Earlier this week, we had Narset Transcendent, who presented a very powerful card advantage engine—but only if you built your deck with some exact and difficult specifications in mind! Today we've got Narset's opposite number, and one of my favorite Planeswalkers ever printed. 

Domri Rade is a house. It comes down as early as turn three, can generate some serious card advantage, and produces some removal through its makeshift fight clubs. All that aside, the Ultimate ability is nearly certainly game over. Well, let me rephrase. Domri can be a house. It can do all those things I just mentioned. But in order to do those things, we need to make sure we build our deck in a very specific way: we must play a ton of creatures. 

Fortunately for us, the Gruul guild on Ravnica (where Domri originated) is perfectly set up to take advantage of Domri's talents. And to borrow from the Gruul Clan specifically, we're going to set our sights on some of their Guild mechanics, Bloodthirst and Bloodrush. 

Ready to crack some heads? 

Magic: The Gathering TCG Deck - Domri Rade by Andy Hurst

'Domri Rade' - constructed deck list and prices for the Magic: The Gathering Trading Card Game from TCGplayer Infinite!

Created By: Andy Hurst

Event:

Rank: 0-0

Freeform (Casual)

Market Price: $13.41

Cards

Blighted Gorge

Color Identity:R

Market Price: $0.10

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/149285_200w.jpg

{T}: Add {C}.
{4}{R}, {T}, Sacrifice Blighted Gorge: It deals 2 damage to any target.

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Rubblebelt Maaka

Color Identity:R

Market Price: $0.05

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/128923_200w.jpg

Bloodrush — {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.

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Scorchwalker

Color Identity:R

Market Price: $0.05

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/67540_200w.jpg

Bloodrush — {1}{R}{R}, Discard Scorchwalker: Target attacking creature gets +5/+1 until end of turn.

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Blitz Hellion

Color Identity:G,R

Market Price: $0.21

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/31704_200w.jpg

Trample, haste
At the beginning of the end step, Blitz Hellion's owner shuffles it into their library.

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Mountain Valley

Market Price: $1.92

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/171237_200w.jpg

Mountain Valley enters the battlefield tapped.
{T}, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

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Seal of Primordium

Color Identity:G

Market Price: $0.15

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/233988_200w.jpg

Sacrifice Seal of Primordium: Destroy target artifact or enchantment.

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Goblin Fireslinger

Color Identity:R

Market Price: $0.15

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/98391_200w.jpg

{T}: Goblin Fireslinger deals 1 damage to target player or planeswalker.

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Slaughterhorn

Color Identity:G

Market Price: $0.02

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/128944_200w.jpg

Bloodrush — {G}, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn.

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Rubblehulk

Color Identity:G,R

Market Price: $0.19

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/171100_200w.jpg

Rubblehulk's power and toughness are each equal to the number of lands you control.
Bloodrush — {1}{R}{G}, Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.

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Seal of Fire

Color Identity:R

Market Price: $0.93

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/93811_200w.jpg

Sacrifice Seal of Fire: It deals 2 damage to any target.

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Gorehorn Minotaurs

Color Identity:R

Market Price: $0.08

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/132314_200w.jpg

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)

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Nikya of the Old Ways

Color Identity:G,R

Market Price: $0.22

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/183216_200w.jpg

You can't cast noncreature spells.
Whenever you tap a land for mana, add one mana of any type that land produced.

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Stormblood Berserker

Color Identity:R

Market Price: $0.08

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/132307_200w.jpg

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
Menace (This creature can't be blocked except by two or more creatures.)

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Zhur-Taa Swine

Color Identity:G,R

Market Price: $0.02

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/67348_200w.jpg

Bloodrush — {1}{R}{G}, Discard Zhur-Taa Swine: Target attacking creature gets +5/+4 until end of turn.

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Burning-Tree Bloodscale

Color Identity:G,R

Market Price: $0.07

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/13662_200w.jpg

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.
{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.

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Mountain

Color Identity:R

Market Price: $0.05

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/72193_200w.jpg

({T}: Add {R}.)

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Artisan's Sorrow

Color Identity:G

Market Price: $0.08

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/71377_200w.jpg

Destroy target artifact or enchantment. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

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Pyrite Spellbomb

Color Identity:R

Market Price: $0.24

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/218600_200w.jpg

{R}, Sacrifice Pyrite Spellbomb: It deals 2 damage to any target.
{1}, Sacrifice Pyrite Spellbomb: Draw a card.

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Tattermunge Witch

Color Identity:G,R

Market Price: $0.07

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/128971_200w.jpg

{R}{G}: Each blocked creature gets +1/+0 and gains trample until end of turn.

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Forest

Color Identity:G

Market Price: $0.04

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/125584_200w.jpg

({T}: Add {G}.)

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Skarrg, the Rage Pits

Color Identity:G,R

Market Price: $0.66

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/125504_200w.jpg

{T}: Add {C}.
{R}{G}, {T}: Target creature gets +1/+1 and gains trample until end of turn.

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Barbarian Ring

Color Identity:R

Market Price: $0.91

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/9588_200w.jpg

{T}: Add {R}. Barbarian Ring deals 1 damage to you.
Threshold — {R}, {T}, Sacrifice Barbarian Ring: It deals 2 damage to any target. Activate only if seven or more cards are in your graveyard.

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Skinbrand Goblin

Color Identity:R

Market Price: $0.02

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/219596_200w.jpg

Bloodrush — {R}, Discard Skinbrand Goblin: Target attacking creature gets +2/+1 until end of turn.

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Rancor

Color Identity:G

Market Price: $0.86

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/161887_200w.jpg

Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.

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Skarrgan Firebird

Color Identity:R

Market Price: $0.10

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/132306_200w.jpg

Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
Flying
{R}{R}{R}: Return Skarrgan Firebird from your graveyard to your hand. Activate only if an opponent was dealt damage this turn.

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Wasteland Viper

Color Identity:G

Market Price: $0.30

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/67475_200w.jpg

Deathtouch
Bloodrush — {G}, Discard Wasteland Viper: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.

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Treetop Village

Color Identity:G

Market Price: $0.18

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/162880_200w.jpg

Treetop Village enters the battlefield tapped.
{T}: Add {G}.
{1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)

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Centaur Garden

Color Identity:G

Market Price: $0.23

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/9591_200w.jpg

{T}: Add {G}. Centaur Garden deals 1 damage to you.
Threshold — {G}, {T}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Activate only if seven or more cards are in your graveyard.

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Domri Rade

Color Identity:G,R

Market Price: $2.32

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/128472_200w.jpg

+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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Ghor-Clan Rampager

Color Identity:G,R

Market Price: $0.10

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/219593_200w.jpg

Trample
Bloodrush — {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.

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Lurking Crocodile

Color Identity:G

Market Price: $0.07

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/47641_200w.jpg

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

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Ghor-Clan Savage

Color Identity:G

Market Price: $0.01

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/71062_200w.jpg

Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)

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Wrecking Ogre

Color Identity:R

Market Price: $0.13

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/67562_200w.jpg

Double strike
Bloodrush — {3}{R}{R}, Discard Wrecking Ogre: Target attacking creature gets +3/+3 and gains double strike until end of turn.

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Bogardan Lancer

Color Identity:R

Market Price: $0.06

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/14857_200w.jpg

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

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Skarrgan Pit-Skulk

Color Identity:G

Market Price: $0.20

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/129503_200w.jpg

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
Creatures with power less than Skarrgan Pit-Skulk's power can't block it.

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Threaten

Color Identity:R

Market Price: $0.32

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/15362_200w.jpg

Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and {T} this turn.)

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Battering Wurm

Color Identity:G

Market Price: $0.09

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/13654_200w.jpg

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
Creatures with power less than Battering Wurm's power can't block it.

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Blood Ogre

Color Identity:R

Market Price: $0.04

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/132308_200w.jpg

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
First strike (This creature deals combat damage before creatures without first strike.)

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Scab-Clan Mauler

Color Identity:G,R

Market Price: $0.09

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/13765_200w.jpg

Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
Trample

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The Game Plan

Hulk Smash! We are looking to attack early and often, especially when we have a good chance to connect. Connecting for damage triggers our Bloodthirst creatures (of which we have several), and those creatures are substantially better when we hit their Bloodthirst triggers than when we fail to do so. Consider Scab-Clan Mauler. RG for a 1/1 Trample. Those are...not inspiring stats. We don't want to play that card pretty much ever. But if we can hit the Bloodthirst? All of a sudden that bad boy is a 3/3 Trample for RG, and we would be very excited to play it at pretty much any point in any game. We've got 13 creatures that we want to hit Bloodthirst on, so this will be more or less a constant goal in our games. 

To that end, we've got a couple facilitators. At first glance, Goblin Fireslinger looks like a creature that would only make about 30% of our Draft decks, and that's not a happy 30%. But this scrappy lil fella enables Bloodthirst whenever we want, and does so for free, so it actually becomes one of the creatures we're happiest to see in any game. That goes double if it can show up on Turn 1! We've also got a Pyrite Spellbomb and a pair of Seal of Fire, which hopefully get blockers out of the way, but in a pinch can go straight to the dome to enable our troops to get supercharged. Skargg, the Rage Pits offers a great utility land to help out as well; remember that it gives Trample in addition to a small buff. 

To make sure that our first hitters get in, we also have some extra creature support with the Bloodrushers. We have 10 creatures that we'd love to play on their own; they hit hard enough and have solid enough rates that they'd make great consistent attackers. But they're in the deck because they're also solid combat tricks when we Bloodrush them, and because we're going to be looking to constantly attacking with this deck, we're in a position where it will be easy to represent them most of the time. Slaughterhorn and Skinbrand Goblin are particularly effective here because they only cost 1 to Bloodrush, making it much more feasible to win a combat and also play an additional creature after combat (ideally Bloodthirst'd). 

Our removal here is...not great. But, our deck's naturally aggressive posture in almost any matchup means that we might be able to kill our opponent before their removal or dangerous creatures become relevant, their creatures will be constantly exposed to our dangerous Bloodrush tricks, and Red/Green plays some nasty big creatures too, so unless we're up against some real nasty customers, we can expect our creature base to generally have a size advantage. 

The Rares

I remember playing a few games of Gatecrash Limited, and let me tell you, the Wrecking Ogre wrecked my hopes and dreams on more than one occasion. 5 mana is a lot to pay for a combat trick, but +3/+3 and double strike out of nowhere is more than worth it. That's something we'll be looking to play that will simply end the game. And if the board doesn't seem correct to use it as a combat trick, it makes for a great creature that will always present a big threat that combos well with all our other Bloodrush options. 

This is an aggressive deck, so it made sense to include this ultra-aggressive creature. It has massive size, haste, and trample, so its uses are pretty clear cut. And, because its cost isn't that high, we can hopefully deploy a Bloodthirst'd monster after it hits. Our opponents will be loathe to spend removal on a creature that goes away at the end of turn anyway. The idea is that it will almost always set up some Bloodthirst action or provide a solid outlet for Bloodrushers since it already tramples; a Scorchwalker pairs with this quite nicely. And because it shuffles back in, Domri might be able to re-draw it for even more carnage!

Bad news first, this fella locks us out of playing noncreature spells entirely. The good news? We basically don't care, since we're playing overwhelmingly creatures and this guy also presents us with a well-statted body at 5/5 for 5 that doubles all our mana, making it very likely that we can Bloodrush something and then Bloodthirst something else in the same turn. No school like the old school indeed.

What makes the Hulk such a beating is that its Bloodrush is sooooo much cheaper than playing it outright. Unlike the Ogre, where the cost to Bloodrush or play is identical, here we're highly incentivized to use this as a combat trick, and remember that its value will fluctuate depending on the stage of the game. There's nothing wrong with +3/+3 on turn 3, but consider holding this until later when we can use it as a game ending trick for the wrong creature getting through. Try using it before blockers on a Skarrgan Pit-Skulk to make it unblockable on the right board to pile through for a ton of damage. 

Unsung Hero

Thanks to a downshift in Modern Masters 2, we get access to something Red/Green typically lacks: a potent, resilient flyer that can end the game. It is costly; 6 mana isn't cheap (unless we have Nikya out) but we're getting a (probably) 6/6 flyer that can come back from the grave if our opponent somehow manages to take it down. And considering how often we'll be attacking and getting in damage, our opponent will not have much time to deal with a 6/6 flyer if it comes down on curve. Expect our opponents to scoop 'em up if they realize that we'll be untapping with this monstrosity!