Domri, Anarch of Bolas

Domri, Anarch of Bolas

Legendary Planeswalker — Domri

Creatures you control get +1/+0.

+1: Gain or . Creature spells you cat this way can't be countered.

-2: Target creature you control fights target creature you don't control.

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Set Rarity
Secret Lair (SLD) Rare
War of the Spark (WAR) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Latest Decks as Commander

Domri, Anarch of Bolas Discussion

SynergyBuild on enpc

1 week ago

Sadly, you need to get to 6 power for Sisay, since Sisay, Weatherlight Captain says 'costs less than' rather than 'equal to or less than.'

No worries, the use of Jegantha as a companion is it lets you get Sisay to 4 power on it's own, which allows the whole combo to occur with no extra pieces. Yes 11 mana is a ton, but 3-3-5 isn't too bad, when it's a 5 color, 0 card combo, you can work with anything in deck. Radha while not bad for the deck, will often be worse than other ramp pieces like Kinnan, Bonder Prodigy, or just normal ramp.

The actual legends in more competitive Sisay lists (according to lists I've seen) are Lavinia, Azorius Renegade, Anafenza, the Foremost, Gaddock Teeg, Tymna the Weaver, Thrasios, Triton Hero, Kinnan, Bonder Prodigy, Teferi, Time Raveler, Oko, Thief of Crowns, Kethis, the Hidden Hand, Dack Fayden, Aminatou, the Fateshifter, The Chain Veil, Umezawa's Jitte, Derevi, Empyrial Tactician/Najeela, the Blade-Blossom (and Samut, Voice of Dissent optionally for this combo).

Optionally (on EDHREC) Helm of the Host, Hammer of Nazahn, Reki, the History of Kamigawa, Alesha, Who Smiles at Death, Domri, Anarch of Bolas, Teferi, Hero of Dominaria, Shalai, Voice of Plenty, Kambal, Consul of Allocation, Jhoira, Weatherlight Captain, Saffi Eriksdotter, Hapatra, Vizier of Poisons, Yisan, the Wanderer Bard, Captain Sisay, Brago, King Eternal, Kunoros, Hound of Athreos, Ashiok, Dream Render/Narset, Parter of Veils/Teferi, Master of Time/Linvala, Keeper of Silence (non-Jegantha variations)

Sadly, while Radha seems okay? Tutoring it is really bad, since you could fetch value pieces like Wrenn and Six, or better ramp like Kinnan, Bonder Prodigy, and I doubt you need an extra green if you can cast Sisay and activate her, and she also already needs to have a 1 color legend out. If you are looking to use Radha for pumping Sisay, run more of the optional legends. Idk, I could be wrong but I don't see it being popular, I hope you have the best of luck with it, it seems pretty fun for the deck on terms of a flavor include!

ghughe on Aggro

1 week ago

That makes sense. You could put in Domri, Anarch of Bolas or Domri, Chaos Bringer. I don't really know if they would match your deck but if not I can look for different ones.

Amoskeag on Gruul swarm

2 weeks ago

I would add some Domri, Anarch of Bolas to help with your mana, buffing your dudes, and giving you some interaction once those bad boys are down.

The curve is a bit awkward, I would take the opportunity to change up the creature base slightly so your turns have more presence. A great starter would be another 1 drop, Pelt Collector is sweet for that and fits your deck well.

Drop the Dragonlair Spider for Arasta of the Endless Web.

25 lands is a bit much, I believe 23 to 24 is plenty, Kessig Wolf Run is awesome and always fun, keep that, maybe add a 2nd to make sure you see it more often? Don't be afraid to have some basic lands in there.

Eldritch Evolution can be super spicy and help you get some big dudes out, you might want to find space for Goreclaw, Terror of Qal Sisma, Kogla, the Titan Ape, and or Surrak, the Hunt Caller, big fan of Surrak myself.

In regards to your Bloodbraid Elf. Gruul Spellbreaker is a far better target than Taurean Mauler and gives you more devotion to your Xenagos, God of Revels with those green and red pips. Also, Hexproofs you (yay!)

Have fun!
- Amoskeag

TypicalTimmy on Card creation challenge

3 weeks ago

Questing Beast and Gruul Spellbreaker?


Primeval Hydra

Creature - Hydra

Primeval Hydra enters the battlefield with X +1/+1 counters on it.

Discard a land: Put your choice of a trample, haste, vigilance or menace counter on Primeval Hydra.

2/2


2/2 for makes it a Bear. Early play if needed.

Keyword counters mean it continues to gain value and is an increasing threat at any stage of the game. Therefore, it is always relevant.

means that it holds powerful synergy with cards such as jank bombs like Nyxbloom Ancient, or even lesser ramp spells.

Holds decent synergy with Vivien, Champion of the Wilds and Domri, Anarch of Bolas.

All in all, I'm quite pleased with this Hydra.


Make a 5-color Legendary Goodboy (New Dog subtype)

jonmaior on Gruul Prowess

1 month ago

how do you feel about Zurgo Bellstriker, Kari Zev, Skyship Raider and Domri, Anarch of Bolas for Mox Amber. I made a similar deck to this one but it uses Mox Amber. it seems to have a slight edge in the mirror. is there a reason you didn't go this direction? also Shrapnel Blast can be pretty big and playing a couple Darksteel Citadel doesn't seem like a huge cost if you do play Mox Amber. Atarka's Command seems insane every time you get it. interestingly I think taking the draw is better in the mirror which seems insane but shocking a t1 play is such a big game

TCK_Green on TempesT's Smash face dinos

1 month ago

"Gishath Strong! Gishath Quick! Gishath gonna stomp your face!" :D

Of course WTTempesT, happy to offer what little wisdom I have :) had I known you were all part of the same playgroup I would have told you to scrap your plans, all build creature-based Mathas, Fiend Seeker decks, and watch the carnage unfold! :D (that actually sounds quite fun now that I think of it...)

Be warned, I've never built a Dinosour tribal deck so my advice might not be amazing, but I'll advise the best I can :) the first thing that strikes me about Gishath is that his ability triggers on combat damage dealt to players. That means you're incentivised to make Gishath (A) super-stronk and (B) 'quick' (i.e. unblockable) so that you flip more cards and get the biggest dinosaurs. It's also important the Gishath is (C) evasive so that he doesn't just disappear to removal when you try to attack.

Quick caveat before you start the essay below - don't see the huge wall of text as meaning there's lots to fix with your deck! It's more the case that I think as I write, and seeing as you're asking me about a deck type I've never thought about before, I've got lots more to think through than I've had for either of your friends! :) and with that...

Gishath Strong!

There's a few options here - you could buff Gishath specifically, put out some anthems to make all your dinosaurs stronger, or make his attacks do more damage. Personally, since he's already got Trample I'd go in a double-strike direction, and add cards like Duelist's Heritage, Blood Mist or Berserkers' Onslaught to go alongside your Goring Ceratops. Alternatively, since you've already got Odric, Lunarch Marshal you could just go 'keyword soup' and chuck in cards like Momentum Rumbler and Ridgetop Raptor, but that's quite clunky and doesn't really fit the theme. (Oh, Silverblade Paladin is another decent way of giving double-strike, but again, it doesn't really fit your theme.)

If we're looking at giving Gishath double strike, then it might be worth thinking of ways to buff his power by 4. 11 power is the sweet spot for a One-Hit KO by a double strike commander. For example, if you've already got Citadel Siege and Sight of the Scalelords then you could cast Gishath and kill someone on the same turn. Alternatively, Xenagos, God of Revels does this 'better', but is a little more expensive. (Theoretically this is already possible with how your deck is set up with Bellowing Aegisaur and some of your 'deal 1 damage' creatures, but it's convoluted!)

You'll note that I didn't mention Overwhelming Stampede above. In my mind this is more of a 'win-more' card - great if you've already got a board established and untap with Gishath already out - but if you're in that position then chances are you're already won :) it's worth thinking how you're going to catch up if others are ahead, but I'll leave you to think about that.

The other way to get the damage through (and a way of getting super-synergy value if you have a way of giving your creatures haste) is to have ways of giving extra combat steps. Can't kill someone with combat damage in one swing? That's fine, just swing twice! I'd say the best combat-'doubler' with haste is Breath of Fury since you can move the enchantment onto some of the new dinosaurs that you're hitting, and the best without haste would be Aggravated Assault. Alternatively, if you have creatures with vigilance (e.g. Gishath), then you could go funky and use something like Godo, Bandit Warlord as your combat doubler :)

Gishath Quick!

Unblockable Gishath is good. I like the Rogue's Passage in the deck - I'd also be tempted to chuck a Key to the City in there as well :) some other great cards to consider are Glaring Spotlight which can make your whole board unblockable for 3 mana and Whispersilk Cloak, especially since it gives the bonus of 'thick skin' shroud protection. (It would mean that you couldn't target him with your own abilities and spells, so that might be something to think about.) Other things to consider are ways of giving Gishath evasion - Sky Terror works well with the keyword soup route, though it's a jump through a hoop which the Majestic Heliopterus you already have in the deck doesn't require. Another alternative I'd suggest is Skyshaper - I quite like this as a one-time way to give your board flying, not to mention that it's free to sacrifice and can therefore be used the turn Gishath is played!

One question to ask is 'how many sources of unblockable or other evasion do I need in my deck'. Let's say that you're preparing to play Gishath on T8 and want to have your unblockable ready to go by T7. Assuming that you've not drawn any extra cards, then during T7 you'll have seen 15/99 of the cards in your deck - more if you have any card draw. At that rate you only need 7 sources of something for it to be fairly likely to have on in hand by then. If you're optimising this then you might put more in, if you're not hugely bothered then you might have less. Personally I think Rogue's Passage, Key to the City, Glaring Spotlight and Whispersilk Cloak are enough ways to reliably get Gishath unblockable on T8-9 without needing flying/etc, but that depends on how much you want to rely on Gishath. Remember that the more non-dinosaurs you put in the deck, the less likely you are to not hit useful things with Gishath's triggers!

Gishath is king over aaaall land!

Speaking of 'how many sources to have in a deck', let's talk about your lands and ramp. The best way to be 'quicker' than your opponents is to make sure that you've got enough lands down and have ramped to your key point before they have. The standard method for number of lands in an EDH deck is to start ~40 lands and cut 1 land for every 3 other sources of mana. You have ~10 pieces of accelleration, so I'd estimate ~37 lands, especially since you're trying to get up to 8 mana to cast your commander. 34 lands is definitely too low when your average CMC is ~4!

Further, 15 of your lands enter tapped. I said this to one of your friends, but as much as you want to ensure having the right coloured mana available at the right time you should be careful of adding too many tap-lands. Think of it this way - if all of your lands were tap-lands, then every turn you'd have one less mana than everyone else and would be 1 turn behind with every spell. The stats show that thep layer who goes first is most likely to win since they get to certain amounts of mana before the others - playing all tap-lands is like willingly cutting off a foot. 15/34 lands isn't quite the same, but it's like cutting off a couple of toes; how would you feel finally drawing a land on T10 when you've been waiting to play Gishath, only for that to be a tap-land and for someone else to win on T11 before you get a chance to untap? Yeah - don't run too many tap-lands :P

One of the great things Gishath has going for him is that his identity includes green, meaning that you have access to the best land ramp spells in the game! Well done for putting some ramp in the deck. I'd be tempted to swap out one of them for Skyshroud Claim (since it can fetch your Shock lands), and I'd also be 'tempted' to add Tempt with Discovery (always fun in multiplayer games). Also, the Ikoria Migration Path is a direct upgrade to some of the ramp spells. Either way, I'd really add some more basic lands into the deck; you barely have enough of them to ramp with, let alone play, and you could easily get blown out by an overloaded Winds of Abandon and not have any lands to actually fetch.

As for land choices themselves - as above, fewer tap-lands and more basics. You'd be surprised In most decks I'm not a huge fan of Temple of the False God, but in your deck I can see it working. I don't really like Rupture Spire either, would much prefer Path of Ancestry. You could quite easily add Spinerock Knoll in for the free hideaway spell. Oh, and Krosan Verge is a pretty good card for multicoloured decks that include white and green - it allows you to fetch the shocklands/bicycle lands to have all of your colours in one go :)

Gishath Thick-Skinned!

If we're going to make Gishath big, then we need to make sure that he doesn't just get removed straightaway. Cards like Swiftfoot Boots and Lightning Greaves are really useful here - as well as Whispersilk Cloak above - but my top pick for this category is Favor of the Mighty. It's a fairly innocuous enchantment, but it's very unlikely that anyone else will have a CMC 8+ creature when you're casting gishath, and 'protection from all colours' is a really strong ability. Another great way of protecting Gishath the turn he comes in is by casting Shielded by Faith on another creature the turn before, then moving this onto Gishath. (It doesn't protect you from targeted exile, but it would stop Gishath dieing to destructive/damaging board wipes.) A card that's a little slower but could be interesting is Shield of the Oversoul - gives indestructible, but also gives flying - which is a keyword that Gishath doesn't have naturally.

It's a little pricey (~$10?), but I highly value Asceticism as a way of protecting creatures. Not only does it stop your opponents from targeting them, it also gives you a way of getting them back if your enemies destory them with spells or in combat. Other instant options to give Gishath hexproof include Blossoming Defense and Woodcutter's Grit (which both have the benefit of buffing Gishath at the same time), or the pricier Heroic Intervention which gives hexproof and indestructible at the same time.

Gishath have many Friends!

Since Gishath basically gives you free dinosaurs, you definitely want to be putting in the biggest and best dinosaurs you can to swing for the win the turn after. However, if you're sat there with a giant board then it's quite likely that some sort of Star of Extinction will wipe out your dinosaurs before your next turn. Choosing the right dinos for your super-squad who are going to stick around is key.

Some thoughts on dinosaurs you could add:

  • Apex Altisaur - repetive great creature removal. Would highly recommend!
  • Quartzwood Crasher - new from Ikoria, this guy is really good in any decks that do lots of trampling. Add it!
  • Titanoth Rex - big tramply dinosaur, can cycle to give trample to something else
  • Rampaging Brontodon - gets big if you get to swing with it
  • Verdant Sun's Avatar - a great way of stacking a huge amount of life. Great to have if you decide to cut all of your small stuff and just go late-game instead.
  • Regal Behemoth - errata'd in 2018 to be a dinosaur instead of a lizard. A very good way of setting up the turn before casting Gishath to have extra mana left over.
  • Sun-Crowned Hunters - it's not got quite the value I'd like, but if you're going heavy into the 'damage to my own creatures' theme then this might be a good card to add
  • Snapping Sailback - as above, if you're leaning heavy into the 'damage my own creatures' theme then this could be decent to add
  • Ranging Raptors - as above, great in the 'damage my own creatures' deck
  • Atla Palani, Nest Tender - alternatively, if you decide to go heavy in the 'big dinos' direction, then Atla from C19 could be fun to have in the 99 as another way of getting big dinos out

Some thoughts on dinosaurs you could remove:

  • Cacophodon - what's it doing in the deck, other than occasionally untapping a land?
  • Draconic Disciple - I think a mana rock or ramp would be better here, the other ability is expensive enough that you have many other options to use first
  • Imperial Ceratops - depending on how agressive your playgroup is, you might find that the life gain from this doesn't really help your gameplan
  • Kinjalli's Sunwing - a great card if you're going aggro-heavy, but EDH games tend to go long and one round of creatures being tapped won't change much. How would you feel if this was the only dinosaur you find in one of Gishath's attack triggers?
  • Kinjalli's Caller - unless you're regularly playing multiple dinosaurs per turn, this is effectively a mana-rock on a creature which is easily killed (including by some of your own creatures). It also means you have to have extra white lands in your deck to try and get it out. I'd just cut this and put some land ramp or a mana rock in instead.
  • Zetalpa, Primal Dawn - if it wasn't for the keyword-soup then I'd remove Zetalpa. Most of the other elder dinosaurs are just better, but if you can reliably get Odric out then Zetalpa could work in this deck.
  • Ulvenwald Tracker - whilst I like the ability to fight your dinos against others, the fact it's a 1/1 means it dies too easily to everything (including your own stuff!). I'd much prefer something like Domri, Anarch of Bolas instead, especially since it also 'pumps' your creatures and can act as a mana rock. (Okay, it can't fight multiple creatures in a turn, but it's rare that you'll be needing to do lots of fighting at once.)

Other thoughts

As I looked through your deck I noticed lots of 'do damage when enters the battlefield' synergy and combos. I really like the look of it, and it almost feels like that's your main win-con with giant dinosaurs led by Gishath as your backup. Either way, it's a fun theme and game plan, and I'd be interested in how it turns out. A few things to think about:

  • Marauding Raptor and Polyraptor is infinite in a bad way. Since it's not a 'may', triggering this goes uncontrollably infinite unless someone has a way of breaking the chain, and according to MtG rules uncontrollable infinites results in a draw - which is a bit of a naff way to end the game if you've all been playing for an hour!
  • You don't have much white in your early game. I'd be tempted to take out some of your white lands and most of your white 1-3 CMC cards - if you can cut your early game down to 2 colours and mostly fetch to get your white, then you can also remove your need for so many tap lands. This will make your games much more consistent and faster.
  • On a related note, pay attention to the colour wheels in the corner. You currently have ~equal sources of white/red/green, even though over half of the coloured mana requirements in your deck are for green. At the moment you could quite easily end up with green spells in hand but not enough green mana to play them. Further, because green is the colour of fixing, you want more green mana so you can more easily guarantee fetching the other lands that you need when you need them later. Balance your lands for (A) when you need specific colours and (B) how much you need in total to cast the spells that are important to you (e.g. Gishath).

Lastly, some cards to consider adding:

  • Furious Rise - it's an extra Colossal Majesty, and extra card draw is always good
  • Helm of the Host - why have one Gishath when you could have two?!? You'd want to make sure to play and equip this when Gishath is already on the board otherwise it would be too big a threat for people to leave on the table. (Also, this combos as an insta-win with Godo, Bandit Warlord - though I don't know if that's a negative or a positive for you!)
  • The Great Henge - this is especially good with Gishath since all the dinos Gishath puts into play trigger the 'add a +1/+1 and draw a card', meaning that Gishath ends up drawing you a couple of cards as well as cheating out some dinos. Extra gas is always good!
  • Finale of Devastation - slightly pricey, but this could be a decent upgrade to Overwhelming Stampede down the line, allowing you to both fetch a creature and pump your board at the same time.

And some cards to perhaps remove:

  • Herald's Horn - you've only got 29/100 cards which are dinosaurs. Okay, this gets your commander out one turn earlier, but so does every mana rock. Okay, this card gives you ~0.3 extra card draw each turn, but in the turns between getting this out (~T3) and when you think the game might end (~T10) this would only 'draw' you ~2.1 extra cards. I'd take a simple mana-rock over this since it gives you the flexibility to cast any of your 30 non-creature spells, which Herald's Horn wouldn't help you with at all.
  • Lurking Predators is fun, but as with Herald's Horn - you won't hit things often, so this is mostly a 6-mana 'do nothing' or 6-mana 'get a ~4CMC creature'. The biggest benefit is that it deters people from swinging at you - especially with multiple creatures - but it doesn't feel like it helps your strategy in the same way.
  • Gaea's Blessing - what does this do for you?
  • Primal Rage - I don't think you need this in the deck. Enough of your creatures already have trample, and the rest will anyway if you had Odric out.

Final thought - this would be the ultimate flex, but if you somehow find some way to get Colossification onto Gishath during the combat step... Currently the only methods I can think of are (1) playing it on another creature then using Flicker of Fate during combat to move it to Gishath, (2) sacrificing Academy Rector during combat, (3) having it on another creature that you kill then casting Second Sunrise during combat... That's about all of the ways I can think of, let me know if you think of any more! (I guess an easier way would be to just cast it in main phase 1 and find a way to untap him. Hey ho!)

I should have gone to bed a few hours ago, but I thought I'd finish writing this before I went to bed... Little did I know how deep the rabbit hole went!

Stay safe! ^_^

DeinoStinkus on Happy Slappy Combat Pappy (Tahngarth FM Edh)

2 months ago

Anything that gives you haste is awesome. I prefer Crashing Drawbridge over Fires, but that's just me. You may also want Ugin, the Ineffable and Domri, Anarch of Bolas, as these ramp pretty well into your objective cards. Samut, Tyrant Smasher could fit as well.

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