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Solphim, Mayhem Dominus
Legendary Creature — Phyrexian Artificer
If a source you control would deal noncombat damage to an opponent or a permanent that an opponent controls, it deals double that damage instead.
, Discard two cards: Put an indestructible counter on Solphim, Mayhem Dominus. ( can be paid with either or 2 life.)
_Kane_ on Valgavoth, Harrower of souls (HF-1)
1 week ago
Hey, welcome to TappedOut.net! I would recommend listing you basic lands under one art image so the counts are more accurate. We can chat about the mana base another time.
Here are a few quick suggestions;
Sulfurous Springs - Replace Ash Barrens
Basilisk Collar - Lifelink to keep your HP at a healthy amount and deathtouch for a decent chump-blocker.
Razorkin Needlehead - Ping dmg on opp turns.
Blasphemous Edict - Board wipes are needed along with targeted removal.
Stormfist Crusader - Card draw
Roiling Vortex - This reads, "Yes, yes, and more please."
Scrawling Crawler - Yes, you have your opps drawing more cards, but they will pay for it with their life. You will also draw more cards. Taking advantage of the "symmetric" card draw by making it weighted in your favor.
Florian, Voldaren Scion - Card selection and Card draw.
Underworld Dreams - Ping dmg on opp turns.
Withering Torment - Enchantment removal is extremely rare in Rakdos Colors.
Ankh of Mishra - Ping dmg on opp turns.
Rug of Smothering - Ping dmg on opp turns.
Nightshade Harvester - Ping dmg on opp turns.
Magebane Lizard - Ping dmg on opp turns and keeps spell decks in check.
Cemetery Gatekeeper - Exile someone's fetch land from a GY. Then, whenever a player play a land you ping for 2 dmg.
Malakir Rebirth Flip - A tapped land with a great spell on the backside.
Reanimate - Any graveyard...
I believe you opened a Bloodthirsty Conqueror!!
Expensive:
Zo-Zu the Punisher - I may have one of these for trade. I'll check.
As far a cuts:
Vile Entomber - Easy cut.
Olivia, Crimson Bride I would lose the graveyard reanimator subtheme.
Valgavoth's Lair - With your deck only being in two colors and with no add value for the land being an enchantment (the extra card type becomes more of a risk than reward), I would cut this land.
Enchanter's Bane - Just not strong enough and the damage isn't on your opponents turns.
Mask of Griselbrand - Too expensive to cast/equip and requires the creature to die for the card draw to trigger.
Temple of the False God - Easy cut. The pay off isn't there and the number of times you won't be able to tap this land for mana isn't worth the upside.
Light Up the Stage - There is better card draw.
Braids, Arisen Nightmare - The group slug effect is nice, but a potential cut due to being non-targeted removal/group sacrifice.
Massacre Girl - Black has better board wipes that can't miss.
Ash Barrens - Easy cut for a land more suited to your deck build.
Bloodfell Caves - Easy cut for a land more suited to your deck build.
Blade1945 on EDH - OMNATH SMASH
1 month ago
Hey! That a really neat deck you got, looked at it and the only thing that I would add is either to take out some of the cards that let you play lands from your graveyard and maybe but in some token doublers or non-combat damage doublers like, Solphim, Mayhem Dominus or City on Fire. But otherwise, really cool deck!
legendofa on legendofa
1 month ago
Caran_Lyg No problem! Always glad to help. I'd personally nominate Gidgetimer as another person to check with rulings questions. And, of course, there's the Rules Q&A forum.
For Solphim, Mayhem Dominus and Torbran, Thane of Red Fell, basically one applies to the original damage and the other applies to that modified damage. Whoever's taking the damage, or its controller, chooses which one's which. Technically, it's sequential replacement effects. So for example, if you Lightning Bolt an opponent or a creature they control, that opponent can choose whether Torbran's effect happens before Solphim or the other way around. If they choose Torbran to work first, they will take (3 + 2) x 2, or 10 damage. If they choose Solphim to work first, they take (3 x 2) + 2, or 8 damage. (I changed the example from Shock because it ends up at 8 damage either way with Shock.)
The general rule here (paraphrasing 616.1) is that if there are two or more replacement effects acting on the same thing, the player (or the permanent's controller) who's affected by the original thing is the one who decides what happens.
Caran_Lyg on legendofa
1 month ago
Hey bro. I apologize for posting on your wall, many users here say either you or wallisface are the 2 people to ask about rulings on cards. If I cast, for example, Shock while I have both Solphim, Mayhem Dominus and Torbran, Thane of Red Fell on the field, will Torbran’s and Solphim’s ability trigger each other? I know Torbran doesn’t produce that 2 additional damage that his effect produces, it comes from Shock and since it’s a red source, I wonder if the 2 damage from Torbran’s effect is also considered a red source, if it is then it should trigger Solphim’s effect.
AwesomeDude7113 on How do damage changers work …
4 months ago
I am wondering about cards like Torbran, Thane of Red Fell, City on Fire, and Solphim, Mayhem Dominus. Do they like all work together or is it only one?
Bobylicious on Play Rakdos. Do Crimes.
6 months ago
Have you thought of some red damage doublers ? Solphim, Mayhem Dominus or Fiery Emancipation
legendofa on New hubs to be added
7 months ago
Last_Laugh Initial thoughts, and I'll dig into these more when I have time (very busy through the weekend):
Attack triggers are worth looking into, but they're not a snap add yet. Possible, needs review.
Damage triggers might be too narrow, or too broad. Maybe too many cards have "whenever CARDNAME deals combat damage" triggers? Unlikely at this point, but I'll check it out.
Death triggers would have a lot of overlap with Aristocrats. Maybe Aristocrats is a subset of this, but I'm trying to cut down on hubs that entirely included other hubs, and this feels like one of those.
Double triggers is a maybe, to be reviewed. Just doubling triggers isn't much of a theme in itself. What does Bristly Bill, Spine Sower have in common with Solphim, Mayhem Dominus besides the word "double"? All the Legendaries that double something either double counters, which is a hub; damage, which usually falls under burn or something similar; or power and/or toughness.
Not rejecting any of these off hand, but I want to get a feel for how they would make the most sense before making them.