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COMMANDER(S)
Solphim, Mayhem Dominus
QR Code
R
- Mono Red
Created by  DrBanane
Bracket
7.0 - 7.5
Bracket 4
Average CMC Average CMC
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ANALYSIS

Overview:

This mono-red deck leverages Solphim, Mayhem Dominus to amplify global damage effects and symmetrical burn into lethal threats. The strategy revolves around deploying damage multipliers (e.g., Fiery Emancipation, Dictate of the Twin Gods) and persistent damage sources (e.g., Sulfuric Vortex, Roiling Vortex) to pressure opponents incrementally while enabling explosive turns with Solphim's doubling effect. Key win conditions include stacking multipliers for massive Heartless Hidetsugu activations, leveraging Brash Taunter with fight effects, and overwhelming opponents with scaled damage from cards like Descent into Avernus or All Will Be One. Solphim acts as the linchpin, enabling damage amplification and providing resilience via its indestructible counter ability. The deck's vulnerability lies in its reliance on Solphim and critical enchantments for maximum impact.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4): Prioritize ramp (Sol Ring, Ruby Medallion, Seething Song) and asymmetrical damage sources like Sulfuric Vortex or Roiling Vortex. Cast Solphim ASAP using rituals or land drops. Protect Solphim with its indestructible counter ability if threatened.
  2. Amplification Phase (Turns 4-6): Deploy damage multipliers (Fiery Emancipation, Furnace of Rath) and engines like Descent into Avernus or Urabrask's Forge. Use symmetrical draw (Howling Mine, Anvil of Bogardan) cautiously to refuel while maintaining pressure.
  3. Win Condition Execution (Turns 5-8):
    • Global Burn: Stack multipliers + Solphim to turn incremental damage (e.g., Pyrohemia, Citadel of Pain) into lethal.
    • Combo Kills: Activate Heartless Hidetsugu with 1+ multiplier for instant KO. Use Brash Taunter + Blasphemous Act or fight effects to reflect massive damage.
    • Synergy Payoffs: All Will Be One with oil/descent counters or Ghirapur Orrery for burst damage.

Mulligan Priorities:

  • Keep hands with 2-3 lands, including red sources.
  • Prioritize Solphim + ramp (Sol Ring, Seething Song) or an early damage engine (Sulfuric Vortex, Roiling Vortex).
  • Look for protection (Solphim's ability cost enablers) or a multiplier if ramp is present.
  • Avoid hands lacking ramp, damage sources, or Solphim.

Key Tips:

  • Protect Solphim: Discard proactively to fuel indestructible counters. Time multipliers after Solphim resolves.
  • Break Symmetry: Leverage Solphim to make symmetrical damage asymmetric (e.g., Manabarbs hurts opponents more).
  • Sequence Multipliers: Stack multipliers multiplicatively (e.g., Solphim + Fiery Emancipation = 6x damage).
  • Leverage Treasures: Use Descent into Avernus treasures to cast high-CMC multipliers or activate abilities.

Weaknesses:

Critical

  • Commander Dependency: Removal on Solphim drastically reduces damage output. Limited protection beyond its ability.
  • Enchantment Vulnerability: Lacks enchantment recursion; Bane of Progress or Austere Command cripples the core strategy.
  • Life-Gain Nullification: Leyline of Sanctity or Teferi's Protection blanks damage-based wins.

Moderate

  • Board Wipe Recovery: Minimal creature-based threats; relies on non-creature permanents for recovery.
  • Graveyard Hate: Disrupts Brass's Tunnel-Grinder and Rousing Refrain.
  • Artifact/Enchantment Focus: Struggles against decks with heavy artifact/enchantment removal.

Minor

  • Limited Stack Interaction: Few counterspells; relies on damage-based removal for threats.
  • Self-Damage: Descent into Avernus and Manabarbs can accelerate your own demise.

Most Important Cards:

  • Solphim, Mayhem Dominus (Damage doubling, win enabler)
  • Fiery Emancipation (Triple damage multiplier)
  • Heartless Hidetsugu (Instant KO with multipliers)
  • Descent into Avernus (Scaling damage/treasure engine)
  • Brash Taunter (Damage redirection combo piece)
  • All Will Be One (Synergistic damage/counter payoff)
  • Blasphemous Act (Board wipe + Brash Taunter combo)
  • Dictate of the Twin Gods (Flash-speed damage doubler)
  • Roiling Vortex (Early pressure, anti-life gain)
  • Sulfuric Vortex (Persistent damage, life-gain denial)

Attribute Ratings:

Speed: 7/10

  • Capable of T4-5 wins with Solphim + multipliers + Heartless Hidetsugu/Blasphemous Act, but requires specific sequencing. Average goldfish win: T6-7.

Resilience: 5/10

  • Recovers poorly from board wipes targeting enchantments/artifacts. Solphim's indestructible ability offers limited protection, but the deck lacks recursion and diverse threats.

Consistency: 6/10

  • Multiple damage sources provide redundancy, but scarce tutors (only Spinerock Knoll) and draw reliance on symmetrical effects hinder finding key multipliers.

Interaction: 4/10

  • Efficient damage-based removal (Lightning Bolt, Dead // Gone) handles creatures, but lacks answers to enchantments, combos, or stack interaction beyond niche cards like Bonecrusher Giant.

Rating Justification:

This deck achieves Focused Competitive speed (T5-6 wins) with ideal draws leveraging Solphim and damage multipliers, but its resilience and consistency deficits prevent higher optimization. Vulnerability to commander removal and enchantment wipes restricts it to the lower end of this tier.

Power level: 7.0 - 7.5

DECK LIST
Solphim, Mayhem Dominus
Planeswalker: 2
($8.36)
1
Chandra, Awakened Inferno
4 R R
1
Koth, Fire of Resistance
2 R R
Creature: 14
($10.7)
1
Bloodfire Kavu
2 R R
1
Bonecrusher Giant // Stomp
2 R
1
Brash Taunter
4 R
1
Dagger Caster
3 R
1
Fanatic of Mogis
3 R
1
Fortune Thief
4 R
1
Giant Cindermaw
2 R
1
Giggling Skitterspike
4
1
Goblin Chainwhirler
R R R
1
Heartless Hidetsugu
3 R R
1
Immolation Shaman
1 R
1
Neheb, the Eternal
3 R R
1
Obsidian Fireheart
1 R R R
1
Quakebringer
3 R R
Artifact: 11
($133.32)
1
Anvil of Bogardan
2
1
Brass's Tunnel-Grinder // Tecutlan, the Searing Rift
2 R
1
Caltrops
3
1
Cosmos Elixir
4
1
Ghirapur Orrery
4
1
Howling Mine
2
1
Mana Vault
1
1
Ruby Medallion
2
1
Sol Ring
1
1
Throne of Eldraine
5
1
Urabrask's Forge
2 R
Enchantment: 27
($85.24)
1
Aether Flash
2 R R
1
All Will Be One
3 R R
1
Ancient Runes
2 R
1
Blood Moon
2 R
1
Braid of Fire
1 R
1
Circle of Flame
1 R
1
Citadel of Pain
2 R
1
Court of Ire
3 R R
1
Descent into Avernus
2 R
1
Dictate of the Twin Gods
3 R R
1
Fall of Cair Andros
2 R
1
Fiery Emancipation
3 R R R
1
Fires of Invention
3 R
1
Furnace of Rath
1 R R R
1
Gratuitous Violence
2 R R R
1
Heat of Battle
1 R
1
Leyline of Punishment
2 R R
1
Mana Flare
2 R
1
Manabarbs
3 R
1
Pyrohemia
2 R R
1
Quest for Pure Flame
R
1
Repercussion
1 R R
1
Roiling Vortex
1 R
1
Spellshock
2 R
1
Spiteful Banditry
X R R
1
Sulfuric Vortex
1 R R
1
The Rollercrusher Ride
X 2 R
Instant: 4
($2.17)
1
Dead // Gone
R
1
Lightning Bolt
R
1
Seething Song
2 R
1
Spikefield Hazard // Spikefield Cave
R
Sorcery: 5
($3.8)
1
Blasphemous Act
8 R
1
Burn Down the House
3 R R
1
Crush the Weak
2 R
1
End the Festivities
R
1
Rousing Refrain
3 R R
Land: 36
($22.2)
1
Desert of the Fervent
1
Dwarven Mine
1
Forgotten Cave
1
Madblind Mountain
27
Mountain
1
Muraganda Raceway
1
Shivan Gorge
1
Smoldering Crater
1
Spinerock Knoll
1
Valakut, the Molten Pinnacle

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