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Legendary Creature — Elemental Demon
At the beginning of your end step, choose one that hasn't been chosen — • Draw a card. • Each opponent loses 2 life and you gain 2 life. • Sol'Kanar deals 3 damage to up to one other target creature or planeswalker. • Exile Sol'Kanar, then return it to the battlefield under an opponent's control.
“Flexible 5/5 flyer that offers a new powerful mode every turn.”
Sol'Kanar the Tainted is a versatile utility engine that gives you a new mode every turn cycle, letting you adapt to whatever your table needs. Early on, you're drawing cards and draining opponents while building board presence. The real power comes from recognizing that you get to choose a different mode each turn—so you're never locked into one plan. You can pivot between card draw for resources, life drain for clock pressure, creature removal for interaction, or that wild fourth mode that temporarily gives Sol'Kanar to an opponent (which is hilarious and rarely as bad as it sounds, since you get it back).
The deck wins through a combination of commander damage (5/5 flyer is nothing to sneeze at), accumulated drain damage from repeated life loss, and the card advantage you generate to outvalue the table. You're not a combo deck, but rather a grindy control-midrange deck that leverages Sol'Kanar's reliability to stay ahead. Build around cards that synergize with the Izzet-Dimir-Rakdos shell: creatures that benefit from being on the battlefield, effects that reward card draw, and cheap removal to protect your tempo.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive mana bases early—use Evolving Wilds and Bloodstained Mire budget alternatives like Polluted Delta's cheaper versions or basics with Chromatic Lantern as ramp filler instead of dual lands.
Inclusion = % of Sol'Kanar the Tainted decks running this card. +lift = percentage-point boost over the format average.
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