
Mana Value
3
Popularity
#1,319
of 3,381 commanders · via EDHREC
Legendary Creature — Troll Shaman
Trample
At the beginning of your end step, each player creates a 1/1 green Plant creature token.
Whenever a creature token dies, put a +1/+1 counter on Grismold.
3/3
Midrange · Steady · Group influence · Wins by combat
Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.
+1/+1 counter decks are for players who want small creature upgrades to become permanent pressure across the board. This strategy wants to grow creatures over several turns, using +1/+1 counter commanders, counter doublers, and counter payoffs, to win through combat damage from creatures that keep getting larger. Unlike Tokens, Counters grows creatures over time instead of making many bodies, and unlike Voltron it spreads power beyond one attacker; unlike Proliferate, it focuses on +1/+1 growth rather than every counter type, while Infect is a separate poison plan. Counters matter decks reward pilots who sequence early creatures, multipliers, and protection so each trigger converts into lasting board presence.
Aristocrats decks are for players who enjoy turning expendable creatures into cards, Treasure, damage, and life drain whenever they die. This strategy wants to make cheap bodies, use sacrifice commanders and free outlets, and convert each death trigger into value to win through drain effects or recursive sacrifice loops. Unlike Tokens, it cares less about attacking with many bodies, and unlike broad Sacrifice decks it is specifically built around death trigger payoffs. The best aristocrats commanders let you grind from small pieces while the table decides whether removing your board helps you or hurts them.
Voltron decks are for players who want the game to revolve around one protected attacker and the timing of each combat step. This strategy wants to build one creature, usually a commander, using equipment and auras for power, evasion, and protection, to win through 21 commander damage on each opponent. Unlike Tokens or Aggro, Voltron does not spread pressure across many bodies, and unlike broad Equipment decks the gear is focused on one threat rather than a wider artifact engine. The best Voltron commanders make commander damage decks feel like a resource puzzle: suit up, connect, protect the threat, then rebuild if the table answers it.
| # | Commander | Identity | Strategy | Price | Price Trend |
|---|---|---|---|---|---|
| 01 | Mill | $1.08 | ▲ 80.0% | ||
| 02 | Extra Combats | $0.49 | ▲ 2.1% | ||
| 03 | Treasure | $42.33 | ▼ 0.5% | ||
| 04 | Aristocrats | $4.76 | ▲ 6.2% | ||
| 05 | Lands Matter | $12.84 | ▼ 0.7% | ||
| 06 | Group Hug | $5.63 | ▲ 110.1% | ||
| 07 | Equipment | $7.99 | ▲ 238.6% | ||
| 08 | +1/+1 Counters | $3.94 | ▼ 3.7% |