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Legendary Creature — Phyrexian Horror
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. {1}{R/P}{R/P}, Discard two cards: Put an indestructible counter on Solphim. ({R/P} can be paid with either {R} or 2 life.)
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“Red damage-doubler that makes pings and effects deal twice the pain.”
Solphim, Mayhem Dominus is a damage-doubling engine that turns your noncombat damage sources into explosive finishers. Any ping, bolt, or passive damage effect becomes lethal twice as fast—think Chandra planeswalkers, Embercleave hits, or cards like Goblin Arsonist. Your game plan is to load the board with damage-dealing permanents and spells, then watch Solphim turn chip damage into a blowout. The deck wants to survive early, establish Solphim, then chain together damage effects to close out games before opponents stabilize.
You'll be leaning into red's suite of direct damage, pinging effects, and aggressive creatures that deal noncombat damage. Cards like Impact Tremors, Zulaport Cutthroat, and Chandra, Awakened Inferno become premium includes here. The 5/4 body is aggressive enough to pressure life total on its own while your damage doublers fire. Don't underestimate how quickly this commander closes games—doubling even modest damage adds up fast, and opponents can't block spells.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive Chandras; use cheaper pinging creatures like Guttersnipe, Scorch Spitter, and Zulaport Cutthroat alongside budget direct-damage spells like Bolt, Cleansing Wildfire, and Outpost Siege.
Inclusion = % of Solphim, Mayhem Dominus decks running this card. +lift = percentage-point boost over the format average.
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