
Mana Value
5
Popularity
#861
of 3,381 commanders · via EDHREC
Legendary Creature — God
Whenever a creature with a -1/-1 counter on it dies, draw a card.
{1}{B}{R}: Put a -1/-1 counter on another target creature.
When The Scorpion God dies, return it to its owner's hand at the beginning of the next end step.
6/5
Control · Steady · Heavy interaction · Incremental wins
Infect decks are for players who want life totals to matter less than reaching ten poison on each opponent. This strategy wants to connect with infect and toxic creatures, using pump spells, evasion, protection, and infect commanders, to win through poison counter decks EDH opponents have to answer early. In the Counters, Proliferate, and Infect overlap, Counters grows creatures, Proliferate multiplies many counter types, and Infect is the poison win condition that proliferate can accelerate. The social cost is real: once poison appears, the table often treats you as the first threat, and some pods restrict the mechanic before deck selection.
Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.
Proliferate decks are for players who want one trigger to move several counter-based plans forward at the same time. This strategy wants to place useful counters first, using +1/+1 counters, poison, loyalty, charge counters, and repeatable proliferate commanders, to win through a grown board, planeswalker ultimates, or the final poison counter. Unlike +1/+1 Counters, Proliferate multiplies any counter type rather than only creature size, and unlike Infect it can use poison as one route without making ten poison the whole plan. Counter synergy EDH decks built around proliferate reward pilots who seed the right counters, then chain small increases until every permanent matters.
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.
| # | 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% |