Solphim, Mayhem Dominus
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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

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.)

Recommendations View more recommendations

Bobylicious on Play Rakdos. Do Crimes.

4 weeks ago

Have you thought of some red damage doublers ? Solphim, Mayhem Dominus or Fiery Emancipation

legendofa on New hubs to be added

1 month 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.

Rasaru on Davros, Dragon's Approach

6 months ago

Thanks for the comments and suggestions, king-saproling abd Made_Compleat!

Made_Compleat My experience playing cards like Wound Reflection, Fiery Emancipation, and City on Fire has taught me that while they can be excellent for a deck, they're often removed before making the splash you're hoping for. A lot of the time (at least in my play group), it feels as if I paid 6+ mana to force a player to play a removal spell. Another thing I learned while playing Dragon's Approach w/ another commander, is that once you start playing multiple spells per turn, the other 3 players tend to gang up on you. So playing cards like Solphim, Mayhem Dominus and Bloodletter of Aclazotz instead give you the same effect, but also give you some blockers if needed.

I'm not thrilled with the 3 black pips of Bloodletter of Aclazotz, but.. this deck does the majority of it's dmg at sorcery speed. That being said.. I'm HOPING that it mayyyy be viewed as "less threatening", so maybe it'll last longer? But even if it does get removed, it won't feel as if I spent an entire turn just casting a single spell.

We'll see what happens, though! I'll also check into the other recommendations. Have a great holiday!

Blade1945 on Ghryson

6 months ago

I would add Solphim, Mayhem Dominus.

Hybrow on Purphoros, God of Tokens

6 months ago

I recently made a couple changes to my Purphy.. added Song of Totentanz and Court of Embereth. Not sure if they are going to work, the Court might just generate hate.

I held off on adding Redcap (was also going to remove Beetleback).. I'm nervous about not having chumps to block with.

But I am looking forward to Ojer Axonil, Deepest Might  Flip ... Figure its a straight upgrade from Panharmonicon or Solphim, Mayhem Dominus. And there are ways to pump Ojer's Power with extra mana and Purphoros

Optimator on Anarchy Burger

6 months ago

Pain Distributor - decent ramp, deals significant damage if your opponents use the treasures. Emergency blocker

Path of the Pyromancer - decent card selection

Urabrask's Forge - not an instant/sorcery but a strong repeatable source of damage

Vindictive Flamestoker - slow, but could draw you cards.

Solphim, Mayhem Dominus - mega power increase. 'Nuff said

Auntie Blyte, Bad Influence - could be good if you have a lot of symmetrical effects

Visions of Phyrexia - you can't utilize the Powerstone too well, but it's a free card each turn like Outpost Siege

Urabrask, Heretic Praetor - more impulse draw with a bit of a penalty to your opponent. Not as good of a blocker as the other Urabrasks with no first strike

Mishra's Command - modal, damage and card selection

Mechanized Warfare - not as good as all your other options for Torbran redundancy/damage enhancement

Brotherhood's End - modality is nice

The Red Terror - strong synergy with all the damage you're throwing around

Let the Galaxy Burn - an option for a board-wipe.

Khârn the Betrayer - chaotic, draws cards potentially

Jaya, Fiery Negotiator - strong synergy, has the misfortune of being a planeswalker. RIP

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