Welcome to the twenty-fifth anniversary of Magic: the Gathering. Whether you’ve been playing from the start, like me, or discovered the best game in the world more recently, this year-long celebration of Magic has something to offer to everyone. Many months ago, when I learned that this set was going to be called Dominaria and would feature a return to Magic’s original plane, I had my concerns. My most secret concern was that Wizards of the Coast, ever more prodded by the parent corporation to increase profits, would do something dangerous and unprecedented. Like cracking the seal of the holiest of holies, the reserved list, reprinting the power nine and dual lands. It was in there, in the back of my head. It is possible, you know, for Magic: the Gathering to exist as a game apart from the high finance world of secondary markets and collectability. Having said that, I’m extremely happy that the world didn’t stop turning and that Wizards of the Coast did not choose to use the nuclear option in order to sell more cards. Instead, it looks like they did what they’ve done very well for a quarter of a century, they designed an exciting and well-conceived expansion set. Welcome back to Dominaria!
Dominaria is like a high school reunion for Magic cards and for the personalities found on those cards. Jaya Ballard looks like she can still fit into her clothes from long ago. Squee is back and so is the legendary (small ‘l’) flying ship Weatherlight. Apparently, the expansion symbol for Dominaria is supposed to be the Weatherlight ship. I think it looks more like exotic underwear for men. Maybe I’m the one with a problem…
For long-time fans of the game, if Dominaria seems particularly familiar, it’s no mistake. There are twenty-nine cards in Dominaria reprinted from previous sets including five from Magic’s very first set, Limited Edition Alpha. These special VIPs include Serra Angel, Juggernaut, Icy Manipulator, Llanowar Elves and Fire Elemental. There are also reprints from Alliances, Innistrad, Magic 2010, Weatherlight, Battle for Zendikar, Invasion, Antiquities, Scourge, Onslaught, Odyssey, Tempest, Urza’s Legacy and Urza’s Destiny.
Everything That’s New and Approved
You’ve been introduced to the survivors of the Class of 1993. Now it’s time for something new.
Okay. How do new targeting rules hit you? More importantly, how do new targeting rules hit planeswalkers? Up until now, when you wanted to kill a planeswalker with, say, a Lightning Strike, you would play the spell and say something like “targeting you and then redirecting the damage to your planeswalker.” That’s how it’s been ever since planeswalkers were introduced eleven years ago in Lorwyn. As of now, that all changes. Now spells like Lightning Strike, or Lightning Bolt, or Fireball or about seven hundred other damage effects, can now target planeswalkers directly. New rules templating begins with Dominaria. Wizard’s Lightning, for example, says simply “Wizard’s Lightning deals three damage to any target.” In the new and up-to-date world of Magic, that translates to “Wizard’s Lightning deals three damage to a target creature, player or planeswalker.” Look. Ink costs money. The new templating avoids the problem of requiring these types of spells from listing the things that can be targeted by damage. We’ll get used to it, I’m sure of it.
Card language has changed from gender-specific language like “his” or “her” to a more streamlined “their” or “that player.” Times change and language changes as well. The new language on Magic cards is tighter and more efficient. Cards that create mana no longer point out that you are adding your mana pool. Isolated Chapel, one of the five rare lands reprinted in Dominaria from Innistrad, used to say “Add W or B to your mana pool.” The new version in Dominaria says simply “Add W or B.”
Legendary spells in Dominaria have a cool new border design that makes them stand out from the non-legendary cards in your hand and on the battlefield.
More substantively, Dominaria introduces a new type of enchantment called a saga. Sagas in Dominaria gain a lore counter when they enter the battlefield and at the beginning of your first main phase each turn. When a lore counter is added to a saga, you follow the instructions of the card for that “chapter.” When you put the second lore counter on a saga you follow the instructions for the second chapter. When you put the third lore counter on a saga you follow the instructions for the third chapter and then sacrifice the saga enchantment. These cards can be like three different cards in one, performing a different function each of the turns it is in play. There are cards in Dominaria that can add a lore counter to a saga and several cards that can return a saga card to your hand so that you can start all over again. These cards’ appearance was predictably jarring to me because I tend to react poorly to change initially. The text box for these cards runs vertically along the left hand side of the card. The artwork runs vertically on the right side of the card. These cards, though complicated, are already a million times better than flip cards because I can’t be given a game loss for putting a saga enchantment in the wrong kind of sleeve.
The More Things Change, the More They Stay the Same
It’s always exciting to play with a brand-new set of Magic cards. I think it’s just about the most fun you can ever have with the game. We’re all playing in prerelease events in our favorite stores this weekend to have a good time and to explore the new set. Prereleases are not meant to be fiercely competitive. On the other hand, the stores I play in are giving booster packs away to the players with the most wins. Maybe your Local Game Store has a similar policy. If that’s the case, I’d like to use my love of limited formats and my twenty-five years of experience with the game to help you win more booster packs at your Dominaria prereleases.
Almost all of us have done this before. We know the drill. Sealed deck is not a difficult format. All you have to do is open amazingly great cards and never draw too many or too few lands. Easy game! In reality, there is the little problem of random distribution of cards in booster packs and in the random shuffle of your cards for each game. There’s no getting around that. There are, however, some best practices that we can lean on in order to ensure that we build the best possible deck from the pool of cards available to us.
When the players are finally let off of their chains and the packs start getting ripped open, always sort your card pool by color and lay out all the cards on the table in front of you so that you can see them all. It’s a brand new set, everybody will need to read their cards very carefully. I lay out my cards in columns of individual colors with the creatures at the top of the column and the spells at the bottom. Spells are awesome but most sealed decks win because of their creatures. Creatures come first in limited almost every time. I lay my columns of cards next to each other in, what else, WUBRG order, from left to right. OCD? Possibly, but also because seeing the columns in friendly-color order helps me to see the natural pairings of colors more easily.
Color-fixing and mana acceleration is lower in Dominaria than it was in Rivals of Ixalan. It will be harder to play a third color in Dominaria. This is true not only because of the smaller amount of color-fixing but also because so many good cards cost two or even three of a single color.
The format will speed up as the weeks pass, but this weekend you should expect Dominaria sealed decks to be slower than sealed decks from Rivals of Ixalan. Also, I predict Dominaria is going to be one of those sealed formats where you more often stick to seventeen lands whereas it was very popular to play only sixteen lands in Rivals of Ixalan sealed. Your mileage may vary, particularly if you play green and have two or more Llanowar Elves in your card pool.
There are plenty of creature enchantments in Dominaria, but I don’t think auras will be as good this time around as they have been during Ixalan and Rivals of Ixalan limited. This format is centered around historic cards, a new designation that represents artifacts, saga enchantments and legendary spells. For this reason, it’s likely that most players will be including a way to deal with artifacts and/or enchantments in their main decks. Creature enchantments will still matter in Dominaria, but they’re going to matter a little less. A little candy is okay, but don’t try to fill up your deck with it.
It’s entirely likely that this will be a sealed format where you want to play second instead of first when you have the option.
While we allow those broad brush strokes to dry, let’s look at some of the new cards. As always, I like to say that in sealed deck, the cards that matter most are the commons and uncommons. I know the headlines in the Magic world are all about the new rares and mythic rares. This weekend, however, we’re trying to win games with sealed decks. Your sealed pool is only going to contain six rares/mythics, along with your special prerelease foil. By contrast, your pool contains eighteen uncommons and sixty commons. Your ability to assess the best use of your commons and uncommons will have a lot to say about how many prize packs you take home. You know, while you’re having fun and stuff.
Here is my first cut at the commons and uncommons of Dominaria. For each color, I’ve selected the six commons and uncommons that I like the best for sealed deck. I have also presented the five colors in the order that I like them best in Dominaria. I like the black and green cards best for this format. I’m sad to say that red looks like the most difficult color to play. I guess it’ll depend on how many Wizard’s Lightnings a person opens.
Urgoros, the Empty One is an uncommon 4/3 legendary Specter for 4BB with flying. When this creature deals combat damage to a player, that player randomly discards a card. If they cannot, you draw a card. Random discard is so powerful that Wizards of the Coast hardly ever puts it on cards anymore. But back in the day… Hypnotic Specter on turn one (with the help of a Dark Ritual, naturally) and Hymn to Tourach on turn two. Well, here in 2018, Urgoros is going to make people nervous every time he hits the board. This is an uncommon that plays like a rare.
Lingering Phantom is an uncommon 5/4 Spirit for 5B. Whenever you play an artifact, saga or legendary spell, you can pay one black mana to return Lingering Phantom to your hand from the graveyard. Although this creature doesn’t have any useful abilities in combat, he represents a win condition that you might be able to play multiple times in the later turns of a game. How often? That’s the big question.
Vicious Offering is a common instant for 1B that gives a target creature -2/-2 until end of turn. This card has a kicker cost of sacrificing a creature. If you sacrifice a creature when you play this spell you give a target creature -5/-5. This flexibility makes Vicious Offering one of the better black common removal spells in a long time.
Thallid Omnivore is a common 3/3 Fungus for 3B. When you spend one mana of any color and sacrifice another creature Thallid Omnivore gets +2/+2 until end of turn. If you sacrificed a Thallid you also gain two life. Cards like this usually don’t require you to pay mana to sacrifice a creature, but cards like this usually start out as a 2/2 for three mana where this is a 3/3 for four mana. I like the size of this monster and the flexibility of its ability. Black and green will be a good combo in sealed.
Deathbloom Thallid is a common 3/2 Fungus for 2B that creates a 1/1 green Saproling creature token when it dies. This is an unexciting but vital part of your black sealed deck creature base. This 3/2 will trade with almost anything that your opponent can play by turn four and you get a free 1/1 Saproling when it dies. Not exciting, but useful.
Divest is a common sorcery for one black mana. When you play it your opponent reveals their hand and you choose either an artifact or creature card and your opponent discards it. I hardly ever get behind a card like this for sealed deck because it’s a very defensive play and because it can be a dead card often late in games. However, in a two-color format where some powerful creatures are likely to stay in your opponent’s hand until late in the game, I feel like taking the risk of playing this card. Much better than Duress for sealed deck play.
Spore Swarm is an uncommon instant for 3G that creates three 1/1 green Saproling creature tokens. Tokens are popping out all over the place in Dominaria. You can do a lot with this spell. You can play this during your opponent’s attack to give you three blockers he didn’t see coming. This card is unbelievably flexible. Instant-speed tokens isn’t something you see every day.
Sporecrown Thallid is an uncommon 2/2 Fungus for 1G that gives all of your other Fungus and Sapoling creatures +1/+1. Fungus and Saproling lord may not sound like a groovy gig to you, but this card gives green sealed decks in Dominaria more punch than in other sets. It’s extremely easy to make Saproling tokens happen in green. This card makes me want to play green/black. On the other hand, Sporecrown Thallid is fine as a Bear on turn two when you just need to attack. There’s just no downside to this little guy.
Ancient Animus is a common instant for 1G that puts a +1/+1 counter on a target creature you control if it’s legendary and then fights that creature against a target creature an opponent controls. The fight mechanic is how green does its removal these days, so you have to play this card. The best cards of this type also make your creature bigger before it fights your opponent’s creature. This spell only does that part if you target a legendary creature you control. I’m a little concerned that if I’m green I’ll have less legendary creatures in play than, say, a blue/white deck. In any case, Ancient Animus is a powerful instant-speed combat-trick-slash-removal-spell and the price is right.
Saproling Migration is a common sorcery for 1G that creates two 1/1 green Saproling creature tokens. If you pay the additional kicker cost of four mana of any color you create four Saprolings instead of two. This is yet another good spell with kicker in Dominaria. Completely reasonable at two mana, very powerful at six mana. This goes well with certain green/black Fungus strategies, it would also fuel a green/white wide creature strategy using the white common Charge to pump up the whole team. It doesn’t hurt at all that green is most kicker-friendly color in Dominaria.
Baloth Gorger is a common 4/4 Beast for 2GG. If you pay the additional kicker cost of four mana of any color Baloth Gorger enters the battlefield with four +1/+1 counters. When kicker is at its best it gives you spells that are good when you don’t pay the kicker and even better when you do. This is a very solid example. I wish it had trample, but Baloth Gorger gives you a mid-game card that can also function as a late game win condition. Green decks will reach eight mana a lot sooner than other colors in this sealed format.
Llanowar Scout is a common 1/3 Elf Scout for 1G that you can tap in order to put a land card from your hand onto the battlefield. This is an early game card, no doubt. Your plan is to play this guy on turn two and then, after making your regular land play on turn three, activate this guy to put a fourth land into play. Now you can play a four-drop on turn four. He has some early defensive value. It’s interesting to think about blocking with him and then tapping him to put a land into play from your hand. You might surprise an opponent by suddenly having enough mana to play an instant from your hand that you couldn’t play before you played the extra land.
Danitha Capashen, Paragon is an uncommon 2/2 legendary Human Knight for 2W with first strike, vigilance and lifelink. It gets better. Auras and equipment spells you cast cost one less mana to play. When Danitha’s parents were playing Magic twenty-five years ago, this card would have been a rare. I wouldn’t use this card to justify playing auras, but if you were planning to play any auras or equipment cards, her value increases.
Call the Cavalry is a common sorcery for 3W that creates a pair of 2/2 white Knight creature tokens with vigilance. Hmm, that’s a lot like getting a 4/4 vigilance creature for just four mana. Get plenty of sleep before you head to the prereleases because I have a feeling you’re going to be working the Knight shift once you get there.
Benalish Honor Guard is a common 2/2 Human Knight for 1W that gets +1/+0 for each legendary creature you control. A big theme of Dominaria is Legends Matter, so while this dude will more than likely be a 2/2 when you drop him on turn two, there’s a good chance he could attack on turn three as a 3/2 after you play a turn three legend. Or you could become a turn three legend yourself by just playing another copy of this very useful common.
D’Avenant Trapper is a common 3/2 Human Archer for 2W. Whenever you cast an artifact, a saga or a legendary spell D’Avenant Tapper, I meant Trapper, taps a target creature your opponent controls. You can expect this useful creature to trigger often this weekend.
Board the Weatherlight is an uncommon sorcery for 1W that lets you look at the top five cards of your library. You can reveal an artifact, saga or legendary card from those five and put it into your hand. Then you put the rest of the cards on the bottom of your library in a random order. This kind of card appears in a lot of sets, but it’s usually green. I’m interested to have this kind of dig effect available to white. It gives white something close to card drawing when you aren’t pairing white with blue or black.
Blessed Light is a common instant for 4W that exiles either a target creature or enchantment. Have you seen the saga enchantments? There are going to be times this weekend when you want to get rid of one of those things. Blessed Light is a card you need for your deck anyway. It’s a very good way to have some enchantment removal in your deck without playing a more narrow card.
Sentinel of the Pearl Trident is an uncommon 3/3 Merfolk Soldier for 4U with flash. When this creature enters the battlefield you may exile a target artifact, saga or legendary permanent you control. That card returns to the battlefield under its owner’s control at the beginning of the next end step. First of all, flash creatures give you an advantage in combat when your opponent attacks and doesn’t know that you have a 3/3 you can easily drop onto the battlefield just in time to make blocking better for you. More importantly, this card helps your legendary creature jump out the way when a combat trick or removal spell is about to destroy it. Other times, you may simply want to play Sentinel of the Pearl Trident to get another enters-the-battlefield-trigger out of one of your legendary permanents, or to restart the clock on a saga. Five mana isn’t extremely cheap, so sealed decks that can make the most out of this card may need to be a little more defensive and control-minded.
Academy Journeymage is a common 3/2 Human Wizard for 4U. This spell costs one less generic mana to play if you control a Wizard. When this enters the battlefield you return a target creature an opponent controls to their hand. Bounce is generally blue’s removal effect, and the bad part about a bounce spell is that it really only amounts to half a card versus your opponent because they simply replay whatever it is that you bounced. Creatures like this one, however, give you all the value of a bounce spell while retaining the value of a permanent on the battlefield. This one is completely playable without a bunch of Wizards in your deck. I wouldn’t worry about it much, if you’re playing blue at the prerelease you’re going to have some Wizards in your deck. The first copy of this spell in your pool, if blue is one of your main two colors, is a must play. I would probably play two in a sealed deck every time.
Cold-Water Snapper is a common 4/5 Turtle with hexproof for 5U. Hexproof has become such an important ability in sealed deck competition in the past few years, it’s basically another form of evasion. As humble as this tubby Turtle is, you’ll be glad to have a threat that your opponent can’t target late in games.
Blink of an Eye is a common instant for 1U that bounces a target nonland permanent back to its owner’s hand. This card has a kicker cost of 1U which means that when you can afford to spend 2UU on Blink of an Eye you will not only bounce something but you will also draw a card. Four is the perfect amount for the kicked version of this spell. I predict you will draw a card when you play this spell at least half the time. The rest of the time, you’ll be fine with a two-mana bounce spell that can hit any nonland permanent.
Unwind is a common instant for 2U that counters a noncreature spell and then untaps up to three lands. This is the nerdiest new counterspell Magic has had in some time. I’m going to use this spell to allow myself to attack bravely into an opponent with untapped mana. Not quite a “free spell,” Unwind works the way that money does for wealthy people. As long as you have mana available to play Unwind, the spell is almost free since you will have the same or more untapped lands after you play it as you had before you played it. Wizards of the Coast doesn’t give us this kind of effect very often.
Befuddle is a common instant for 2U that gives a target creature -4/-0 until end of turn and draws you a card. Sealed deck is all about combat and combat tricks. This card, a kind of reverse pump spell, allows you to block something big with two or more of your creatures and then cause most or all of your blockers to survive while drawing a card in the process. Because this spell is conditional in some ways, I might not play a bunch of copies, but it’s a decent combat trick for blue.
Fight with Fire is an uncommon sorcery for 2R that deals five damage to a target creature. If you pay the additional kicker cost of 5R this spell deals ten damage divided any way you choose between any number of target creatures, players and planeswalkers. It works like this: when you play this card on turn three, four or five, you can kill a creature that cost your opponent more mana than the cost of Fight with Fire. When you play this spell on turn twelve or thirteen, you probably win the game by dealing ten damage to your opponent. This is the kind of math that red mages can deal with. It might not work in the faster environment of booster draft, but I like your chances to occasionally play this card kicked in sealed deck games.
Fiery Intervention is a common sorcery for 4R that can either deal five damage to a target creature or destroy a target artifact. You’re a red mage, you know you’re going to play your removal spells even if they have to cost five. It’s rather unfortunate that this card has to be a sorcery. The only way you can go wrong is if you target an artifact creature and choose to deal five damage to it (just destroy it instead!).
Keldon Overseer is a common 3/1 Human Warrior for 2R with haste. If you pay the additional kicker cost of 3R when you play the Overseer you take control of a target creature until end of turn untapping it and giving it haste. I spent probably too much time trying to imagine how often I would get to use the kicker on this card. It’s a good question. When you do manage to play this spell for 5RR you may very well be able to win the game. You will have a 3/1 haste creature and another unexpected attacker on your turn… the creature you “borrow” from your opponent. Things became clearer about how good this common is when I realized it has haste. I’ll play as many as I can find in my card pool!
Wizard’s Lightning is an uncommon instant for 2R that deal three damage to a target creature, player or planeswalker. This spell costs two generic mana less to cast if you control a Wizard. In Harry Potter, Wizard’s Chess turns out to be nothing more than regular chess with some special effects added. Wizard’s Lightning, similarly, allows us to have Lightning Bolt at the price of requiring us to have a Wizard in play. The red Wizards don’t thrill me, at any rarity. Oh, well, red/blue it is.
Ghitu Chronicler is a common 1/3 Human Wizard for 1R with a kicker cost of 3R. If you pay the additional kicker cost when you play this creature you return a target instant or sorcery to your hand from your graveyard. This effect has always been powerful in limited, although I believe Ghitu Chronicler played with the kicker cost is one more mana than we have paid in the past. This card’s advantage over previous five-drops with a similar enters-the-battlefield ability is that this one can be played on turn two as either a blocker or an enabler for Wizard-ing shenanigans or both.
Shivan Fire is a common instant for one red mana that deals two damage to a target creature. If you pay the additional kicker cost of four mana of any color the spell deals four damage to a target creature. This simple and cheap spell solves problems early in the game or late. It’s too bad that it can only target creatures.
There’s no doubt about it. Dominaria is a two-colored set with respect to limited. By all means, we should try to experiment. There are some big cards that you might be able to splash a third color for. Still, most of the time, Dominaria pays you off for sticking to two colors. You get some very nice creatures among the gold cards including a legendary creature for each of the ten possible two-color combinations. Here are my favorite three of those uncommons:
Raff Capashen, Ship’s Mage is an uncommon 3/3 legendary Human Wizard for 2WU with flash and flying. You can cast artifacts, sagas and legendary spells as though they had flash. This is another one of those cards that could easily have been a rare in a previous set. I’m sure this card’s ability to let you play historic spells as though they had flash will be very useful, but at the end of the day, this card is going to help you win mainly by being a 3/3 flyer for four mana.
Slimefoot, the Stowaway is an uncommon 2/3 legendary Fungus (I’ve had that before) for 1BG. Whenever a Saproling you control dies Slimefoot deals one damage to each opponent and you gain one life. You can spend four mana of any color to create a 1/1 green Saproling creature token. This card does it all, it’s a win condition all by itself and it only costs three mana to play. Black and green will be a very popular pairing in Dominaria sealed.
Garna, the Bloodflame is an uncommon 3/3 legendary Human Warrior for 3BR with flash. This this creature enters the battlefield you return to your hand all creature cards in your graveyard that were put there from anywhere this turn. Other creatures you control have haste. I don’t know why giving your other creatures haste is good, but I like this card as an instant-speed solution to your opponent’s board-wiping effect. Maybe you just had to block a ton of incoming damage and lost a lot of creature cards to the graveyard. Then, suddenly, at the end of your opponent’s turn, you play Garna and return all of those creature cards back to your hand. Flash is an easy sell for me. Flash turns any creature into a combat trick. This would be my favorite gold uncommon in Dominaria if it weren’t one of the less popular color combinations.
I don’t find the artifacts of Dominaria very intriguing, for the most part. That’s too bad because there are artifact synergies in red and in blue that would be interesting if you have artifacts in your deck.
Guardians of Koilos is a common 4/4 Construct artifact creature for five mana. When this enters the battlefield you may return another target artifact, saga or legendary permanent you control to its owner’s hand. You might pick up a planeswalker to save it when it’s low on loyalty counters, or maybe you want to return a saga to your hand in order to play it again. A 4/4 body for five mana of any color seems fair enough. I think this guy is useful enough to give a try in a variety of sealed deck plans.
Bloodtallow Candle is a common artifact for one mana. You can pay six mana of any color and tap and sacrifice the Candle to give a target creature -5/-5 until end of turn. Colorless creature removal is always attractive, but this plan costs a lot of mana. There will be a real tension in this format in the middle of games when each player reaches six lands in play. When you get to this point of the game will you be happy that you have this colorless removal card or will you face monsters at that point in the game that you can’t kill with it?
Navigator’s Compass is a common artifact for one mana. When it enters the battlefield you gain three life. You can tap Navigator’s Compass to make a target land you control become the basic land type of your choice until end of turn. This is a card you might have to rely on if you decide to play a third color.
The five rare unfriendly lands reprinted from Innistrad will be very useful in sealed if you get lucky enough to get one that matches the colors of your sealed deck. It’s certainly nothing you can count on.
The five uncommon Memorial lands are all pretty good in that they essentially give you a free spell when you are comfortable enough late in the game to sacrifice them. The black one brings back a creature to your hand from the graveyard. The blue one can let you draw two cards when you sacrifice it. You can trade the white one for two Soldier tokens and you can sacrifice the green one to search the top five cards of your library for a creature card. Only the red one, Memorial to War, is a dud. If you spend 4R and tap and sacrifice Memorial to War you can destroy a target land. No thanks. The more important question is whether these lands are good enough to include even though they enter the battlefield tapped. I think having a couple of these in your deck will be fine, but I might not want more than two or possibly three, and only on-color of course. Other than Memorial to War, I believe the value you get later in the game is worth the inconvenience of the land entering the battlefield tapped. Dominaria sealed is not a blazing fast format. These lands aren’t going to trip you up.
Putting it all Together
There are lots of powerful cards in Dominaria. The set builds on some very old Magic themes but the cards have complex interactions and a lot of flexibility in form and function. This means that there will be more decisions necessary on the player’s part in order to win games. More decisions means that skill will play a larger part in deciding sealed deck games in Dominaria. That’s a good thing.
While the game play is likely to become complex, I believe the deck designs are going to look a little simpler than last year’s sealed formats. I expect to see a lot of decks content to play just two colors. Not only is the mana fixing and mana acceleration more limited than in other recent sets, there are cards you will want to play that have double and even triple mana intensity. If you want to play a card that costs, for example, BBB, you are probably going to have to play ten black mana sources in your deck. The heavy color intensity of many spells in Dominaria is not friendly to the concept of playing three or more colors.
Good luck and thanks for reading.
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