Domri, City Smasher

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.

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Printings View all

Set Rarity
Ravnica Allegiance (RNA) Mythic Rare

Combos Browse all


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

Domri, City Smasher Discussion

kpres on Warp World Tribal

1 month ago

You should have at least two cards that grant haste to all your creatures, if you're using Craterhoof or planning on attacking the same turn as Warp World.

  1. Akroma's Memorial

  2. Chasm Guide

  3. Cyclops of Eternal Fury

  4. Domri, City Smasher

  5. Hellraiser Goblin

More hasty stuff on Gatherer:[creatures]+[you]+[control]+[haste]&color=+![W]+![B]

Joe_Ken_ on Prossh Token Hell

5 months ago

Probably Domri, City Smasher since it is pretty high cost and dosen’t bring all that much to the table.

Lightning Strike since 3 damage to a target won’t come in handy that often. Abrade is effectively the same but also artifact removal.

Trespasser's Curse is only really good if you are up against another token deck.

Possibility Storm isn’t all that necessary and you don’t want the randomness too often in edh.

Ayula's Influence since triple green can be hard to cast sometimes and discarding cards for 2/2 tokens isn’t all that great.

Wolf's Quarry costs way too much for what it does.

Nissa's Triumph dosen’t really ramp, only guarantees some land drops.

Zhur-Taa Goblin he is an early drop, but dosen't do much beyond like turn 4.

Edh is a marathon for the most part. You want to ramp and get momentum to bring you to the end game and keep yourself in a better position than other players. Getting ramp and removal is necessary to make sure they don’t pull too far ahead of you. I’d check YouTube and EDHrec for other Prosh decks to get some more ideas for your deck.

ScionsStillLive on Rioting against Humans

6 months ago

Replace Domri's Nodorog and Domri, City Smasher with Domri, Chaos Bringer . If you need some help on Gruul:

KronkTheFish on Whisperer Citadel

11 months 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

1 year 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

1 year 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

1 year 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.