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If you combine those, you should be good to take almost everything your opponent throws at you
Rigor Mortis is an obvious choice for death magic, but stuff like Heat from Hell also works.
If you have more inanimates (aka spam skeletons) and can hold your ground for some time, enemies will eventually collapse and get rolled over.
So how do I stop MA Arcoscephale from rolling over my skeletons? I still have 200 chairiots and a ton of elephants.
Unless it is just your pretender that has the high fire magic. In that case it isn't really a solution as he'll be the only guy on the battlefield dropping it; Helpful I guess, but not enough.
I'm assuming it is your pretender with the fire magic, since everything else you mentioned is about death magic. In that case a bunch of mages spamming shadow blast and maybe a battlefield wide enchantment like the other have suggested should do the trick.
Also, fear can be powerful against a swarm of low tier stuff. Death has access to fear through the fear helmet on thugs, spells that frighten enemies, or summoning things that have fear built in.
For a regular MR troop with antimagic (14 MR), rigor mortis will be in the rough neighborhood of half as effective as it was in Dom 5. However, something like an Arco mystic will go from 15 to 19 MR with antimagic up...in the neighborhood of 20% as fatiguing. This is *soundly* in the territory where relief will more than offset rigor mortis!
You should probably still cast rigor; more fatigue is bad for your opponent. But don't consider it the "all-in" shutdown spell it was in Dom 5 where after a while, everything not immune to it or stacked with crazy reinvig would just stop moving. Once antimagic and relief are in play, it won't be doing that...not even close.
Vs troops, hitting them 3/4 of the time or 4/5 of the time is way better than 50%, so anything to improve pen is worth putting on if you can manage it for sure.