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[ONE] Solphim, Dominus of Mayhem

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[ONE] Solphim, Dominus of Mayhem

Messaggioda alvoi » 19 gen '23, 17:49

Immagine
"come ad un buon protagonista di un buon libro"
Grazie <3
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alvoi
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Re: [ONE] Solphim, Dominus of Mayhem

Messaggioda Junius Halsey » 19 gen '23, 20:27

Scartare [Card]Fiery Temper[/Card] con questa schifo non fa.
Però mi irrita che con tutti gli angeli presenti su questo set diano dei nomi da angeli ebraici a creature non-angelo.
Chi è il tuo Planeswalker a 3 mana preferito, e perché è proprio Karn Liberato?

Il mio Fantaset -- Terra: Last Light viewtopic.php?f=17&t=27861
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Re: [ONE] Solphim, Dominus of Mayhem

Messaggioda Deugemo » 19 gen '23, 20:58

alvoi ha scritto:Immagine

Questa la valuto per anje madness. Un 5/4 con mille segnalini indistruttibile è sempre forte e l'effetto è simpa ma scartare due carte forse va contro lo stile di gioco che vuole per lo più scarti controllati
La notte quando il lago è uno specchio
e la luna si appoggia su di lui
Un' anima inizia a cantare
contenta della malinconia
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Re: [ONE] Solphim, Dominus of Mayhem

Messaggioda Alex » 29 gen '23, 12:13

Riporto un pezzo di articolo in inglese sul Dominus rosso:

For four mana, Solphim, Mayhem Dominus is a 5/4, a fantastic stat line for the cost. Solphim doubles the amount of noncombat damage you deal to opponents and the cards they control. This is an exceedingly powerful effect. Although damage-increasing effects in Red are nothing new, Solphim offers something that few other cards can compete with, due to its immensely threatening stats in conjunction with its ability.

Like the other cards in its cycle, Solphim can become indestructible. You need to discard two cards and pay three mana, two of which are Phyrexian Red, to give Solphim an indestructible counter. This makes Solphim a poor choice for opponents to target with a removal effect like Infernal Grasp. Solphim’s indestructibility effect can be activated at instant speed, meaning that so long as its controller has at least two cards in hand, five life, and one mana open it can always protect itself. The threat of activation of this ability means that its downsides don’t always need to come into effect to keep Solphim safe. Without the ability to reliably kill Solphim in combat, or use most removal effects, opponents are forced to rely on cards that can exile or force sacrifices to destroy the dominus.

One of the best ways to emphasize Solphim’s power is to compare it to other cards which occupy a similar niche. In Standard, many mono-Red aggro decks currently run the card Mechanized Warfare. For three mana, Mechanized Warfare is an enchantment that increases the amount of damage dealt by all of its controller’s Red and Artifact sources by one. Although Solphim is one mana more expensive, it offers significantly more power than Mechanized Warfare. Solphim’s 5/4 stat line puts significant pressure on the opponent, alongside its effect. While Mechanized Warfare only buffs Lightning Strikes and Play With Fires into four and three damage spells respectively, Solphim ups their output to six and four damage. Although, being an enchantment, it would normally be harder to remove Mechanized Warfare than Solphim, Solphim’s ability to become indestructible grants it a significant degree of protection. Whether Solphim will outright replace Mechanized Warfare or will end up being played alongside it remains to be seen.

Solphim may also have prospects in Pioneer. Pioneer has a wider pool of damaging Red spells than Standard does, so Solphim has more tools to work with. Skewer the Critics, Viashino Pyromancer, and Wizard’s Lightning all becoming very intimidating with Solphin in play.
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Re: [ONE] Solphim, Dominus of Mayhem

Messaggioda Fillo94 » 29 gen '23, 14:03

Perfetto per il [Card]Toralf, God of Fury[/Card] che sto montando >):.
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