
At a glance
- Commander: Sol’Kanar the Tainted
- Colors: Grixis
- Archetype: Grixis end-step inevitability control
- Power tier: mid-high
Cards
The commander’s REAL ability (quoted)
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.
Discrepancy with the assignment scout text (PRINTED TEXT WINS): The scout described the ping mode as able to hit “any target” to “finish a low player.” That is WRONG — the ping mode reads “up to one other target creature or planeswalker” and cannot go to a player’s face. The only face damage Sol’Kanar himself supplies is the drain mode (2 to each opponent). Also critical and unmentioned by the scout: the 4th mode is a drawback — once all the good modes are exhausted you are forced to exile Sol’Kanar and hand him to an opponent. So this is a cycling four-mode menu where you get exactly one Draw, one Drain, and one Ping over a four-end-step cycle, then must give the body away (re-cast from the command zone with the tax). That reshapes the build: the commander is real value but NOT a standalone engine forever, so the deck supplies its own grind via pingers, recursion, and a buyback drain. commander_oracle_ok = true.
Gameplan
Play classic Grixis draw-go: answer the table one-for-one with a deep common removal/counter suite, refill with cheap card advantage, and grind to a win you can’t lose to once the board is stable. Sol’Kanar is the centerpiece value play — cast him on turn 5+, take the Draw and Drain modes for free profit, ping a problem creature, then re-cast from the zone before the give-away mode comes up. The drain mode plus repeated pinger/burn reach plus Gray Merchant / Fireball is the kill.
Inevitability / win condition
Repeatable life loss + reach the table can’t out-grind. Sol’Kanar’s drain (2/cycle), Evincar’s Justice (buyback : 2 damage to each opponent and creatures, recastable every turn — a soft Pestilence that also sweeps x/2s), the pinger package (Cuombajj Witches, Prodigal Sorcerer, Vithian Stinger, Cinder Pyromancer, recurring Geistflame), and drain payoffs (Syphon Life, Gray Merchant of Asphodel) chip every opponent down while removal/counters keep the board clear. Fireball is the X-spell finisher once mana is open. Looter il-Kor is an evasive recurring clock and card-filter. Recursion (Gravedigger, Macabre Waltz, Reaping the Graves, Mortuary Mire) rebuys threats and answers so attrition trends in your favor.
Role breakdown WITH COUNTS (99 non-commander cards)
- Lands — 37: 24 nonbasic (3 guildgates, 2 karoo, a stack of UB/BR/UR taplands, Command Tower / Path of Ancestry / Rupture Spire any-color, Crystal Grotto / Shimmering Grotto / Crumbling Vestige, 2 fetch-lands, Bojuka Bog + Mortuary Mire utility) + 13 basics (6 Island / 4 Swamp / 3 Mountain).
- Ramp / fixing rocks — 10: Prophetic Prism, three Lockets (Dimir/Rakdos/Izzet), Dimir Cluestone, Manalith, Commander’s Sphere, Prismatic Lens, Mind Stone, Guardian Idol. Nearly all double as color fixing.
- Card advantage — 17: Night’s Whisper, Sign in Blood, Read the Bones, Behold the Multiverse, Costly Plunder, Divination, Foresee, Frantic Search, Faithless Looting, Pilfered Plans, Notion Rain, Pirate’s Pillage, plus card-advantage bodies Phyrexian Rager, Sea Gate Oracle, Mulldrifter, Augur of Bolas, Augury Owl.
- Spot removal / interaction — 21: Counterspell, Mana Leak, Negate, Disdainful Stroke, Essence Scatter, Exclude, Dispel (7 counters); Murder, Terminate, Spin Out, Breathe Your Last, Disembowel, Strangling Soot, Wrecking Ball, Lightning Bolt, Searing Spear, Lightning Strike (10 kill spells/burn); Diabolic Edict, Geth’s Verdict, Cruel Edict, Devour Flesh (4 edicts for hexproof/big threats).
- Mass / pseudo-wipe — 2: Drown in Sorrow (-2/-2 all), Evincar’s Justice (buyback recurring 2-damage sweep + table drain).
- Payoffs / engine — 12: Cuombajj Witches, Prodigal Sorcerer, Vithian Stinger, Cinder Pyromancer, Geistflame (5 pingers / recurring ping); Gravedigger, Macabre Waltz, Reaping the Graves (3 recursion); Looter il-Kor (evasive clock); Syphon Life, Gray Merchant of Asphodel (drain reach); Fireball (X finisher).
Manabase / fixing note
~47 colored sources between 24 nonbasic fixing lands and 10 rocks/Prism — every guild pair is covered by a tapland, and Command Tower / Path of Ancestry / Rupture Spire / Crystal Grotto / Shimmering Grotto / Crumbling Vestige plus the Lockets give true three-color fixing for the commander. Fetches (Evolving Wilds, Terramorphic Expanse) thin and fix basics.
Pilot notes
- Sequence Sol’Kanar’s modes greedily: Draw and Drain first, Ping when there’s a real target; recast from the command zone (paying the tax) before the 4th mode forces the give-away. If you must take the give-away mode, do it when you can immediately remove the creature on your opponent’s turn or when you no longer need him.
- Evincar’s Justice with buyback is your inevitability anchor in grindy games — it ticks the whole table and resets x/2 boards every turn for +.
- Hold up counters in the early/mid game; pivot to tapout draw/ramp when the coast is clear.
- Cuombajj Witches’ second ping is opponent-directed, so aim it where the collateral is irrelevant; it’s still a repeatable removal/face engine.
- Fireball + open mana closes games once two opponents are low from drains.
Weaknesses
- No true unconditional board wipe at common — Drown in Sorrow and Evincar’s Justice only catch small/medium creatures, so a wide go-tall board can outrun you. Lean on edicts + counters + spot removal to not fall behind.
- Sol’Kanar’s give-away mode is a real liability; missequencing can hand a 5/5 to an opponent.
- Reach to the face is incremental — you must assemble the drain/pinger grind; you can stall if removal-flooded with no clock.
- Mana is tapland-heavy, so early turns are slow; mulligan hands with zero untapped fixing for a three-pip commander.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Sol'Kanar the Tainted Deck 1 Command Tower 1 Path of Ancestry 1 Rupture Spire 1 Crystal Grotto 1 Shimmering Grotto 1 Crumbling Vestige 1 Dimir Guildgate 1 Rakdos Guildgate 1 Izzet Guildgate 1 Dimir Aqueduct 1 Rakdos Carnarium 1 Dismal Backwater 1 Bloodfell Caves 1 Swiftwater Cliffs 1 Submerged Boneyard 1 Cinder Barrens 1 Highland Lake 1 Contaminated Aquifer 1 Molten Tributary 1 Evolving Wilds 1 Terramorphic Expanse 1 Bojuka Bog 1 Mortuary Mire 1 Desert of the Mindful 6 Island 4 Swamp 3 Mountain 1 Prophetic Prism 1 Dimir Locket 1 Rakdos Locket 1 Izzet Locket 1 Dimir Cluestone 1 Mind Stone 1 Commander's Sphere 1 Prismatic Lens 1 Manalith 1 Guardian Idol 1 Night's Whisper 1 Sign in Blood 1 Read the Bones 1 Behold the Multiverse 1 Costly Plunder 1 Divination 1 Phyrexian Rager 1 Sea Gate Oracle 1 Mulldrifter 1 Counterspell 1 Mana Leak 1 Negate 1 Disdainful Stroke 1 Murder 1 Terminate 1 Spin Out 1 Diabolic Edict 1 Geth's Verdict 1 Lightning Bolt 1 Searing Spear 1 Lightning Strike 1 Wrecking Ball 1 Breathe Your Last 1 Disembowel 1 Drown in Sorrow 1 Evincar's Justice 1 Cuombajj Witches 1 Prodigal Sorcerer 1 Vithian Stinger 1 Cinder Pyromancer 1 Geistflame 1 Gravedigger 1 Macabre Waltz 1 Reaping the Graves 1 Looter il-Kor 1 Augur of Bolas 1 Syphon Life 1 Gray Merchant of Asphodel 1 Fireball 1 Foresee 1 Frantic Search 1 Faithless Looting 1 Pilfered Plans 1 Notion Rain 1 Devour Flesh 1 Strangling Soot 1 Dispel 1 Pirate's Pillage 1 Essence Scatter 1 Augury Owl 1 Cruel Edict 1 Exclude