Id stick with a tight mana curve of value creatures, perhaps going with evasion like shadow and swampwalk (since you know someone is playing Urborg, Tomb of Yawgmoth)
While on its face it seems like a major downside to playing the card, and hardly worth the cost - and it can be without the right cards in play - it pairs perfectly with the number of effects on Rise of the Floodborn cards that are triggered when cards enter or leave play, providing a easy way to put cards back in your hand, play them again and activate their effects
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Land Color tag templates(None) Gemstone Caverns If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it
This is strongest in one-on-one games, where stripping a single card can shape the entire match
Oh, and this can be done at instant speed