Domri, Anarch of Bolas is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Creatures you control get +1/+0. +1: Addor
. Creature spells you cast this turn can't be countered. −2: Target creature you control fights target creature you don't control.
Complete guide
Domri, Anarch of Bolas is a powerful three-mana planeswalker that fuels aggressive strategies while protecting your board. He provides a constant power boost to your creatures and ensures your finishers hit the battlefield without fear of disruption.
Understanding Domri's Abilities
Domri features a static ability that gives creatures you control +1/+0. His +1 ability adds either Red or Green mana and grants your creature spells protection from being countered for the rest of the turn. His -2 ability is a removal tool that allows a creature you control to fight a creature you don't control.
Step-by-Step Resolution
When you activate Domri's +1, it goes on the stack like any non-mana loyalty ability. Once it resolves, you choose a color of mana and gain a continuous effect that lasts the entire turn. This effect applies to every creature spell you cast that turn, regardless of whether you used Domri's mana to pay for it. For the -2 ability, you must choose two targets: a creature you control and one you don't. If either target becomes illegal before resolution, the fight does not happen and no damage is dealt.
Common Pitfalls
A common mistake is thinking the +1 ability is a mana ability that doesn't use the stack; because it is a loyalty ability, it can be responded to. Additionally, remember that while creature spells can't be countered, they can still be targeted by spells like Counterspell. The counterspell will simply fail to counter the creature, though any secondary effects of that spell will still resolve. Also, if Domri leaves the battlefield (perhaps by using his last 2 loyalty for the fight), your creature immediately loses the +1/+0 bonus before the fight occurs.
Strategic Play
Play Domri early to pressure opponents with the +1/+0 static buff. Use the +1 ability in your main phase to generate mana for a high-impact creature, ensuring it bypasses your opponent's blue disruption. Save the -2 ability for when you have a creature with high toughness or deathtouch to clear threats from the board.
Interaction examples
You activate Domri's +1 ability and it resolves. Later that turn, you cast a creature. Your opponent casts a spell that says 'Counter target spell.' Even though the opponent's spell targets your creature, your creature spell is not countered and will enter the battlefield safely.
You have Domri at 2 loyalty and a 2/2 creature. You activate Domri's -2 to fight an opponent's 2/2. Domri is put into the graveyard as a state-based action because he has 0 loyalty. When the ability resolves, your creature is now a 2/2 (losing the +1/+0 bonus), and it trades with the opponent's 2/2.
With both on the battlefield, you can activate Chandra's +1 to add {R}{R} and Domri's +1 to add {G}. This gives you {R}{R}{G} to cast a large creature spell that cannot be countered, while your existing creatures benefit from Domri's +1/+0 power boost.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Domri, Anarch of Bolas
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Because it's a loyalty ability, Domri's first loyalty ability isn't a mana ability. It can be activated only any time you could cast a sorcery. It uses the stack and can be responded to.
No other card is named in this ruling.
- #2· Wizards of the Coast
After Domri's first loyalty ability has resolved, no creature spells you cast can be countered during that turn, not just the one you spend the mana on.
No other card is named in this ruling.
- #3· Wizards of the Coast
A spell or ability that counters spells can still target a creature spell you control after Domri's first loyalty ability has resolved. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
No other card is named in this ruling.
- #4· Wizards of the Coast
If Domri leaves the battlefield before his last ability resolves, most likely because he only had 2 loyalty when you activated the ability, the creature won't have +1/+0 from Domri's static ability while it fights.
No other card is named in this ruling.
- #5· Wizards of the Coast
If either target is an illegal target as Domri's last ability resolves, no creature will deal or be dealt damage.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Cloudstone Curio + Xenagos, the Reveler + Domri, Anarch of Bolas
- 1Activate Xenagos's first ability by putting a loyalty counter on it, adding at least
.
- 2Cast Domri by paying
.
- 3Domri enters the battlefield, triggering Cloudstone Curio, returning Xenagos from the battlefield to your hand.
- 4Activate Domri's first ability by putting a loyalty counter on it, adding
.
- 5Cast Xenagos by paying
.
- 6Xenagos enters the battlefield, triggering Cloudstone Curio, returning Domri from the battlefield to your hand.
- 7Repeat.
- 8Once you have infinite mana, you may instead activate Xenagos' second ability to get infinite creature tokens.
Cloudstone Curio + Bard Class + Domri, Anarch of Bolas + Wrenn and Six
- 1Activate Domri's first ability by putting a loyalty counter on it, adding
.
- 2Cast Wrenn and Six by paying
.
- 3Wrenn and Six enters the battlefield, triggering Cloudstone Curio, returning Domri from the battlefield to your hand.
- 4Activate Wrenn and Six's second ability by removing a loyalty counter from it, dealing 1 damage to any target.
- 5Cast Domri by paying
.
- 6Domri enters the battlefield, triggering Cloudstone Curio, returning Wrenn and Six from the battlefield to your hand.
- 7Repeat.
Skittering Precursor + Sword of the Meek + Domri, Anarch of Bolas + Atog
- 1Activate Atog by sacrificing Sword of the Meek.
- 2Skittering Precursor triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3When the Eldrazi Spawn enters the battlefield as a 1/1 due to Domri, Sword of the Meek triggers, returning Sword of the Meek from your graveyard to the battlefield attached to the Eldrazi Spawn.
- 4Resolve the Atog ability, giving it +2/+2 until end of turn.
- 5Repeat.
Skittering Precursor + Sword of the Meek + Domri, Anarch of Bolas + Lithatog
- 1Activate Lithatog by sacrificing Sword of the Meek.
- 2Skittering Precursor triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3When the Eldrazi Spawn enters the battlefield as a 1/1 due to Domri, Sword of the Meek triggers, returning Sword of the Meek from your graveyard to the battlefield attached to the Eldrazi Spawn.
- 4Resolve the Lithatog ability, giving it +1/+1 until end of turn.
- 5Repeat.
Skittering Precursor + Sword of the Meek + Domri, Anarch of Bolas + Sarcatog
- 1Activate Sarcatog by sacrificing Sword of the Meek.
- 2Skittering Precursor triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3When the Eldrazi Spawn enters the battlefield as a 1/1 due to Domri, Sword of the Meek triggers, returning Sword of the Meek from your graveyard to the battlefield attached to the Eldrazi Spawn.
- 4Resolve the Sarcatog ability, giving it +1/+1 until end of turn.
- 5Repeat.
Skittering Precursor + Sword of the Meek + Domri, Anarch of Bolas + Megatog
- 1Activate Megatog by sacrificing Sword of the Meek.
- 2Skittering Precursor triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3When the Eldrazi Spawn enters the battlefield as a 1/1 due to Domri, Sword of the Meek triggers, returning Sword of the Meek from your graveyard to the battlefield attached to the Eldrazi Spawn.
- 4Resolve the Megatog ability, giving it +3/+3 until end of turn.
- 5Repeat.
Skittering Precursor + Sword of the Meek + Domri, Anarch of Bolas + Extruder
- 1Activate Extruder by sacrificing Sword of the Meek.
- 2Skittering Precursor triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3When the Eldrazi Spawn enters the battlefield as a 1/1 due to Domri, Sword of the Meek triggers, returning Sword of the Meek from your graveyard to the battlefield attached to the Eldrazi Spawn.
- 4Resolve the Extruder ability, putting a +1/+1 counter on a creature you control.
- 5Repeat.
Skittering Precursor + Sword of the Meek + Domri, Anarch of Bolas + Grinding Station
- 1Activate Grinding Station by tapping it and sacrificing Sword of the Meek.
- 2Skittering Precursor triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3When the Eldrazi Spawn enters the battlefield as a 1/1 due to Domri, Sword of the Meek triggers, returning Sword of the Meek from your graveyard to the battlefield attached to the Eldrazi Spawn.
- 4When Sword of the Meek enters the battlefield, Grinding Station triggers, untapping Grinding Station.
- 5Resolve the Grinding Station ability from step 1, causing target player to mill three cards.
- 6Repeat.
Legal formats
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Meta decks with Domri, Anarch of Bolas
No archived Top 8 deck with this card yet.



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