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Created for the Planeswalker Challenge - build a deck for any Planeswalker that is thematic, fun to play and accessible.
The simple rules of the challenge:
The guidelines for the challenge:
About this deck:
Domri gives you nothing earth-shattering, but some pretty neat options – he's versatile in a very Gruul-y way. His +1 gives you ramp and, if you summon a creature with the mana it gives you, it gives that creature riot as well. His -3 gives you creature-focused card-draw, and his -8 gives you a 4/4 Red-Green Beast with Trample in every end step. A thematic deck for Domri, Chaos Bringer should have a pretty heavy focus on creatures, ideally including ramp, riot, card draw and creatures with Trample.
What I've ended up with is a deck that wants to get stuck in and keep your opponent on the defensive. I've doubled-down on the riot mechanic with Rhythm of the Wild, which can give all the creatures in this deck riot. Riot stacks, so there's no redundancy here and your creatures can be both quick and big as a result. Rhythm of the Wild also means your creatures can't be countered, which is not nothing! The riot theme continues with Zhur-Taa Goblin, Burning-Tree Vandal (which is also your sole source of card draw in this deck aside from Domri), Gruul Spellbreaker and Gruul Beastmaster. The non-riot creatures are included for thematic reasons – Gravel-Hide Goblin quotes Domri and Charging War Boar features Domri in the art – or practical ones: Rubble Slinger gives you a small measure of anti-air defence.
Collision // Colossus is included for the fairly spectacular effects it can have – when you're attacking on Turn 3 with a copy of this in your hand, you can leave quite a mark, and it's great for taking out a potentially game-ending flying creature. Thrash // Threat, meanwhile, gives you some versatile removal, and on the Domri-themed 'Threat' half of the card, gives you another way to create one of those 4/4 Red-Green Beasts with Trample.
Domri has ended up as the only ramp in the deck – all the other ramp cards were too heavily themed towards one of the other guilds (or civilization in general) to feature in this deck. It's a bit of a stretch to include Open the Gates even, but it can help to ensure you've got the mana you need.
I was careful to avoid not only cards directly linked to the other Ravnican guilds, but also cards even peripherally linked to them. This has limited the options for this deck, but I think the result has a strong theme. Even with the inclusion of a number of Domri-themed cards, there were still loads I couldn't fit in: Ragefire, Wilderness Reclamation, Domri's Nodorog, Street Riot, Wrecking Beast and End-Raze Forerunners were all left behind!
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
Compare | Revision | Created | By | |||
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» | Revision 8 | July 1, 2020 | Daemonkilla | |||
Revision 7 | July 1, 2020 | Daemonkilla | ||||
Revision 6 | July 1, 2020 | Daemonkilla | ||||
Revision 5 | July 1, 2020 | Daemonkilla | ||||
Revision 4 | July 1, 2020 | Daemonkilla | ||||
Revision 3 | July 1, 2020 | Daemonkilla | ||||
Revision 2 | July 1, 2020 | Daemonkilla | ||||
Revision 1 | June 30, 2020 | Daemonkilla |