
Solphim, Mayhem Dominus
The Commander
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.)
Guide
Gameplan
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.
Strengths
- Effectively halves the cost/X of every burn spell, making damage absurdly efficient
- Turns small pingers and damage triggers into repeatable removal and reach
- Built-in protection via indestructible counters survives your own Pyrohemia/Blasphemous Act
- Mono-red consistency keeps the curve low and the focus tight
Weaknesses
- Only doubles your own damage, so it does nothing for the deck if Solphim is removed before a big turn
- Mono-red lacks reliable card advantage and answers to enchantments/artifacts
- Vulnerable to lifegain and fog effects that blunt the burn plan
- Telegraphs the wincon, drawing removal and making you the table's target
Key Cards
- Torment of Hailfire — Doubled X means each pip forces opponents to lose six life or sacrifice, ending games on a modest mana base.
- Pyrohemia — Repeatable damage to all creatures becomes a doubled, recurring board wipe Solphim can survive via indestructibility.
- Fireball — A classic X-burn that, doubled, kills multiple opponents or wipes their board for a fraction of the cost.
- Guttersnipe — Each instant/sorcery deals doubled damage to every opponent, snowballing with cheap cantrips.
- City on Fire — Stacks with Solphim to triple damage, turning any burn spell into instant lethal.
- Repercussion — Combat damage to your creatures gets doubled and redirected, creating brutal blowouts alongside Solphim's noncombat doubling.
Upgrade Path
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.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸A doubled X burn spell like Fireball, Comet Storm, or Torment of Hailfire finishing one or all opponents
- ▸Repeatable pingers dealing doubled damage as recurring reach
- ▸Stacking Solphim with Furnace of Rath/City on Fire for one-shot kills
- ▸Symmetrical damage enchantments (Pyrohemia) grinding the board and life totals down
Archetypes
- Spellslinger Burn — Doubled instants and sorceries turn cheap burn into efficient removal and direct damage to all opponents.
- Pingers/Damage Engine — Repeatable damage sources like Spikeshot Goblin or Embercleave-fueled pingers become doubled removal machines.
- Combo — Pairs with damage-doubling stacking (City on Fire, Furnace of Rath) and infinite-damage loops for instant kills.
- Group Slug/Control — Symmetrical damage enchantments hit only opponents harder, letting you grind the table down while protecting Solphim.
Combos
No combos found for this commander on Commander Spellbook.
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