
At the beginning of your end step, choose one that hasn't been chosen —
• Draw a card.
• Each opponent loses 2 life and you gain 2 life.
• Sol'Kanar deals 3 damage to up to one other target creature or planeswalker.
• Exile Sol'Kanar, then return it to the battlefield under an opponent's control.
Sol'Kanar is a value engine that triggers every end step, cycling through draw, drain, and removal modes—but you must use every mode before repeating, including handing him to an opponent. Build around blink, sacrifice, and instant-speed protection so you control which mode triggers and can recur the body, grinding incremental advantage until a payoff finishes the table. Treat the 'give to opponent' mode as a free recursion trigger you reset.
Add flicker and sacrifice outlets (Conjurer's Closet, Deadeye Navigator, Viscera Seer) so you never give him away, plus Homeward Path and reclamation effects as insurance. Lean into extra end steps (Seedborn Muse, additional-turn or end-step doublers) to multiply triggers, and round out with Grixis staples—counterspells, fast mana like Mana Crypt, and tutors—to assemble a drain or Torment of Hailfire finish reliably.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (BRU), by popularity.