Domri, City Smasher

Legality

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

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Mythic Rare

Combos Browse all

Domri, City Smasher

Legendary Creature — Domri

+2: Creatures you control get +1/+1 and gain haste until end of turn.

-3: Domri, City Smasher deals 3 damage to target creature, player or planeswalker.

-8: Put three +1/+1 counters on each creature you control. Those creatures gain trample until end of turn.

Browse Alters

Domri, City Smasher Discussion

KronkTheFish on Whisperer Citadel

1 month ago

Really like this deck! Maybe include a 1-of Heroic Reinforcements or Domri, City Smasher to make sure you can combo off and swing in with the Doom Whisperers?

EchoScorch on WAR Standard - Abzan Bolas's Citadel

4 months ago

Bolas Citadel Combo The main issue with the deck is that it is a glass cannon - It either goes off or dies. While it can gain life to get past aggro, if they have a constant board state and you do not kill, you will die and control is a god awful matchup. After play testing your deck more it looks like a more midrangey deck that gums up the board is a better option.

The things that I am testing in your deck right now are either Domri, City Smasher or End-Raze Forerunners in order to give all of the creatures that you play on your turn haste in order for a turn five/six kill.

Feridia on Gruul Midrange

5 months ago

You might look into putting the other domri that is standard legal into this deck, he is really good at Boosting your creatures Domri, City Smasher .

TheSlowestBro on Gruul Midrange Riot

5 months ago

This deck looks good, but I think you are running too few lands to have a consistent 3 land opener. Midrange decks need to cast a card pretty much every turn of the game and missing a land drop often means missing a turn of playing something. I would run 24 lands in a deck like this.

I am also wondering though if Domri's Nodorog and Domri, City Smasher are worth it? The Nodorog has very poor stats but maybe with the riot buff it is useful enough. Personally I'm a big fan of 4x Growth-Chamber Guardian in decks that run Rhythm of the Wild since you can give it a +1/+1 counter immediately as it enters the battlefield with riot to search up the next copy. It gives a deck like this a lot of staying power vs control.

No data for this card yet.