
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. (
can be paid with either
or 2 life.)
Solphim doubles all noncombat damage you deal to opponents and their permanents, so you build a mono-red deck around burn, pingers, and damage-based 'wraths' to kill creatures cheaply and burn out the table. Early turns develop mana and damage engines, then a single big X-spell or repeatable pinger snowballs into lethal once Solphim multiplies everything. The indestructible activation protects Solphim through your own board wipes.
Add a second damage-doubler like Furnace of Rath or City on Fire so a single burn spell becomes lethal, and lean on rituals (Jeska's Will, Mana Geyser) to power out huge X-spells. Improve card advantage with Underworld Breach, Wheel of Misfortune, and impulse draw, and add protection like Deflecting Swat. Tutors such as Gamble and Imperial Recruiter find Solphim or your payoff to make the kill consistent.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Each opponent loses the game, Near-infinite damage to all players
→ Near-infinite damage to one opponent, Target opponent loses the game
→ Near-infinite damage to one opponent, Near-infinite lifegain, Target opponent loses the game
→ Each opponent loses the game, Near-infinite damage
→ Near-infinite damage, Target opponent loses the game
Combos via Commander Spellbook.
Same color identity (R), by popularity.