas Renn, Seeker Adept

    Utilizes artifact synergies and powerful black tutors to assemble combos and maintain board control while disrupting opponents with countermagic and removal.

  • The Wise Mothman

    The Wise Mothman

    Attempts to establish early flying threats that influence combat and capitalize on radiation or fast Oracle-style wins by leveraging its flying and disruptive abilities.

Gameplay Insights

  • 1

    Exiling Underworld Breach and other key cards by Umbris significantly disrupted opponents' plans, illustrating the power of targeted exile in cEDH.

  • 2

    The Rani’s ability to force opponents’ creatures to attack each other created tension and incremental advantage through Clue tokens, combining combat manipulation with card draw.

  • 3

    Ledger Shredder was used repeatedly for card filtering to maintain a steady flow of resources despite the high interaction and disruption on the board.

  • 4

    Players balanced risk and reward carefully, for example, opting against some risky Demonic Consultation lines to prioritize getting their commanders into play and maintaining a stable board state.

  • 5

    The use of artifact ramp and tutors by Krark and Silas allowed for flexible responses and pressure, especially through Dockside Extortionist and Mana Crypt synergy.

  • 6

    The Wise Mothman’s flying threat forced opponents to rethink their attacks and blocks, potentially enabling a late-game finish through combat damage or combo.

Notable Cards

  • The One Ring

    The One Ring

  • Ledger Shredder

    Ledger Shredder

  • Demonic Consultation

    Demonic Consultation

  • Dockside Extortionist

    Dockside Extortionist

  • Ancient Tomb

    Ancient Tomb

  • Mana Crypt

    Mana Crypt

  • Cavern of Souls

    Cavern of Souls

  • Fierce Guardianship

    Fierce Guardianship

  • Imperial Seal

    Imperial Seal

  • Underworld Breach

    Underworld Breach

  • Sunken Ruins

    Sunken Ruins

  • Chromatic Lantern

    Chromatic Lantern

  • Snow-Covered Swamp

    Snow-Covered Swamp

  • Mental Misstep

    Mental Misstep

  • Rejuvenating Springs

    Rejuvenating Springs

Gameplay Summary

The game began with players carefully developing their boards and setting up their strategies.

The Rani player focused on using aura enchantments on opponents' creatures to force attacks that generate Clue tokens, which provided card advantage.

Umbris leveraged exile and mill effects to disrupt opponents, successfully banishing critical cards like Underworld Breach, which significantly hindered the opposing players.

Krark and Silas utilized artifact synergies and tutoring spells to ramp and find key pieces, while the Wise Mothman attempted to establish a flying threat that influences combat decisions.

Early turns saw some risky plays, including attempts to cast powerful tutors and interaction spells, but players were cautious to avoid fizzling their combos. A pivotal moment was Umbris's exile of several powerful cards from opponents' hands and libraries, which shifted the game's momentum.

The Rani's ability to force opponents' creatures to attack each other and generate clues contributed to incremental advantage and board control.

Krark and Silas worked to maintain pressure through artifact tokens and disruption, while the Wise Mothman provided flying reach and potential to finish off weakened opponents.

The game progressed with players balancing aggression and defense, using interaction to control key threats and set up their win conditions, culminating in a tense multi-player standoff driven by The Rani’s unique combat manipulation and Umbris’s exile disruption.

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