Sol Ring

Sol Ring: INFO

  • Used in 14 decks in EDH Chamber
  • Found in 50 different themes in EDH Chamber
  • 1.01

    Themes for Sol Ring

    This data is collected from the articles deck lists in EDH Chamber.

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    Sol Ring seems to be an EDH staple as it has so many differents themes listed!

    Illustrated by James Ryman

    Aristocrats

    Aristocrat decks are a combination of sacrifice effects, reanimating and value creation. Wincons revolve around multiple triggers, either from dying, ETB or cast triggers.

    Cathars Crusade: Illustrated by Karl Kopinski

    +1/+1 counters

    White has many great support spells and permanents for +1/+1 counters theme. Counters theme is often combined with White-weenie or token strategy and turns the small creatures into a formidable force.

    Archfiend of Ifnir: Illustrated by Seb McKinnon

    -1/-1 Counters

    -1/-1 counters are an opposite of +1/+1 counters. -1/-1 counter decks use -1/-1 counters as a resource and manipulate them for their benefit. Moving, adding and removing the counters on the right moment can turn the tide of the game.

    Anointed Procession: Illustrated by Victor Adame Minguez

    Tokens

    Mono white token decks aim to create a mass of small creature tokens and then with anthem effects or +1/+1 counter defeat the opponents in combat. White token decks are aggressive decks and aim to flood the battlefield soon rather than later due to the weaker card draw mono white has access to.

    Sygg, River Cutthroat: Illustrated by Jeremy Enecio

    Tempo

    Tempo is a way to describe decks focusing on heavy interaction with efficient mana usage. Tempo decks play a few threats early, and try to chip away opponents HP and resources. Tempo decks are not the fastest decks causing damage, and aim to dragging the game a bit longer, and preventing opponents plans with right timed removals.

    Fallen Shinobi: Illustrated by Tomasz Jedruszek

    Saboteur

    Saboteur is an effect on a creature triggered whenever the creature deals combat damage to an opponent. Many saboteur creatures have evasion and can wreck havoc with their effects if unanswered.

    Merfolk Spy: Illustrated by Matt Cavotta & Richard Whitters

    Unblockable

    Unblockable creatures often have strong evasion, like flying or fear, or they are simply unblockable. Highly evasive creatures tend to have lower power to balance the strong effect of free damage in combat and tend to have lower toughness too.

    Demonic Embrace: Illustrated by Sidharth Chaturvedi

    Discard

    The ways to discard are plenty: cycling, rummaging, end steps discard phase, to name a few. Discard decks are built around triggers from discarding, like madness and synergizes well with reanimating.

    Cathars Crusade: Illustrated by Karl Kopinski

    +1/+1 counters

    White has many great support spells and permanents for +1/+1 counters theme. Counters theme is often combined with White-weenie or token strategy and turns the small creatures into a formidable force.

    Puresteel Paladin: Illustrated by Jason Chan

    Voltron

    Voltron decks focus on commander damage or a few creatures and turns them into massive, protection-from-everything kind of creatures and finishing off the opponents in combat.

    Lifelink: Illustrated by Terese Nielsen

    Lifegain

    Lifegain is one of the the most popular themes in EDH. Multiple triggers to gain life and value received from the lifegain triggers are really fun to follow as a player. Often lifegain is combined with another theme, +1/+1 counters or creature tokens, as pure lifegain is often not powerful enough to win the game.

    Isochron Scepter: Illustrated by Mark Harrison

    Combo

    Combo decks are control heavy decks, running a heavy amount of card draw or tutors. If the decks get to assemble the combo pieces the game often ends in an infinite combo.

    Cathars Crusade: Illustrated by Karl Kopinski

    +1/+1 counters

    White has many great support spells and permanents for +1/+1 counters theme. Counters theme is often combined with White-weenie or token strategy and turns the small creatures into a formidable force.

    Barony Vampire: Illustrated by Daarken

    Vampire tribal

    Vampire tribal is second most popular mono black tribal. Eternal vampire have a multitude of different commanders available and different game plans, too. One vampire tribal can focus on full combat with lord effects, other focusing on life gain and life loss and third can focus on stealing other players creatures.

    You Find Some Prisoners: Illustrated by Lie Setiawan

    Cast from Exile

    Casting from exile is often found from red, and sometimes carries over combinations like rakdos or even mono black. Some popular cast from exile ways are madness, adventures, cascade and impulsive draw.

    Etali, Primal Storm: Illustrated by Raymond Swanland

    Theft Cast

    Casting other players spells is mostly found in Grixis colors. Ways to steal spells tend to focus around exiling libraries and abusing opponents graveyards most of the time. Decks focusing on opponents spells is close to chaos decks and can cause some irritation in the play group.

    Demon of Loathing: Illustrated by Tomasz Jedruszek

    Demon Tribal

    Drakuseth, Maw of Flames: Illustrated by Grzegorz Rutkowski

    Dragon tribal

    Dragons, alongside Goblins, are reds primary creature types. Dragons are reds strongest creatures and most of the expansions have some kind of red dragon in them. As dragons are expensive to cast, dragon tribal decks run multiple cost reduction effects and have ways to cheat the expensive dragons on the battlefield.

    Avacyn, Angel of Hope: Illustrated by Jason Chan

    Angel Tribal

    Angels are one of Magics strongest creatures, and are comparable to Dragons and Demons. Angels are strong, flying creatures, with often static abilities or strong ETB triggers.

    Sneak Attack: Illustrated by Tyler Jacobson

    Cheat Permanents

    Cheating permanents to the battlefield is available in every colours. How the permanents are cheated into play depends on the colours available, eg black uses reanimation from the battlefield and red uses sneaking, meaning the permanent will be sacced in the end of the turn.

    Cryptic Command: Illustrated by Jason Rainville

    Cantrips

    Cantrips are spells with a draw effect on them. Cantrip decks are often instant and sorcery spell slinger decks and aim to cast as many cantrips as possible and creating value from the cast triggers.

    Demonic Embrace: Illustrated by Sidharth Chaturvedi

    Discard

    The ways to discard are plenty: cycling, rummaging, end steps discard phase, to name a few. Discard decks are built around triggers from discarding, like madness and synergizes well with reanimating.

    Isochron Scepter: Illustrated by Mark Harrison

    Combo

    Combo decks are control heavy decks, running a heavy amount of card draw or tutors. If the decks get to assemble the combo pieces the game often ends in an infinite combo.

    Lightning bolt: Illustrated by Christopher Moeller

    Burn

    Burn is reds primary mechanics. Red can deal massive amounts of damage to single target or deal multiple amounts of single damage to multiple targets. Burn decks aim to win with massive outbursts of big, uncounterable and unpreventable damage to opponents (and sometimes the burn player itself).

    Sneak Attack: Illustrated by Tyler Jacobson

    Cheat Permanents

    Cheating permanents to the battlefield is available in every colours. How the permanents are cheated into play depends on the colours available, eg black uses reanimation from the battlefield and red uses sneaking, meaning the permanent will be sacced in the end of the turn.

    Cryptic Command: Illustrated by Jason Rainville

    Cantrips

    Cantrips are spells with a draw effect on them. Cantrip decks are often instant and sorcery spell slinger decks and aim to cast as many cantrips as possible and creating value from the cast triggers.

    Illustrated by James Ryman

    Aristocrats

    Aristocrat decks are a combination of sacrifice effects, reanimating and value creation. Wincons revolve around multiple triggers, either from dying, ETB or cast triggers.

    Phantasmal Image: Illustrated by Nils Hamm

    Illusion tribal

    Illusions are mostly blue creatures and some times have a specific characteristic: if they are targeted with a spell or activated ability the creature is sacrificed.

    Brainstorm: Illustrated by Willian Murai

    Draw matters

    Draw matters decks gets value out of card draw triggers. Value can be anthem effects, tapping creatures or straight up life loss for the opponents. Draw matter decks run a high amount of interactions and tend to draw during opponents end steps.

    Anointed Procession: Illustrated by Victor Adame Minguez

    Tokens

    Mono white token decks aim to create a mass of small creature tokens and then with anthem effects or +1/+1 counter defeat the opponents in combat. White token decks are aggressive decks and aim to flood the battlefield soon rather than later due to the weaker card draw mono white has access to.

    Combat Celebrant: Illustrated by Chris Rallis

    extra combats

    Decks with heavy focus on "at the beginning of combat" triggering commanders synergize well with extra combats. Extra combats decks' main strategy is often multiple extra combats or even infinite amounts with a combo!

    Isochron Scepter: Illustrated by Mark Harrison

    Combo

    Combo decks are control heavy decks, running a heavy amount of card draw or tutors. If the decks get to assemble the combo pieces the game often ends in an infinite combo.

    Terra Stomper: Illustrated by Goran Josic

    Stompers

    As green has the best mana ramp options in the format, and the biggest creatures, too, it is only natural that big creatures / stompers decks are popular in mono green. Stomper decks have lots of ramp in them, and aim to cast big creatures to wreak havoc to the opponents.

    Drakuseth, Maw of Flames: Illustrated by Grzegorz Rutkowski

    Dragon tribal

    Dragons, alongside Goblins, are reds primary creature types. Dragons are reds strongest creatures and most of the expansions have some kind of red dragon in them. As dragons are expensive to cast, dragon tribal decks run multiple cost reduction effects and have ways to cheat the expensive dragons on the battlefield.

    Clone: Illustrated by Kev Walker

    Clones

    Mono blue has multiple ways to clone own or opponents permanents. The gameplay changes effectively, when you get to play your opponents biggest threats, too and clone decks can lead to some very weird and interesting situations.

    Power Artifact: Illustrated by Terese Nielsen

    Artifacts

    Artifact decks aim to interact and gain advantage with own artifacts by copying them, turning them into creatures and simply create new artifacts as tokens. Artifact decks are very popular and they have multiple infinite loops.

    Prosperous Pirates: Illustrated by Josh Hass

    Pirate tribal

    Pirate tribals are creature heavy decks focusing on controlling and preventing opponents from winning with resource efficient interactions. Pirate decks are less combat focused than many other tribal decks.

    Treasure: Illustrated by Alayna Danner

    Treasures

    Treasures are artifact tokens similar to Gold tokens. Treasures have an activated ability to create one mana of any color, by tapping and saccing the token. Treasures are available in every color but focusing on red and green.

    Cryptic Command: Illustrated by Jason Rainville

    Cantrips

    Cantrips are spells with a draw effect on them. Cantrip decks are often instant and sorcery spell slinger decks and aim to cast as many cantrips as possible and creating value from the cast triggers.

    Anointed Procession: Illustrated by Victor Adame Minguez

    Tokens

    Mono white token decks aim to create a mass of small creature tokens and then with anthem effects or +1/+1 counter defeat the opponents in combat. White token decks are aggressive decks and aim to flood the battlefield soon rather than later due to the weaker card draw mono white has access to.

    Caged Zombie: Illustrated by Josh Hass

    Zombie tribal

    Zombies are first and foremost: black creatures. Mono black is the original zombie tribal colours, and later received multiple great cards in Dimir colors.

    With mono black zombie tribals are fully combat focused decks with resource advantage from abusing the graveyard. With looting effects, discard and creatures dying the graveyard is zombie decks most valuable resource after the zombies on the battlefield.

    Illustrated by James Ryman

    Aristocrats

    Aristocrat decks are a combination of sacrifice effects, reanimating and value creation. Wincons revolve around multiple triggers, either from dying, ETB or cast triggers.

    Reanimate: Illustrated by Johann Bodin

    Reanimate

    Reanimate decks brings back creatures from the graveyard straight to the battlefield. The reanimated creatures are often expensive to cast, like demons, and are complete haymakers compared to the reanimation costs.

    Power Artifact: Illustrated by Terese Nielsen

    Artifacts

    Artifact decks aim to interact and gain advantage with own artifacts by copying them, turning them into creatures and simply create new artifacts as tokens. Artifact decks are very popular and they have multiple infinite loops.

    Cryptic Command: Illustrated by Jason Rainville

    Cantrips

    Cantrips are spells with a draw effect on them. Cantrip decks are often instant and sorcery spell slinger decks and aim to cast as many cantrips as possible and creating value from the cast triggers.

    Isochron Scepter: Illustrated by Mark Harrison

    Combo

    Combo decks are control heavy decks, running a heavy amount of card draw or tutors. If the decks get to assemble the combo pieces the game often ends in an infinite combo.

    Llanowar elves: Illustrated by Chris Rahn

    Elf tribal

    Elves are greens primary creature type since the beginning. Elf decks run a huge amount elf mana dorks and the are able to produce infinite and close-to-infinite amounts of mana, as the cards mana output increases with the amount of elves controlled. Elf tribals are combat focused.

    Grindstone: Illustrated by Greg Simanson

    Mill

    Milling in mono blue can be done in two clear ways: self-mill or regular mill. In self-mill, blue usually tries to find some kind of an infinite loop piece and retrieve it from the graveyard or run the Thassa's Oracle or Laboratory Maniac combo. In the regular mill the goal is to mill opponents whole libraries and win by having an opponent draw from an empty library.

    Lifelink: Illustrated by Terese Nielsen

    Lifegain

    Lifegain is one of the the most popular themes in EDH. Multiple triggers to gain life and value received from the lifegain triggers are really fun to follow as a player. Often lifegain is combined with another theme, +1/+1 counters or creature tokens, as pure lifegain is often not powerful enough to win the game.

    Barony Vampire: Illustrated by Daarken

    Vampire tribal

    Vampire tribal is second most popular mono black tribal. Eternal vampire have a multitude of different commanders available and different game plans, too. One vampire tribal can focus on full combat with lord effects, other focusing on life gain and life loss and third can focus on stealing other players creatures.

    Articles with Sol Ring in the deck list

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    When Streets of New Capennas Obscura deck was released I immediately found Kamiz interesting, as the commander allows many different strategies varying from unblockable to draw matters, from discarding to reanimating in Esper colors. This is my take on Kamiz as a mix of all as a strong Tempo deck.
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    Evelyn, the Covetous: Illustrated by Marta Nael

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