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Legendary Creature — Elemental
Prowess, Trample When Salacinder and Soot enters and whenever you cast an Elemental spell, choose one — • Conjure a card named Rite of Flame into your hand. • Conjure a card named Take Inventory into your hand.
“Cast Elementals to conjure free spells, grow prowess damage, and storm to victory.”
Salacinder and Soot is a prowess creature that rewards you for casting Elementals by conjuring free spells into your hand. Your game plan is to build a deck full of cheap Elemental creatures and spells that trigger prowess and generate value through the conjured cards. You'll cast Elementals early and often, growing Salacinder while filling your hand with Rite of Flame (instant-speed ramp and storm fuel) and Take Inventory (card draw). This creates a snowball effect where each spell makes your commander bigger, draws you cards, and generates mana.
The deck wins through a mix of commander damage and combat overwhelm. Salacinder's trample and prowess mean it scales quickly as you cast spells, often dealing lethal before opponents stabilize. The free spells also enable explosive turns where you chain Elementals into additional mana and cards, potentially storming off with Rite of Flame for a finishing blow. The conjured cards are repeatable, so every Elemental you cast is essentially card advantage on top of your commander's natural threat.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive Elementals like Fury; use cheaper options like Elvish Elemental, Risen Reef, and Leafkin Druid. Replace premium mana rocks with Signets and Talismans.
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