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Rules guide · Artifact

Sol RingHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Star Trek Commander· November 13, 2026
Carte Magic Sol Ring

Sol Ring is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

{T}: Add {C}{C}.

Complete guide

Sol Ring is a {1} artifact with a simple ability: tap it to add two colorless mana. Understanding when that mana becomes available—and what it can pay for—helps you use it correctly.

What Sol Ring Does

Sol Ring’s ability, “{T}: Add {C}{C},” produces two colorless mana. Colorless is not a color: this mana can pay generic costs such as {1}, or costs specifically requiring colorless mana, but it cannot pay colored mana symbols. Tapping Sol Ring is the activation cost, so it normally must be untapped to activate its ability. As long as it is not a creature, you can tap it this way even on the turn it enters the battlefield.

How It Resolves, Step by Step

First, cast Sol Ring by paying its {1} cost. Sol Ring is a spell on the stack, so players can respond before it resolves. When it resolves, it enters the battlefield normally untapped. Once you can activate its ability, tap Sol Ring to pay the cost. This is an activated mana ability: it does not use the stack and resolves immediately, adding {C}{C}. Players cannot respond to that activation. You may also activate it when a rule or effect asks for a mana payment, including while casting a spell. Example 1 — Sol Ring and Swiftfoot Boots: During your main phase, with the stack empty, suppose you control Sol Ring, Swiftfoot Boots, and a creature. Tap Sol Ring to add {C}{C}, then activate Swiftfoot Boots’s equip ability, targeting that creature and paying {1} with one of the mana. The equip ability uses the stack, so players may respond. If it resolves with its target still legal, Swiftfoot Boots attaches to the creature, which gains hexproof and haste. The other colorless mana remains available until you spend it or the current step or phase ends.

Common Mistakes

Sol Ring produces mana; it does not search for lands or put lands onto the battlefield. Its ability also does not turn colorless mana into colored mana. Unspent mana normally disappears as each step or phase ends, so tapping Sol Ring does not let you save its mana for a later phase. Example 2 — Sol Ring and Arcane Signet: Suppose your commander’s color identity includes blue and you control both artifacts untapped. Tap Sol Ring to add {C}{C}, then tap Arcane Signet and choose blue to add {U}. You now have two colorless mana and one blue mana available. Only the blue mana can pay a {U} requirement; Sol Ring’s mana can cover generic or colorless requirements. Swiftfoot Boots grants haste to its equipped creature, not to Sol Ring. Sol Ring normally needs no haste because the restriction commonly called “summoning sickness” applies only to creatures.

When to Play and Tap It

You can normally cast Sol Ring during your main phase when the stack is empty and you have priority. Once it resolves, it can immediately help pay subsequent costs. Usually, wait to activate its ability until you have a payment to make, rather than risk losing unspent mana at the end of a step or phase. Example 3 — Moving Swiftfoot Boots twice: Suppose you control an untapped Sol Ring, Swiftfoot Boots, and two creatures during your main phase with the stack empty. Tap Sol Ring for {C}{C}. Spend one mana to activate equip targeting the first creature. After that ability resolves and you again have priority with the stack empty, spend the remaining mana to activate equip targeting the second creature. If that ability resolves, the Equipment moves to the second creature: the first loses the hexproof and haste granted by Swiftfoot Boots, and the second gains them.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Sol Ring

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Popular combos

Real combos played by the community, sorted by popularity.

Hullbreaker Horror
+Sol Ring
#1

Hullbreaker Horror + Sol Ring

Infinite colorless manaInfinite storm count
  1. 1Activate Sol Ring by tapping it, adding {C} {C}.
  2. 2Cast the permanent that can be cast using {C} by paying its mana cost.
  3. 3Hullbreaker Horror triggers, returning Sol Ring from the battlefield to your hand.
  4. 4Cast Sol Ring by paying {1}.
  5. 5Hullbreaker Horror triggers, returning the permanent cast in step 2 from the battlefield to your hand.
  6. 6Repeat.
  7. 7If the permanent can be cast by paying {0}, this combo nets infinite colorless mana.
Teferi, Time Raveler
+Displacer Kitten
+Sol Ring
#2

Teferi, Time Raveler + Displacer Kitten + Sol Ring

Infinite card drawInfinite draw triggersNear-infinite colorless manaNear-infinite storm count
  1. 1Cast Sol Ring by paying {1}.
  2. 2Displacer Kitten triggers, blinking Teferi.
  3. 3Activate Sol Ring by tapping it, adding {C}{C}.
  4. 4Activate Teferi's second loyalty ability by removing three loyalty counters from it, returning Sol Ring from the battlefield to your hand and drawing a card.
  5. 5Repeat.
Tidespout Tyrant
+Sol Ring
#3

Tidespout Tyrant + Sol Ring

Infinite colorless manaInfinite storm count
  1. 1Cast Sol Ring by paying its mana cost.
  2. 2Tidespout Tyrant triggers, returning a nontoken permanent that can be cast using {C} from the battlefield to your hand.
  3. 3Activate Sol Ring by tapping it, adding {C}{C}.
  4. 4Cast the nontoken permanent returned in step 2 by paying its mana cost.
  5. 5Tidespout Tyrant triggers, returning Sol Ring from the battlefield to your hand.
  6. 6Repeat.
Valley Floodcaller
+Retraction Helix
+Sol Ring
#4

Valley Floodcaller + Retraction Helix + Sol Ring

Infinite storm countInfinite untap of some creatures you controlInfinite power and toughness for certain creatures until end of turnInfinite colorless mana
  1. 1Cast Retraction Helix by paying {U}, targeting a Bird, Rat, Otter and/or Frog you control that does not have summoning sickness.
  2. 2Valley Floodcaller triggers, giving Birds, Otters, Frogs and Rats you control +1/+1 until end of turn and untapping them.
  3. 3Resolve Retraction Helix.
  4. 4Cast Sol Ring by paying its mana cost.
  5. 5Valley Floodcaller triggers, giving Birds, Otters, Frogs and Rats you control +1/+1 until end of turn and untapping them.
  6. 6Activate Sol Ring by tapping it, adding {C}{C}.
  7. 7Activate the creature targeted by Retraction Helix by tapping it, returning Sol Ring from the battlefield to your hand.
  8. 8Repeat from step 4.
Scrap Trawler
+Myr Retriever
+Krark-Clan Ironworks
+Sol Ring
#5

Scrap Trawler + Myr Retriever + Krark-Clan Ironworks + Sol Ring

Infinite blinking of some artifactsInfinite colorless manaInfinite death triggersInfinite creature ETB
  1. 1Activate Krark-Clan Ironworks by sacrificing Myr Retriever, adding {C}{C}.
  2. 2Myr Retriever dies, triggering itself and Scrap Trawler.
  3. 3Resolve the Myr Retriever trigger, returning Junk Diver from your graveyard to your hand.
  4. 4Resolve the Scrap Trawler trigger, returning Sol Ring from your hand to your graveyard.
  5. 5Cast Sol Ring by paying {1}.
  6. 6Activate Sol Ring by tapping it, adding {C}{C}.
  7. 7Activate Krark-Clan Ironworks by sacrificing Sol Ring, adding {C}{C}.
  8. 8Scrap Trawler triggers, choose not to return an artifact to your hand.
Valley Floodcaller
+Banishing Knack
+Sol Ring
#6

Valley Floodcaller + Banishing Knack + Sol Ring

Infinite storm countInfinite untap of some creatures you controlInfinite power and toughness for certain creatures until end of turnInfinite colorless mana
  1. 1Cast Banishing Knack by paying {U}, targeting a Bird, Rat, Otter and/or Frog you control that does not have summoning sickness.
  2. 2Valley Floodcaller triggers, giving Birds, Otters, Frogs and Rats you control +1/+1 until end of turn and untapping them.
  3. 3Resolve Banishing Knack.
  4. 4Cast Sol Ring by paying its mana cost.
  5. 5Valley Floodcaller triggers, giving Birds, Otters, Frogs and Rats you control +1/+1 until end of turn and untapping them.
  6. 6Activate Sol Ring by tapping it, adding {C}{C}.
  7. 7Activate the creature targeted by Banishing Knack by tapping it, returning Sol Ring from the battlefield to your hand.
  8. 8Repeat from step 4.
Myr Welder
+Staff of Domination
+Sol Ring
#7

Myr Welder + Staff of Domination + Sol Ring

Infinite card drawInfinite draw triggersInfinite lifegainInfinite lifegain triggers
  1. 1Activate Myr Welder using Sol Ring's ability by tapping it, adding {C}{C}
  2. 2Activate Myr Welder using Staff of Domination's first ability by paying {1}, untapping it.
  3. 3Repeat.
Teshar, Ancestor's Apostle
+Sol Ring
+Scrap Trawler
+Krark-Clan Ironworks
#8

Teshar, Ancestor's Apostle + Sol Ring + Scrap Trawler + Krark-Clan Ironworks

Infinite creature LTBInfinite creature ETBInfinite creature sacrifice triggersInfinite death triggers
  1. 1Cast Sol Ring by paying {1}.
  2. 2Teshar triggers, returning Scrap Trawler from your graveyard to the battlefield.
  3. 3Activate Sol Ring by tapping it, adding {C}{C}.
  4. 4Activate Krark-Clan Ironworks by sacrificing Sol Ring.
  5. 5When Sol Ring leaves the battlefield, Scrap Trawler triggers, returning any mana value 0 artifact from your graveyard to the battlefield.
  6. 6Activate Krark-Clan Ironworks by sacrificing Scrap Trawler.
  7. 7When Scrap Trawler dies, it triggers, returning Sol Ring from your graveyard to the battlefield.
  8. 8Repeat.
03

Legal formats

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Meta decks with Sol Ring

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