Rise of the Dark Realms

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Legality

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

Rise of the Dark Realms

Sorcery

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

fluffyeel on Help make deck good

2 months ago

Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.

kpres on Commander Deckbuilding Advice - A …

3 months ago

I have some deckbuilding advice. I'll make it concise:

The Three Problems

Your goal is to play a winning combination of cards before your opponent can do the same. To do this, you need to draw the right cards, be able to cast them, and do this faster than your opponent despite their efforts to stop you. These are the Three Problems your deck is trying to solve. It is tempting to fill your deck with only cards that work towards a build-around commander, but if you do, you'll have 4 or 5 mana available on turn 6, you won't be able to stop your opponent's threats, and you won't be drawing the cards you need. Follow the quantity recommendations below to deal with the Three Problems and still get to play your strategy.

Include 28 lands, plus 2 for each color, plus the average mana cost of your deck. So for a typical 3 color deck, you're looking at 39-ish lands.

Include 10 cards that let you deal with threats at instant speed. Every opponent uses artifacts, enchantments, and creatures, and you often need to disrupt a combo that's about to go off when it's not your turn.

Include 10 cards that net you more cards. With a high density of card draw spells, you are more likely to draw into your next draw spell and never run out of things to do.

Include 10 cards with low mana cost (3 or less) that give you more mana. Generally for every 2 mana rocks above this number that cost 0 to 2, you can cut one land.

Include up to 5 "win-more" cards, not more. These are cards like Doubling Season that are only good when your deck is already doing what it's supposed to do.

Include 1-2 spells that serve as a big finisher that works even when you're losing. Examples: Rise of the Dark Realms, Insurrection, Expropriate, Primal Surge, or Overwhelming Splendor.

Include 1 card that hurts decks that use the graveyard, such as Tormod's Crypt.

Include 1 card that recycles your graveyard, especially if it can be played from the graveyard or activates when milled. Gaea's Blessing is a good one. Feldon's Cane is especially good if you are using your graveyard and you would rather have your graveyard be in your library than exiled by someone's Bojuka Bog.

Include 1 board wipe, but it must fit the theme of your deck and break parity. For example, All is Dust when you're playing colorless, Living Death when you're playing reanimator, Hour of Reckoning when you're playing tokens, Cyclonic Rift in blue, etc. The more one-sided, the better.

Include 20 creatures, at least 10 of which can be played by turn 3. Some of these cards can double as your removal, ramp, or draw, or strategy cards. Having creatures prevents you from taking opportunistic early combat damage, and helps you recover quickly after a board wipe. Creatures with ETB effects are more valuable when you can blink or reanimate them.

Include 20-30 cards that work with your deck's strategy. It seems like not enough, but when you include more than this, you're cutting removal, draw, or ramp, which are all necessary for dealing with the Three Problems. Also don't forget that when you have enough card draw, you'll have access to most of these strategy cards.

Necrosis24 on Should I Put Doom Whisperer …

4 months ago

I love doom whisperer I run it in my Kathril, Aspect Warper deck and it is a great way to dump around 10-20 cards into your graveyard in one turn for either a massive pay off through Rise of the Dark Realms or finding a combo piece.

In your case you won't really be taking advantage of the recursion route so it would be more so used to search for answers or a combo piece. Since you are focusing on life gain you will likely be able to dig pretty deep. If you have a combo that you want to dig for that can win you the game I'd say go for it. Otherwise it isn't a bad card and you will still get card advantage out of it but isn't a necessary one.

If anything just proxy it and test it out. See how it actually plays out.

Hi_diddly_ho_neighbor on March of the Machine

5 months ago

The fact that Ancient Imperiosaur can be a free 20/20 is kind of hilarious to me. Pairing it with something like Xenagos, God of Revels or Zopandrel, Hunger Dominus to one shot a player for 40 life seems like a fun achievement to attempt.

City on Fire looks like a strictly better Fiery Emancipation in most decks.

Sheoldred is a house. Not sure if she is better than Rise of the Dark Realms but she is a supercharged The Eldest Reborn which does see a fair amount of commander play.

Into the Fire looks a like a new red staple and Pile On looks like a new black staple.

I know that they probably no longer have the license for it, but the fact the Kogla and Yidaro didn't get Godzilla alternate art of King Kong and Godzilla is criminal in my opinion.

I do find it a little odd that the pre-con commanders clash with the main set somewhat. Like some of the interesting convoke cards and phyrexians/incubate cards can't be played in their respective pre-cons. It's not a huge deal, but not being able to play Pile On and Hoarding Broodlord in the Jeskai convoke deck or Glissa, Herald of Predation in the Orzhov Phyrexian/Incubate deck bothers me a little.

kirbysan on Necronomicon | Teysa Karlov | Primer

8 months ago

jelwell

Masterful had cut Dark Prophecy to test out Weatherlight Compleated but I'm thinking prophecy is better. While Weatherlight achieves the same thing when it's fully turned on it doesn't do much when it comes in late. You also need some form of sac engine going to get it up to snuff. Prophecy on the other hand can hit the ground running and draw you into answers from the get go.

Body Launderer is ok but we don't have too much reanimation going on so discarding cards is not always optimal. Our typical reanimation strategy is just going for Living Death that also acts as a board wipe. Agadeem's Awakening  Flip is also another option but can double as a land if we're mana screwed. Reanimate is used for our single target reanimation and for a single black it's hard to beat that slot. As Launderer is only a single target reanimation it doesn't beat these cards.

Storm of Souls used to be in the main decklist but 6CMC is a lot to hold up and the typical meta is usually faster with more interaction. It's another reason why cards such as Rise of the Dark Realms was also cut.

JoyBoy6 on Welcome to the Undercity

9 months ago

More like a last resort card. Y need a specific creature or spell or the enemy will win in a turn or 2, and y cast Doomsday to draw the card(s) you want and get the advantage. The downside is sure lose in 5 turns at best, but if you are at a point where you will lose the game anyway, then you have no other choice and y dont exile the enemy graveyard.Y set the draw for the next 5 turns and y win with mill(Consuming Aberration+ Rite of Replication), clone( Phyrexian Metamorph) or abuse the graveyard( Rise of the Dark Realms) of the enemy.

Gidgetimer on Rise of the Dark Realms …

11 months ago

Soul-Guide Lantern

The abilities don't resolve at the same time. Objects on the stack resolve one at a time. However, the Soul-Guide Lantern ability will resolve first since the stack resolves last-in first-out. And then the Rise of the Dark Realms will resolve after and you will be the only one who has a graveyard to reanimate.

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