|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Gatecrash (GTC)||Mythic Rare|
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Planeswalker — Domri
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
-2: Target creature you control fights another target creature.
-7: You get an emblem with "Creatures you control have double strike, trample, hexproof and haste."
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Domri Rade Discussion
2 days ago
Ok, so here's what I'm thinking for this deck. Option 1: Go for a typical burn deck. Red with a splash of white. This is a well-established deck in the metagame, and you can look up a decklist online. You would run Goblin Guide, Monastery Swiftspear, Lava Spike, Searing Blaze, etc. in addition to the burn spells you've already got here. Some people run Vexing Devil in place of Goblin Guide, which I personally think is a good move.
Option 2: Green-red aggro. More creature-oriented, this would be a little slower than burn but also more resilient and heavy-hitting. The idea one guy I played against had is that Pelt Collector is an excellent 1-drop that combos with a few key creatures. If you play turn 1 Pelt Collector then turn 2 Vexing Devil, and your opponent pays life to sacrifice the devil, then Pelt Collector winds up with 2 +1/+1 counters on it. Same with Ball Lightning and Groundbreaker. In addition, Bloodbraid Elf cascades into basically any of these, and you have the colors to run Atarka's Command which is a strictly better Skullcrack. The mana base can be a little shaky with 3 red for Ball Lightning and 3 green for Groundbreaker if you do both, so I'd run a minimum of 4 Stomping Ground and 4 Wooded Foothills, probably at least 2 Copperline Gorge, and then maybe 1 or 2 Raging Ravine. The guy I played against also ran Domri Rade, which could help when you run out of cards in hand. I ended up winning the match on the back of Vampire Hexmage in my mono-black midrange brew, so having a way to deal with first-strikers might be important since humans typically runs Thalia, Guardian of Thraben.
Option 3: Go for some form of midrange build, possibly in Naya colors. I'd have to do some research to figure out what this would look like, as I generally just haven't seen Naya colors played at all. Usually at this point people just play Jund colors since black tends to give then access to better cards than white. But it would be cool to see what white can do.
1 week ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
1 week ago
There shouldn't be. This hypothetical planeswalker would almost certainly have , which means it could be played alongside Doubling Season in Commander. That seems less than ideal.
I agree with enpc - the big problem with this ability is that it all-but-ensures victory.... occurs several turns down the line. That's not particularly fun for anyone involved.
Compare to Domri Rade, which adds to hexproof the dreaded Double Strike + Trample, quickly closing out the game. Or to Privileged Position, which, itself, is subject to removal, unlike an emblem. A card that's slower and less interactive than these options is not what I want to see created.
1 week ago
Domri Rade grants it to creatures. I could see it, though it’d probably be something that you couldn’t just get in 3 or so turns like some current PWs
3 weeks ago
1 month ago
Domri & Vivien, Natural Ambition
Legendary Planeswalker - Domri Vivien
+2 Choose creature or land, then reveal the top card of your library. If the revealed card is the type you chose, you may put it onto the battlefield tapped. Otherwise, put it in your hand.
+1 Add . If this mana is spent on a creature spell, it enters with a +1/+1 counter and gains haste.
-4 Choose up to two: Destroy target artifact, target creature dealt damage this turn, target enchantment, or target tapped nonbasic land.
-10 You get an emblem with "Creatures you control get +2/+2 and have doublestrike, haste, hexproof, indestructible, trample and vigilance. Whenever a creature enters the battlefield under your control, you may gain 2 life or draw 1 card."
Same challenge: Two Planeswalkers combined on one card.
1 month ago
1 month ago
Needs more Steel Leaf Champion!
Partially serious up above. I play Naya big zoo, and I enjoy the deck a lot. 12 instants and sorcery is too many, I'd cut out 2 Naya Charm and put in 1 more creature (Steel Leaf Champion) and 1 Kessig Wolf Run.
On the cheaper side of good options, Domri Rade has won me games. Control simply can't handle him since he gives you card advantage against control. Not to mention he can be cute and set up silly cascade triggers.
I think that the biggest issue I see with the list is that you are super highly concentrated at 3 mana or higher. Maybe put in some extra 1's (Wild Nacatl) and 2's (Tarmogoyf). I don't think Courser of Kruphix is right for the deck anyway, since it's more of a long term card where this deck wants to jam and punch face.