The main strategy of the deck is to fill the graveyard and utilize it as much as possible. However, this is to be controlled as much as possible which is why self-milling doesn't make an appearance here. You want to know what it is in your graveyard, and you want to use it at the right time, but that doesn't mean you want to just dump your library into your graveyard and call it a day. A reasonable amount of restraint is expected and knowing when to put things in your graveyard is important as things are vulnerable there.
Generally, you want a measured approach to the game. Don't overextend, but be cognizant of what everyone else is doing. You are not playing Blue, but you are still playing a form of control. Ensure you use your wraths and removal at the appropriate time. Don't get too anxious and spend them early but, on the flip side, don't get greedy and spend them too late. Knowing when to cast your removal is very important to the success of the deck. I have often seen players play decks like this (or this one specifically) and they get blown out because they spend their removal very early and have nothing for the mid to late game when players are dropping their real threats.
Another thing to keep in mind is to not be afraid to build your board into your own wrath. Broodmoth with 4 or 5 smallish creatures can still be a huge swing when you get those back and everyone else still has nothing. Sure, you lose Broodmoth (for now) but it is still sometimes right to allow him to die to allow for you to have a reasonable board post-wrath.
Even casting Karador a lot shouldn't necessarily be avoided. His cost reduction is immensely useful, especially in the late game, so you can afford to get him out for 3 mana even if there is a higher risk of him being removed. In other words, it can sometimes be right to offer him up as bait for other spells so your other spells can get through. Or, you might be able to force Karador through this way. I have, on occasion, been able to cast Karador for the 4th, 5th, and 6th times for still only 3 mana. Sometimes I can do so in the same turn causing my opponents to expend their counters and removal for him. There is a risk to this of course, but risk can't be avoided entirely.
Focus on ramping and answering early threats as needed. Very often it is the right call to continue to ramp even as players are building their board states. You want to ensure that you have the mana, and the resources, necessary to be able to fight out the long game. Your opponents will likely be developing their board states during this time so it is important to recognize the threats on the board. Don't waste removal on a Tireless Tracker
for example even if it is drawing them cards.
You want to spend your spot removal on really hard to deal with threats, or things about to kill you but even then, there shouldn't be too much at this stage of the game worth fighting over. Eventually you will wrath to get rid of anything they have so it is often best to just wait until then.
This is about the time where you want to really focus on what others are doing. You have spent your time trying to build your board state up with lands and maybe a couple creatures. Now, is the time to look for big threats that can either be dealt with via spot removal if there are only a couple big threats or wraths if you need to reset the board entirely. Being able to reset everyone should impact you the least since you have spent very little in resources on trying to build a board state so none of your big hitters are out yet.
Also, this is the time, when you are likely to start dropping in Luminous Broodmoth
or Ulvenwald Hydra
. Not necessarily creatures that will win the game but things that further slow the game down and force your opponents to extend further to get around your stuff. This is important as you want to be in a position where other players need to try to go bigger than you or try to get around your stuff which means that you are further able to generate more advantage when you wrath the board again. This is also about the time when you want to first cast Karador.
Wraths tend to make their first appearance in the mid game here. It is important to note that you don't necessarily want to stop playing creatures just because you know you want to wrath. And casting a wrath isn't something to do lightly. Often, there will be times when someone has a few flyers which are tough to deal with and you have the option of casting a wrath or something like Ulvenwald Hydra
or even just spot removal.
The Hydra can effectively shut down an entire team of fliers depending on your opponent. They won't want to attack into you since they know their biggest will die so they might just focus on someone else. If you have enough life, and can afford getting hit with the fliers (if they remove the Hydra or just swing out at you anyway) it is sometimes worth more to try to just stall the board first before going with the wrath.
And spot removal can help out immensely here. Waiting until they attack when your opponents feel they can get a big strike only to lose their best creature is not only demoralizing, but can cause them to overextend to replace what they just lost. If you have a wrath in hand, and 2 pieces of spot removal (with the mana to cast the spot removal) it is often the right call to use those to protect you first and try to get your opponents to build their board further. And, of course, any small creatures to use as chump blockers help this out as well.
This is where we start trying to win. We have hopefully caused our opponents to run out of resources and we still have a lot of gas in the tank. This is where we flood the board with our Kokusho, the Evening Star
, our Luminous Broodmoth
(if we had to wait for him), our Gray Merchant of Asphodel
, etc. We start being able to attack into players without fearing them coming back at us and we can then sacrifice our stuff and reanimate things to get some of the better dies triggers or continuing to keep control of the board. It may take a few turns so still be patient at this stage of the game.
Getting here is a big accomplishment and trying to suddenly turn aggressive or trying to speed things up can spell trouble if you are not aware of what others are doing. Just because you *can* get Ulvenwald Hydra and Broodmoth and Kokusho and whatever else on the field doesn't mean you should. Especially if it will cost a lot of your mana and leave you vulnerable. Playing it slow is rarely a mistake.
As an example, if you have Kokusho on board while everyone else has very little, it is often right to go after the player you think is the biggest threat and make sure you keep spells in hand to deal with opponents' board. The deck plays a lot of spot removal for this reason so even if you only have Kokusho or something else big, but that is it, that can often be enough if you can still keep your opponents down. And, again, recognize the threat someone actually poses. If someone drops in a 10/10 flyer that you can't get through, but you have chump blockers, removal, or enough life to take the hit, then the right course of action might be to wait.
If you can't stop players from rebuilding, sometimes it is best to just stall while they do so and wrath again. One of the biggest challenges with the deck is knowing when to wrath but if you have been conservative until now with them, you should have a good chance of being able to get your opponents with a well timed, late game wrath to reset their boards.
And of course, looping False Prophet
at this time can be immensely useful as players will spend a lot of resources trying to stop that loop. And you lose basically nothing while trying to establish the loop.