How can Rise of the Dark Realms be beaten/avoided? Is it possible to deflect this card so that you end up consuming it?
So, first off, it's important to understand why Rise of the Dark Realms isn't a very powerful card in competitive one-on-one Magic: you're paying nine mana for an effect of highly variable power (since you don't always have perfect control of what's in the graveyard, especially an opponent's). It's a very slow spell that lacks most of the characteristics of a good "finisher."
That said, not every game of Magic is the same as one-on-one Constructed. So, what happens if you run into this in Commander, multiplayer, or even a "casual" duel?
- Graveyards are fragile. Since the graveyard is a great zone for both cheating on costs and card selection, there are a lot of cards printed that specifically counteract graveyard strategies. Look at how cheaply you can get graveyard hate in the form of Rest in Peace or Grafdigger's Cage, for example. It's pretty easy to sneak graveyard hate into most decks, since many effective cards replace themselves (e.g. Relic of Progenitus) or do more than just attack graveyards (e.g. Rakdos Charm, Scavenging Ooze).
- Nearly every strategy relying on a single powerful spell is weak to countermagic. Your opponents like to play big, powerful spells? Counter them! There are tons and tons of counterspells that can meet your needs, ranging from super-fast counters (Force of Will, Spell Pierce) to big value-generating counters (e.g. Cryptic Command, Draining Whelk) to just plain old Negate.
- There are lots of spells that just kill ALL of the creatures. Magic has a lot of "sweeper" effects that can clear the whole board with one spell. A simple Wrath of God (or Damnation, or Terminus, or Rout, or Supreme Verdict, ...) will reset the board for a very minor cost.
- Someone stealing your stuff? Steal it back. Someone cast Rise of the Dark Realms? Let them pass the turn and then cast that Insurrection you've been holding! Or just tap your Homeward Path and laugh.
There are lots of cards that can counter this. Here are just a few categories.
- Cards that say 'Counter target spell' - Counterspell or the many variants that are capable of targeting this card.
- Don't let creatures build up in graveyards. (Tormod's Crypt, scavenge cards, play a deck heavy on token creatures, etc.)
- Let it resolve, then destroy all creatures. (Wrath of God, Damnation, Day of Judgment, etc.)
- Make sure you always have Phage the Untouchable in your graveyard (or other cards they do not want like Tempting Wurm or Eater of Days).
This particular spell requires two pretty hefty things:
1. 9 mana (sure, not as difficult for black to gather as any other colour)
2. Several creatures in the graveyard
The best way to win in Magic is, and always has been, with speed. If a game is going on to the point where your opponent can easily gather 7 mana and there are a dozen creatures in the graveyard, then the game has gone on too long. End the game before it gets to that point, and suddenly this is a card in your opponents hand that they can't use. Which changes the card from "a game winner" for your opponent into a liability.
My advice therefore, is to ignore the cards in your opponent's deck and focus on your own. Speed it up, make it more dangerous, end the game before this card can become a game-changer.