|Commander / EDH||Legal|
Printings View all
|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.
Domri, City Smasher Discussion
1 month ago
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.
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 .
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.
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