
Mana Value
3
Popularity
#1,521
of 3,381 commanders · via EDHREC
Legendary Creature — Human Fungus Pirate
{T}, Remove a counter from another permanent you control: Populate. Activate only as a sorcery. (Create a token that's a copy of a creature token you control.)
{T}, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
3/3
Midrange · Steady · Group influence · Wins by engines
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.
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.
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.
| # | 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% |