Rise of the Dark Realms

by GyKx on 17 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Instants (5)

Artifacts (2)


Land (4)

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Deck Description

An m14 rotation (no m13 or innistrad block) mill deck.

How to Play

Mill out your opponent, use slaughter games to get rid of pesky antimill cards like Elixir of Immortality, then once their library is near empty cast Rise of the Dark Realms to control all of their creatures as well as your own.

Deck Tags

  • M14
  • Standard
  • GyKx
  • Mill

Deck at a Glance

Social Stats

8
Likes

This deck has been viewed 4,602 times.

Mana Curve

Mana Symbol Occurrence

0323240

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Rise of the Dark Realms

Damn. We are losing Reverberate and Increasing Vengeance.
Reverberating Tome Scour would be hilarious. Three-drop, mill ten please.

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Posted 17 July 2013 at 20:35

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I know otherwise it'd be here

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Posted 17 July 2013 at 20:38

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Traumatise?

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Posted 17 July 2013 at 20:54

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What shoukd I switch out in your opinion?

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Posted 17 July 2013 at 20:59

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2 Slaughter games or probably 2 Mind grinds Considering the fact that you're running 20 lands.

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Posted 17 July 2013 at 21:13

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I would ditch all the Slaughter Games (and the cute red splash) and the Rise of the Dark Realms. I know its ideal and the name of the deck, but you will never realistically reach 9 mana, let alone reach it alive.

Traumatize is a great spell, but for 5 mana i want a spell that could end the game. After milling turns 1-4, and the opponent drawing, Traumatize might hit 15-20 depending on your draw, getting worse as the game progresses. I would rather have the full 4 Jaces, as he is a superior 5 drop. If he is a bit expensive though, money-wise, Mirko Vosk, Mind Drinker is also a great library eater.

Breaking // Entering is a great mill spell, the closest to Glimpse the Unthinkable we have in standard. Run 4 of it.

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Posted 26 July 2013 at 00:48

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