domriradeDomri Rade is a young rebel of a planeswalkers, in the green and red colours. He makes his debut in the Gatecrash set.

Domri Rade costs three mana to cast, of which one must be red and one green. He enters the battlefield with three loyalty counters and has three abilities. These abilities all work well together, but demand that you use them in a particular kind of deck.

The first ability adds a loyalty counter and lets you reveal the top card of your library. If it’s a creature card, you may put that card into your hand. Nice for the extra card draw, but it does lean you towards building a deck with Domri Rade, creatures and lands only.

The second ability costs two loyalty counters and a creature your control fights another target creature. When two creatures fight, each deals damage equal to its power to the other. Abilities such as Deathtouch or Lifelink still work, but other abilities such as reach, flying or first strike don’t do anything in a fight.

The final ability costs seven loyalty counters, so you must have used Domri’s first ability at least four times. This ones gives you an emblem, with creatures you control have double strike, trample, hexproof, and haste. It may well be worth taking the time to get there, drawing extra creature cards along the way. Remember an Emblem is an effect that lasts for the remainder of the games regardless of what happens to Domri Rade after that. There is no card or effect that can remove and emblem, though if the game is restarted (through Karn Liberated for example), the emblems won’t be there at the start of the new game.

Verdict: Marginal. Domri’s abilities are all strong, but demand that you turn up with a deck made up of little more than Domri Rade, creatures, and land. You may not survive long enough to see the full potential unfold.

Connections: Like Domri Rade? You may also like [Garruk Wildspeaker] [Sarkhan Vol] [Vraska the Unseen]
Don’t like Domri Rade? You may prefer [Karn Liberated] [Jace, Architect of Thought] [Gideon, Champion of Justice]