Rise of the Dark Realms

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rise of the Dark Realms

Sorcery

Put all creature cards from all graveyards onto the battlefield under your control.

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

1 week ago

Thank you for your great feedback! It's always appreciated. I did consider Eerie Ultimatum when it was previewed during Ikoria spoiler season. I eventually decided to leave it out of the 99 due to its tricky mana cost in a 5-color deck and, more persuasively, the fact that a suite of mass recursion spells already existed in the deck, like Living Death, Patriarch's Bidding and Rise of the Dark Realms. These spells, of course, return creatures to the battlefield, which Eerie Ultimatum does as well. However, with just 12 other non-land, non-creature permanents in the current 99 of this build, Eerie Ultimatum did not seem valuable enough to squeeze into the deck, and that is considering the potential mana ramp of recurring multiple fetch lands to the battlefield as well (no landfall triggers).

Miirym, Sentinel Wyrm's inclusion into this deck is inevitable. The moment a copy of her becomes available she will become a part of this deck and make it so much stronger. The same can be said for Ancient Copper Dragon, Ancient Silver Dragon and Ancient Gold Dragon. Moltensteel Dragon's presence in this deck is to combo with Skithiryx, the Blight Dragon or Dragon Tyrant for the purposes of one-shotting an opponent, usually a control player or blue mage at the table. Panharmonicon is an interesting card to consider. By my count, in the current 99 of this build, there are four Dragons (Bladewing the Risen, Lathliss, Dragon Queen, Scourge of Valkas, Terror of the Peaks), three enchantments (Garruk's Uprising, Dragon Tempest, Temur Ascendancy) and one artifact (Dragon's Hoard) that could benefit from the inclusion of Panharmonicon. That is a total of eight cards from the 99 (8.08%). That does not seem like a high enough percentage of cards to reconcile adding Panharmonicon to the deck. Yarok, the Desecrated would not approve.

Thank you for your comments and your recommendations! I appreciate them and am looking forward to upgrading this deck with several new cards from Commander Legends: Battle for Baldur's Gate!

Cirdan13 on Card creation challenge

1 week ago

Knowledge is Power

Whenever you draw a card you may put a +1/+1 counter on target creature.


Make a Rise of the Dark Realms type card but for a non-permanent card type.

DrukenReaps on Vampire's Kiss - Grixis Spellslinger

2 months ago

So there's a competitive combo version of Jeleva and then there is fun Jeleva. I'm going to make suggestions based off what I think of as being more leaning towards the fun. The general idea I have in my head is to get some high cost spells exiled and cast them for free off her trigger. I haven't played much spellslinger pretty much ever but here's what I dug up. Not sure what your budget is though.

Rise of the Dark Realms, Expropriate, Worst Fears, Army of the Damned, Aminatou's Augury, In Garruk's Wake, Fevered Suspicion and Blasphemous Act.

I'd also get some more protection for Jeleva. As each time she dies and is cast again you'll lose access to everything previously exiled. Not the worst thing but it can be nice to hit a few of the spells before having to recast her. Lightning Greaves, Whispersilk Cloak, Clout of the Dominus.

If you happen to have some room a few copy effects aren't bad ideas. Mirari and Lithoform Engine.

Metallurgic Summonings and Wild-Magic Sorcerer seem like solid inclusions too.

Do you have a clear vision of how the deck wins? Regardless the deck looks fun!

awatts30 on Varina

2 months ago

Thanks, Guerric! There’s a lot to parse here, so I may take it in parts.

Firstly, the extra lands are temporary. My target is 36, but I had 13 extra spells, so I added 7 basics (35% rate) to be able to goldfish effectively. Sometimes I can learn a bit more about the deck and make changes that way. As I pare down spells, I’ll take out lands too. I thought about Crucible of Worlds, but opted against it because it would change my play style, but without tutors or duplicate effects it’s too high-variance.

The Stifle is mostly there to stop graveyard hate, which tends to be one-off abilities (Bojuka Bog, Scavenger Grounds, Tormod's Crypt, Relic of Progenitus) and which could really mess up my plans. That’s a good point on Dovin's Veto; maybe I’ll swap it for a Negate.

I really like Reconnaissance because it not only allows me to attack into unfavorable board states but also gives pseudo-vigilance, allowing me to commit all my zombies without worrying about the crack back. Anything to maximize those Varina triggers! Flawless Maneuver might need to come out, though.

I’ve used Plumb the Forbidden to great effect in my Mazirek deck. Since it’s instant speed, it’s really good at turning creatures that would die to unfavorable combat or a board wipe into card advantage, and since it’s 2 CMC I can always just put the mana into Varina if I don’t wind up needing it. I had Kindred Discovery in there originally, but in a deck that’s both ETBing and swinging this much it seemed like overkill (plus it’s crazy expensive). A lot of my perspective on card draw may need to change, too. Like I said, I’m not used to using my graveyard, and while Varina let’s me look at a lot, I’m still uncomfortable throwing cards away. After all, they’re all in there because I want to cast them! I need to get better at choosing what to pitch (which is kind of the whole point of making this deck), but corollary to that is figuring out how much draw-to-hand I need and how much I can lean on my ‘yard.

A lot of the deck techs I’ve looked at leaned into Varina’s activated ability. I didn’t much like that because (1) it makes her into a glorified token factory, (2) I want to push myself to use the cards in my graveyard, and (3) why would I want to spend 2 mana and two cards for a vanilla zombie when I can spend 2 mana and one card for a Corpse Knight, a Wayward Servant, or 3 mana for a Diregraf Captain. In the little bit of goldfishing I’ve done, though, she’s dumping cards so fast that exiling two of them isn’t even a problem. I had originally taken Tormod, the Desecrator out, but wound up putting him back in because of the number of cards I was exiling. I’d like to bring it back toward a reanimator strategy, and I think Syr Konrad, the Grim would be a good payoff for that.

You have a ton of good suggestions, including Crashing Drawbridge, Dusk / Dawn, Necromancy et al. (I knew there were others, I just couldn’t remember them!), Living Death/Rise of the Dark Realms, Haunting Voyage/Patriarch's Bidding, and the talismans, but I still need to cut 13 spells to even get down to 100 cards, and then more to make room for any of them. This is my problem!

Guerric on Varina

2 months ago

As for suggestions, with Syr Konrad, the Grim you absolutely want to play Living Death. It's super powerful and so fun. You can wipe the board, bring all of your best stuff back, and do tons of damage. I'd also play Dusk / Dawn, which is a board wipe and recursion card stapled together. Rise of the Dark Realms is also a way to get everything back. It's tons of fun. You also need a lot more ramp, and they need to be all at 2cmc so you can play Varina early. You'll also want Crashing Drawbridge to give everything haste and get your engine going. You have the signets but need Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, and Coldsteel Heart. You want ten pieces of ramp that are 2cmc or less to hopefully get Varina out early and get you going. Necromancy, Dance of the Dead, and Diabolic Servitude are also great recursion pieces. I particularly love the latter because while it is 4cmc, it is the gift that keeps on giving. I'd also replace Dovin's Veto with Arcane Denial, which is easier to cast and more flexible, and add Oblation is for added flexibility with removal. I's also add most of the zombies from your maybe board as they are all great, and would skip over most of the non-zombies except Syr Konrad as they aren't good enough. If you are going to add any non-zombies I'd think about Blood Artist and Falkenrath Noble which will make blocking and killing your zombies less desirable for your opponents. I'd also skip most of the non-Zombie, non-Tribal cards in your maybe board. Fact or Fiction is good in many other decks, but its redundant to the point of being pointless here. We want to avoid the good stuff cards! Same goes with Training Grounds, Reflections of Littjara, and Idol of Oblivion. Kindred Discovery is so good here, but make sure to replace a sub-optimal card draw piece in your current list with it. Feast of Sanity looks wicked fun, so I'd definitely play that! Return from Extinction is super meh. You want to return things to the battlefield and not your hand!

griffstick on What kind of EDH deck …

3 months ago

I found it to be incredibly useful in a plainswalker build. Although plainswalkers are very sorcery speed being able to use their loyalty abilities only on your turn makes you think it's bad to play them out right before your turn starts. That's true because you miss out on one activation of their loyalty abilities, but on the other hand. Being able to flash out a plainswalker right befor your turn starts protects it from getting taken out because you are now able to hold up and for removal or cast creature spells to defend your plainswalkers. Additionally plainswaker decks have lots of sorcery spells, including wrath spells. Being able to cast Blasphemous Act at instant speed is awesome. Or being able to cast Rise of the Dark Realms right before your turn starts is a great way to win the game. Or casting Vicious Shadows right before Wrath of God resolves is another way to sneak in the win. Also other spells that are good at sorcery speed are also in plainswalker decks. And those spells are the ones that Tutor for plainswalkers or Legendary cards. Those spells are usually sorcery speed.

Another type of deck that would like Vedalken Orrery is an Enchantment deck. Lots of entertainment decks use auras for control and being able to cast auras like Flickering Ward as flash speed is strong. Or Control Magic at flash speed is strong. Also casting sagas right befor your turn starts seems good too. Cast the saga befor your turn starts and on your turn you go to stage 2 of the saga just like that.

Maybe your deck have ways of unhappiness your lands and or mana dorks on each untap step with cards like Seedborn Muse.

In other words it's good in almost every deck. The only deck I've ever removed it from is my Iroas deck. Because it's a Devotion deck. And Because Iroas, God of Victory is my commander and I want to hit with him I often cast spells befor combat to turn him on.

So basically throw it in every deck but the ones I've listed above I feel are the best ones.

Mflu on Teysa Karlov

3 months ago

AwesomeJMS5 Amazing, thank you so much for this feedback! You make some great points, I definitely need more creatures and demons.

Going to start by removing these and find some lower cmc demons or creatures with triggers that Teysa will double:

Karmic Guide

Rise of the Dark Realms

Kothophed, Soul Hoarder

Much appreciated.

Load more