One of the best planeswalkers of the past few
years, this is what Xenagos the Reveler wishes
he were... or would if he weren't more concerned
with partying. He comes down early and starts
earning his keep. Like Chandra, Pyromaster, he
can get you the top card of your library. Unlike
Chandra, for him it's a +1 ability and he puts
it into your hand where you can cast it now or
later. It has to be a creature, yes, but all
three of Domri's abilities are creature-based
and its easy to make a deck almost all
creatures. His second ability isn't too exciting
unless your creatures are bigger than theirs. He
can trade creatures and the. Use his +1 to
refill your hand of them, but honestly you'd
rather just build to his ultimate. Double
strike, trample, hexproof and haste is a nasty
combination-- just about any creature turns into
a fearsome threat at that point. And if Domri's
still on the board, he'll happily provide you
some more.
I'm tempted to say that 2013 was the year
when green and/or red card drawing came into its
own. But really it was more like a rediscovery
of ancient technology, as Giorgio Tsoukalos
would say - after all, Wheel of Fortune and
Sylvan Library are as old as Magic itself. And
in the right deck, Domri Rade is just as much a
threat as either of those cards: in said deck,
he will give you a creature every turn, that
your opponent will have to counter, destroy, or
block at some point. Even many of the most
feared control decks in Magic will struggle
against that kind of card flow.
Despite what I said earlier this week about
fight variants, a repeatable one is extremely
powerful - remember Tahngarth and Magus of the
Arena? - and having the option to do so for a
low cost, and to use the creature of your choice
each time, improves it further. And while his
ultimate has sort of a win-more look to it,
there are equally times that it will destroy a
creature stalemate. (I also feel the need to
point out that under the updated legend rule,
more than one player can have such an emblem at
one time, which I really hope to see one day.
Can you imagine?)
Domri won't bulldoze games when he's cast
like Jace the Mind Sculptor; he's more
specialized and requires thought and planning to
realize his full potential. But then again, if
you're in red and green, it's far more likely
than not that you have creatures who stand to
benefit from him.
Welcome back readers todays card of the day is
a powerful planeswalker that slots nicely into
creature heavy aggressive decks. In standard
this card has seen tons of competitive play
based on the overall strength of creatures and
being able to churn out a continuous supply of
card advantage is powerful. Domri also allows
for creature removal in a pinch and his ultimate
guarantees your creatures dominate combat. This
card belongs in decks running 30+ creatures to
maximize the advantage you gain form it, and
looking at the current aggressive state of
standard i dont the influence of this card. In
modern once again aggressive decks can make use
of this card and the cheap mana cost is a
powerful incentive. In legacy and other eternal
formats the cost is right but the effect might
not be powerful enough outside decks built to
abuse it 100%. In casual and multiplayer
fighting is pretty solid removal, and if your
deck packs enough creatures you can gain a
steady advantage out of this card, and if it
lives long enough the emblem can be
backbreaking. In limited its a bomb card and can
provide you with lots of advantages and a must
deal with threat. Overall a powerful and cheap
planeswalker that lends itself to the creature
centric environment magic is leaning towards.