Last updated on February 2, 2026

Felothar, Dawn of the Abzan - Illustration by Victor Adame Minguez

[REPLACE CARD]Felothar, Dawn of the Abzan[/REPLACE] | Illustration by Victor Adame Minguez

Aside from actual factual physical cards, +1/+1 counters are probably the most common game piece in Magic. A quick Scryfall search reveals a massive pool of thousands of cards that use +1/+1 counters in some way. It’s one of the most popular and well-supported deck types, and you will play with and against counter decks during your Magic career.

A +1/+1 counter deck flourishes in Commander with all the support one could possibly desire. Not only do your counter commanders get to pull from a 30-year history of payoffs, but nearly every new set has something to add to the strategy. And that means there’s an absolute treasure trove of +1/+1 counter commanders at your disposal.

Let’s take a look at them!

Table of Contents show

What Are Plus One Counter Commanders in MTG?

Kurbis, Harvest Celebrant - Illustration by Irvin Rodriguez

[REPLACE CARD]Kurbis, Harvest Celebrant[/REPLACE] | Illustration by Irvin Rodriguez

A +1/+1 counter commander is a legendary permanent that can be your commander and interacts with +1/+1 counters in a meaningful way. There’s an incredible roster of legendaries that pick up or move counters around in one way or another, and this list will emphasize commanders than specifically interact with counters outside of just growing larger and hitting harder.

There are some sub-themes that benefit from +1/+1 counters, like fling decks or high-power matters decks. But those aren’t explicit counter payoffs, just cards that complement a +1/+1 counter strategy, so they’ll only pop up periodically on this list. I want deliberate counter payoffs here, and even with these restrictions the list needs to be narrowed down quite a bit.

#62. Experiment Kraj

[REPLACE IMG]Experiment Kraj[/REPLACE]

Travel back to 2014 and this list probably only has 10-15 entries and [REPLACE CARD]Experiment Kraj[/REPLACE] is probably fighting for a top slot. Kraj is actively weak by today’s standards, but we pay our respects to the champions of a different era.

#61. Kurbis, Harvest Celebrant

[REPLACE IMG]Kurbis, Harvest Celebrant[/REPLACE]

[REPLACE CARD]Kurbis, Harvest Celebrant[/REPLACE] is made up of counters and protects your other countered-up creatures, though it feels like a support piece rather than a commander. Maybe fight spells are the way to go, but Kurbis can’t target itself, and only preventing damage is a shoddy form of protection at best.

#60. Vish Kal, Blood Arbiter

[REPLACE IMG]Vish Kal, Blood Arbiter[/REPLACE]

[REPLACE CARD]Vish Kal, Blood Arbiter[/REPLACE] is a very good +1/+1 counter payoff with a very bad mana value. It turns counters into removal, but it’s hard to justify running a card of this cost as your commander. Maybe a [REPLACE CARD]Geode Golem[/REPLACE] or [REPLACE CARD]Command Beacon[/REPLACE] can make it work.

#59. Blaster, Combat DJ / Blaster, Morale Booster

I love writing for y’all because sometimes I discover awesome new cards to share. Other times I have to read a Transformer card and I wonder if it’s time to retire. Look, [REPLACE CARD]Blaster, Combat DJ[/REPLACE]/[REPLACE CARD]Blaster, Morale Booster[/REPLACE] and the rest of the Transformers gang are just needlessly complicated, so trust me when I say there’s some decent +1/+1 counter stuff going on here, but the mental load isn’t really worth it.

#58. Jackal, Genius Geneticist

[REPLACE IMG]Jackal, Genius Geneticist[/REPLACE]

[REPLACE CARD]Jackal, Genius Geneticist[/REPLACE] might be the weirdest +1/+1 counter commander. The counters are auxiliary to its primary purpose, which is to copy spells, but counter doublers like [REPLACE CARD]Hardened Scales[/REPLACE] and counter manipulators like [REPLACE CARD]Goldberry, River-Daughter[/REPLACE] give you far more control over what you copy. Once you have all those cards, there’s no reason to avoid more support like [REPLACE CARD]Danny Pink[/REPLACE] and [REPLACE CARD]Rishkar, Peema Renegade[/REPLACE].

#57. Zegana, Utopian Speaker

[REPLACE IMG]Zegana, Utopian Speaker[/REPLACE]

[REPLACE CARD]Zegana, Utopian Speaker[/REPLACE] exists as a woefully unexciting commander. Granting creatures trample is easier than wetting a dry sponge, so it’s not like Zegana’s doing anything special. Still, it’s a counter payoff and enabler with popular creature types, so it’s far from offensive.

#56. Lonis, Genetics Expert

[REPLACE IMG]Lonis, Genetics Expert[/REPLACE]

[REPLACE CARD]Lonis, Genetics Expert[/REPLACE] combines [REPLACE CARD]Clue[/REPLACE]s and counters for an intriguing Simic commander. Artifacts and +1/+1 counters overlap enough to brew around—for example, slapping [REPLACE CARD]Tarrian's Soulcleaver[/REPLACE] onto something with a [REPLACE CARD]Krark-Clan Ironworks[/REPLACE] hanging around creates infinite mana and two infinitely large creatures.

If infinite loops aren’t your thing, you could turn Lonis’s [REPLACE CARD]Clue[/REPLACE]s into lethal attackers with [REPLACE CARD]Displaced Dinosaurs[/REPLACE] or [REPLACE CARD]Rise and Shine[/REPLACE]—the latter of which pairs nicely with counter cards like [REPLACE CARD]Vorinclex, Monstrous Raider[/REPLACE].

#55. Nils, Discipline Enforcer

[REPLACE IMG]Nils, Discipline Enforcer[/REPLACE]

Group hug decks might be interested in [REPLACE CARD]Nils, Discipline Enforcer[/REPLACE], though it’s better suited to the 99. It has a mini [REPLACE CARD]Ghostly Prison[/REPLACE] ability linked to counters on your opponents’ creatures, though the problem is that your opponents can just kill Nils and attack after picking up some counters. It’s a political card that incidentally fairs well against opposing counter-based decks.

#54. Alharu, Solemn Ritualist

[REPLACE IMG]Alharu, Solemn Ritualist[/REPLACE]

If you want [REPLACE CARD]Abzan Ascendancy[/REPLACE] in your command zone, [REPLACE CARD]Alharu, Solemn Ritualist[/REPLACE] does the trick. It’s an imminently fair card that feels like an uncommon, but lower rarities need some love too. A good GB partner can definitely add appeal and make Alharu a complete Abzan commander.

#53. Zimone, Paradox Sculptor

[REPLACE IMG]Zimone, Paradox Sculptor[/REPLACE]

[REPLACE CARD]Zimone, Paradox Sculptor[/REPLACE] almost renders [REPLACE CARD]Vorel of the Hull Clade[/REPLACE] completely obsolete. Not only do you get twice as many targets for the same activation cost, this iteration of Strixhaven’s child prodigy spreads the counters around itself, so you don’t need any other setup cards except a creature or two. Vorel has nostalgia value, plus a vividly different creature type, but I struggle to see this as anything less than an update to an old commander.

#52. Rishkar, Peema Renegade

[REPLACE IMG]Rishkar, Peema Renegade[/REPLACE]

You’ll usually spot [REPLACE CARD]Rishkar, Peema Renegade[/REPLACE] in the 99 of counter decks, rarely appearing as the actual commander. It has a strong ramp/counter ability, it just lacks the oomph to actually lead an entire deck. It was downshifted to uncommon in Commander Masters, so maybe the Pauper Commander community can fill me in on how it’s doing there.

#51. Vogar, Necropolis Tyrant

[REPLACE IMG]Vogar, Necropolis Tyrant[/REPLACE]

If this is your first time ever seeing [REPLACE CARD]Vogar, Necropolis Tyrant[/REPLACE], leave me a comment letting me know. Vogar picks up counters naturally as creatures die during your turn, but you’ll want other +1/+1 counter effects to power up this death trigger.

#50. Master Chef

[REPLACE IMG]Master Chef[/REPLACE]

This card’s one letter away from making me pick up Halo again. [REPLACE CARD]Master Chef[/REPLACE] is the +1/+1 counter background of choice, though that implies you’re pairing it with a “choose a background” commander. You can always slot it into the 99 (or 98), which can double its effectiveness with two other partner/background commanders at the helm.

#49. Kros, Defense Contractor

[REPLACE IMG]Kros, Defense Contractor[/REPLACE]

[REPLACE CARD]Kros, Defense Contractor[/REPLACE] is interesting in theory, until it’s just you and one other player and you’re forced to keep buffing up your opponent’s creatures. It’s fun against multiple opponents and rewards you for finding unique counters to place on opposing creatures.

#48. Arcee, Sharpshooter / Arcee, Acrobatic Coupe

[REPLACE CARD]Arcee, Acrobatic Coupe[/REPLACE] has a heroic-like ability that stores up counters, then converts back to [REPLACE CARD]Arcee, Sharpshooter[/REPLACE] who then filters those counters into damage. The trials and tribulations I have to go through just to understand how these cards work. It’s like there’s more than meets the eye or something.

#47. Denry Klin, Editor in Chief

[REPLACE IMG]Denry Klin, Editor in Chief[/REPLACE]

As an editor at Draftsim, I can relate to [REPLACE CARD]Denry Klin, Editor in Chief[/REPLACE], whiskers and all. It works much like [REPLACE CARD]Renata, Called to the Hunt[/REPLACE] for non-tokens, but you can diversify the types of counters they get or stack up multiple counters at once, à la [REPLACE CARD]Master Biomancer[/REPLACE].

#46. Maester Seymour

[REPLACE IMG]Maester Seymour[/REPLACE]

[REPLACE CARD]Maester Seymour[/REPLACE] works as an enabler for counter synergies rather than a payoff, as most of these commanders do. It comes down faster and distributes counters reliably, so it’s perfect to surround with cards like [REPLACE CARD]Pir, Imaginative Rascal[/REPLACE] and [REPLACE CARD]Gyre Sage[/REPLACE] to capitalize on easy access to +1/+1 commanders. The monstrosity ability works nicely because it gives your cheap commander the means to scale later in the game.

#45. Sovereign Okinec Ahau

[REPLACE IMG]Sovereign Okinec Ahau[/REPLACE]

The Lost Caverns of Ixalan introduced a few intriguing cards that care about your creatures having power greater than their base power, with [REPLACE CARD]Sovereign Okinec Ahau[/REPLACE] being the keystone example. You’ll want lots of cards like [REPLACE CARD]Good-Fortune Unicorn[/REPLACE] and [REPLACE CARD]Arwen, Weaver of Hope[/REPLACE] to get counters across your team, plus support cards like [REPLACE CARD]Duskshell Crawler[/REPLACE] and [REPLACE CARD]Abzan Falconer[/REPLACE]. Note that this noble doesn’t require counters to trigger, so anthems like [REPLACE CARD]Flowering of the White Tree[/REPLACE] and [REPLACE CARD]In the Trenches[/REPLACE] help build up your team.

#44. Goldberry, River-Daughter

[REPLACE IMG]Goldberry, River-Daughter[/REPLACE]

[REPLACE CARD]Goldberry, River-Daughter[/REPLACE] bucks the trend of counterspells and permission for a blue counter-based theme. +1/+1 counters are the default way to use Goldberry, but the card can pull off some really neat tricks by moving around lore counters on sagas, -1/-1 counters on persist creatures, and so on.

#43. Bess, Soul Nourisher

[REPLACE IMG]Bess, Soul Nourisher[/REPLACE]

Caring about a specific stat line doesn’t come up often, but 1/1s are some of the easiest creatures to make thanks to the power of tokens. [REPLACE CARD]Bess, Soul Nourisher[/REPLACE] gets bigger with each 1/1 you play then rebounds that power to all your underlings for a huge swing.

#42. Dyadrine, Synthesis Amalgam

[REPLACE IMG]Dyadrine, Synthesis Amalgam[/REPLACE]

I appreciate [REPLACE CARD]Dyadrine, Synthesis Amalgam[/REPLACE] for its unique usage of counters. Most +1/+1 commanders focus on making the number go up, but Dyadrine uses counters as a resource to grow your board. Accepting a temporary debuff to make your board wider with robots is an extremely interesting play pattern with real decisions.

#41. Grakmaw, Skyclave Ravager

[REPLACE IMG]Grakmaw, Skyclave Ravager[/REPLACE]

You can just look and see how many times “+1/+1 counter” shows up in the textbox of [REPLACE CARD]Grakmaw, Skyclave Ravager[/REPLACE]. I love when the cards do the work for me.

#40. Catti-brie of Mithral Hall

[REPLACE IMG]Catti-brie of Mithral Hall[/REPLACE]

[REPLACE CARD]Catti-brie of Mithral Hall[/REPLACE] is a unique equipment commander that I’ll never spell correctly without looking it up. It’s best friends with [REPLACE CARD]Basilisk Collar[/REPLACE] and lure effects, and you can power up its activated ability with supplementary +1/+1 counter cards.

#39. Roalesk, Apex Hybrid

[REPLACE IMG]Roalesk, Apex Hybrid[/REPLACE]

[REPLACE CARD]Roalesk, Apex Hybrid[/REPLACE] is little more than a big stat-beast. The goal is finding interesting things to proliferate on the way out, like planeswalkers or poison counters, but Roalesk sets you up with a few +1/+1 counters if nothing else.

#38. Arwen, Weaver of Hope

[REPLACE IMG]Arwen, Weaver of Hope[/REPLACE]

As a welcome recipient of +1/+1 counters and a means to spread them to other creatures, [REPLACE CARD]Arwen, Weaver of Hope[/REPLACE] earns a mention. I don’t know if it’s just me, but the art looks like a racecar at a glance, so bonus points for that, I guess.

#37. Araña, Heart of the Spider

[REPLACE IMG]Araña, Heart of the Spider[/REPLACE]

[REPLACE CARD]Araña, Heart of the Spider[/REPLACE] gives counter decks much needed card advantage. Keeping cards flowing helps aggressive decks to maintain the pressure they need for a fast win, and this commander even modifies creatures for you. Boros () isn’t the normal color combination for counters, but it brings strong payoffs like [REPLACE CARD]Sephiroth, Fallen Hero[/REPLACE].

#36. Marcus, Mutant Mayor

[REPLACE IMG]Marcus, Mutant Mayor[/REPLACE]

Fallout‘s [REPLACE CARD]Marcus, Mutant Mayor[/REPLACE] isn’t flashy, but commanders don’t need to be flashy when they’re this reliable. Marcus has you covered as a great payoff for and distributor of +1/+1 counters. Blue has plenty of unblockable creatures like [REPLACE CARD]Slither Blade[/REPLACE] and [REPLACE CARD]Invisible Stalker[/REPLACE] that are great receptacles for those +1/+1 counters and guarantee some card draw.

#35. Volrath, the Shapestealer

[REPLACE IMG]Volrath, the Shapestealer[/REPLACE]

Oh no, my squares and triangles! [REPLACE CARD]Volrath, the Shapestealer[/REPLACE] is better suited to -1/-1 counters, but any counter on a creature makes it an eligible target for Volrath’s copy ability. As one of the best shapeshifters in Magic, Volrath could forgo identity theft altogether and just copy your own creatures with +1/+1 counters on them.

#34. Kyler, Sigardian Emissary

[REPLACE IMG]Kyler, Sigardian Emissary[/REPLACE]

[REPLACE CARD]Kyler, Sigardian Emissary[/REPLACE] crosses human typal with +1/+1 counter shenanigans. You can bias towards either direction, noting that Kyler doesn’t even care what kind of counters it has.

#33. Caradora, Heart of Alacria

[REPLACE IMG]Caradora, Heart of Alacria[/REPLACE]

[REPLACE CARD]Caradora, Heart of Alacria[/REPLACE] slaps a counter doubler in the command zone, which is just fine. No +1/+1 counter deck turns down access to a payoff like that every game. The tutor ability gets more interesting because it allows you to run a vehicle package with cards like [REPLACE CARD]Thunderous Velocipede[/REPLACE] and [REPLACE CARD]Unidentified Hovership[/REPLACE] to provide a little spice in an archetype that easily becomes generic.

#32. Skullbriar, the Walking Grave

[REPLACE IMG]Skullbriar, the Walking Grave[/REPLACE]

Ikoria’s ability counters gave [REPLACE CARD]Skullbriar, the Walking Grave[/REPLACE] a reason to resurface, but it’s fallen back into obscurity again. It gets credit for being unique, but it also gets absolutely obliterated by -1/-1 counters.

#31. Vadrik, Astral Archmage

[REPLACE IMG]Vadrik, Astral Archmage[/REPLACE]

[REPLACE CARD]Vadrik, Astral Archmage[/REPLACE] is a spellslinger commander that benefits from running a few extra +1/+1 counter or proliferate effects. You also get the splash damage of introducing the day/night cycle into your game, because players love tracking extra stuff!

#30. Olivia, Opulent Outlaw

[REPLACE IMG]Olivia, Opulent Outlaw[/REPLACE]

[REPLACE CARD]Olivia, Opulent Outlaw[/REPLACE], from Outlaws of Thunder Junction, blends Treasure tokens with +1/+1 counters for a powerful brew and a strong Mardu commander. Making [REPLACE CARD]Treasure[/REPLACE] tokens is cracked, so any commander that produces them has at least a little potential. Olivia gets you through the mid game with its mana production before closing things out with counters bolstered by cards like [REPLACE CARD]Oona's Blackguard[/REPLACE] and [REPLACE CARD]Lae'zel, Vlaakith's Champion[/REPLACE].

#29. Marath, Will of the Wild

[REPLACE CARD]Marath, Will of the Wild[/REPLACE] is a classic Naya commander, and the reason [REPLACE CARD]Ulasht, the Hate Seed[/REPLACE] doesn’t make the list. They both turn counters into damage or board presence, with Marath having the added utility of moving its counters to other creatures. It’s a 3-color commander whereas Ulasht is only two, but some might argue that’s actually a benefit.

#28. Ramos, Dragon Engine

[REPLACE CARD]Ramos, Dragon Engine[/REPLACE] is a conduit through which you can filter +1/+1 counters to produce double , but that doesn’t technically require any other counter support. I’m sure people have built Ramos as a deliberate +1/+1 counter deck, which is way cooler than the 5-color soup decks I’m used to seeing.

#27. Miles Morales / Ultimate Spider-Man

[REPLACE CARD]Miles Morales[/REPLACE] and its cowled counterpart [REPLACE CARD]Ultimate Spider-Man[/REPLACE] make for a fine counter commander. You’re incentivized to play legendary permanents since the payoff is USM’s attack trigger, but that’s hardly a restriction considering the number of legends WotC pumps out for Universes Beyond. This commander works best as top-end for an aggressive counter deck pushing damage with cards like [REPLACE CARD]Inti, Seneschal of the Sun[/REPLACE] and [REPLACE CARD]Laelia, the Blade Reforged[/REPLACE] that finishes the game in a flash.

#26. Felothar, Dawn of the Abzan

[REPLACE IMG]Felothar, Dawn of the Abzan[/REPLACE]

[REPLACE CARD]Felothar, Dawn of the Abzan[/REPLACE] blends aristocrats with counters. Key payoffs for Felothar are creatures like [REPLACE CARD]Basking Broodscale[/REPLACE] and [REPLACE CARD]Scurry Oak[/REPLACE] that produce tokens when counters are put onto them; they simultaneously build a board to benefit from Felothar’s counters and provide sacrifice fodder for it the following turn. Because Felothar touches on two well-supported synergies, it gives the pilot flexibility over how they want to build it.

#25. Cleopatra, Exiled Pharaoh

[REPLACE IMG]Cleopatra, Exiled Pharaoh[/REPLACE]

Assassin’s Creed‘s [REPLACE CARD]Cleopatra, Exiled Pharaoh[/REPLACE] marries a +1/+1 counter deck with aristocrat synergies to provide a powerful card draw engine in a Golgari commander. You might want to dip your toes into -1/-1 counter synergies since Cleopatra triggers whenever your opponents’ legends die with counters. The intersection of -1/-1 counters and aristocrats makes [REPLACE CARD]Yawgmoth, Thran Physician[/REPLACE] and [REPLACE CARD]Grist, the Hunger Tide[/REPLACE] notable additions.

#24. Tayam, Luminous Enigma

[REPLACE IMG]Tayam, Luminous Enigma[/REPLACE]

I’ve been told [REPLACE CARD]Tayam, Luminous Enigma[/REPLACE] fairs well in cEDH, but I’m not qualified to speak about that. In casual matches, this beast commander can turn counters you have floating around your creatures into mini recursive spells, though any kind of counter will do.

#23. Felisa, Fang of Silverquill

[REPLACE IMG]Felisa, Fang of Silverquill[/REPLACE]

Bye, Felisa. I don’t know what the title “fang” means, but [REPLACE CARD]Felisa, Fang of Silverquill[/REPLACE] wears it well. This commander has well-supported creature types, a cool use of mentor, explosive potential with mass counter-granting abilities, and exists in colors that don’t often get played as a +1/+1 counter deck. Plenty to love here.

#22. Ms. Bumbleflower

[REPLACE IMG]Ms. Bumbleflower[/REPLACE]

[REPLACE CARD]Ms. Bumbleflower[/REPLACE] puts an aggressive spin on group hug decks. Giving your opponents cards can disguise how quickly cards like [REPLACE CARD]Vorinclex, Monstrous Raider[/REPLACE] and [REPLACE CARD]Conclave Mentor[/REPLACE] beat them down, or at least make it more palatable. [REPLACE CARD]Faerie Mastermind[/REPLACE] and [REPLACE CARD]Dusk Legion Duelist[/REPLACE] are excellent ways to get card draw from all of this group hug commander’s triggers, not just the second.

#21. Anim Pakal, Thousandth Moon

[REPLACE IMG]Anim Pakal, Thousandth Moon[/REPLACE]

Most +1/+1 counter commanders encourage spreading counters across your team, which makes [REPLACE CARD]Anim Pakal, Thousandth Moon[/REPLACE] an interesting Boros commander since it wants you to stack counters on itself to power out [REPLACE CARD]Gnome[/REPLACE] tokens. This might be the best home for [REPLACE CARD]Cathars' Crusade[/REPLACE] in the format and you can exploit all those [REPLACE CARD]Impact Tremors[/REPLACE] variants to their fullest.

#20. Sarulf, Realm Eater

[REPLACE IMG]Sarulf, Realm Eater[/REPLACE]

You can play [REPLACE CARD]Sarulf, Realm Eater[/REPLACE] in one of two ways: Either you focus on blowing up your opponents’ permanents to make it huge, or you trade off Sarulf’s +1/+1 counters to keep eating the board. It’s a fun little Norse-inspired design, though it won’t make you any friends at the table.

#19. Jetfire, Ingenious Scientist / Jetfire, Air Guardian

Sigh. Here’s a laundry list of all the mechanics used on [REPLACE CARD]Jetfire, Ingenious Scientist[/REPLACE]: more than meets the eye, convert, flying, living metal, adapt… it’s too much. Unfortunately, it’s also pretty good, so we have to talk about it. For all its convoluted text, it basically turns counters into mana you can use to cast artifacts, and the conversion rigamarole lets it keep building up counters as [REPLACE CARD]Jetfire, Air Guardian[/REPLACE].

#18. Hamza, Guardian of Arashin

[REPLACE IMG]Hamza, Guardian of Arashin[/REPLACE]

[REPLACE CARD]Hamza, Guardian of Arashin[/REPLACE] is like Rakdos, Lord of Riots with +1/+1 counters instead of damage. That means you’re incentivized to balance expensive monsters and cheap +1/+1 counter creatures. Or just play a bunch of hydras.

#17. Bright-Palm, Soul Awakener

[REPLACE IMG]Bright-Palm, Soul Awakener[/REPLACE]

Backup is one of many +1/+1 counter mechanics, on full display with [REPLACE CARD]Bright-Palm, Soul Awakener[/REPLACE]. It doubles counters on attacks and transfers that ability to a different creature on ETB, so it has an immediate impact on the game. It also side-steps annoying chump-blockers and deathtouch creatures, though I wish we’d keyword the “daunt” ability sometime soon.

#16. Bristly Bill, Spine Sower

[REPLACE IMG]Bristly Bill, Spine Sower[/REPLACE]

[REPLACE CARD]Bristly Bill, Spine Sower[/REPLACE] spreads +1/+1 counters across your board faster than a [REPLACE CARD]Lightning Bolt[/REPLACE] roasts [REPLACE CARD]Birds of Paradise[/REPLACE]. Green decks amass landfall triggers without thinking about it and William even provides a mana sink to overwhelm your opponents with! The real charm here is the efficiency. Though plenty of other +1/+1 counter commanders buff your creatures, few do so as cheaply and consistently as Bristly Bill.

#15. Voja, Jaws of the Conclave

[REPLACE IMG]Voja, Jaws of the Conclave[/REPLACE]

[REPLACE CARD]Voja, Jaws of the Conclave[/REPLACE] might be one of the best sources of counters you can put in your command zone. You need lots of elves, but that means you’ll have the mana to power out this Naya commander on turn 3. Adding wolves is less exciting—I’m a sucker for card draw in the command zone, but this commander wants elves for lots of counters, followed up with powerful payoffs like [REPLACE CARD]Shalai and Hallar[/REPLACE] and [REPLACE CARD]Craterhoof Behemoth[/REPLACE] to obliterate your opponents.

#14. Chishiro, the Shattered Blade

[REPLACE IMG]Chishiro, the Shattered Blade[/REPLACE]

Modified encompasses a number of different card types and abilities, which includes counters of any kind. [REPLACE CARD]Chishiro, the Shattered Blade[/REPLACE] reads like an equipment/aura payoff, but you could double down on the +1/+1 side of modified here.

#13. Nikara, Lair Scavenger

[REPLACE IMG]Nikara, Lair Scavenger[/REPLACE]

[REPLACE CARD]Yannik, Scavenging Sentinel[/REPLACE] distributes the +1/+1 counters while [REPLACE CARD]Nikara, Lair Scavenger[/REPLACE] provides the card draw thanks to its powerful leaves-the-battlefield trigger. It’s a great “partner with” pair, with Yannik as the support piece and Nikara as the payoff. I’d be interested to see decks that run Nikara on their own, since the ability works with any kind of counter.

#12. Tekuthal, Inquiry Dominus

[REPLACE IMG]Tekuthal, Inquiry Dominus[/REPLACE]

[REPLACE CARD]Tekuthal, Inquiry Dominus[/REPLACE] doesn’t actually mention +1/+1 counters, but doubling your proliferation certainly leads you in that direction. I suppose you could always do infect, if you’re in your villain arc.

#11. Ezuri, Claw of Progress

[REPLACE IMG]Ezuri, Claw of Progress[/REPLACE]

[REPLACE CARD]Ezuri, Claw of Progress[/REPLACE] builds up experience by playing small creatures, then pumps those creatures up into massive threats. It’s great alongside mass token generators and low-power utility creatures like [REPLACE CARD]Mystic Snake[/REPLACE] and [REPLACE CARD]Farhaven Elf[/REPLACE]. It’s probably best known for its cheesy infinite combo potential with [REPLACE CARD]Sage of Hours[/REPLACE].

#10. Falco Spara, Pactweaver

[REPLACE IMG]Falco Spara, Pactweaver[/REPLACE]

Despite being designed to work with shield counters from Streets of New Capenna, [REPLACE CARD]Falco Spara, Pactweaver[/REPLACE] is fairly open-ended. +1/+1 counters are still the easiest to manage, and you’ll happily give one up to essentially draw and play an extra card from the top of your library.

#9. Ghave, Guru of Spores

[REPLACE IMG]Ghave, Guru of Spores[/REPLACE]

You can still win games with [REPLACE CARD]Ghave, Guru of Spores[/REPLACE], though it’s more indicative of a different age of Commander. If you see this across the table, you should expect some sort of [REPLACE CARD]Doubling Season[/REPLACE] or [REPLACE CARD]Ashnod's Altar[/REPLACE] loop in your future.

#8. Lae’zel, Vlaakith’s Champion

[REPLACE IMG]Lae'zel, Vlaakith's Champion[/REPLACE]

[REPLACE CARD]Lae'zel, Vlaakith's Champion[/REPLACE] provides a desirable [REPLACE CARD]Hardened Scales[/REPLACE] effect in your command zone, and “choose a background” lets you select the right support card to fully take advantage of your extra counters. Might I suggest sending Lae’zel to culinary school to become a [REPLACE CARD]Master Chef[/REPLACE]?

#7. Tidus, Yuna’s Guardian

[REPLACE IMG]Tidus, Yuna's Guardian[/REPLACE]

[REPLACE CARD]Tidus, Yuna's Guardian[/REPLACE] is fantastic. Shuffling counters around is relatively unexplored design space in Magic and lets you do funny tricks, like moving finality or shield counters around. But the charm lies in the second ability, which lets you proliferate and draw two cards—two of the best game actions in a counter deck. It also has the best possible colors for counter strategies. Selesnya () and Simic () get most counter support, so marrying them in Bant () lets you use all the best payoffs.

#6. Pir, Imaginative Rascal

[REPLACE IMG]Pir, Imaginative Rascal[/REPLACE]

[REPLACE CARD]Pir, Imaginative Rascal[/REPLACE] is slightly different than [REPLACE CARD]Lae'zel, Vlaakith's Champion[/REPLACE], but it’s so much better if you have access to [REPLACE CARD]Toothy, Imaginary Friend[/REPLACE]. Pir’s still a good enough standalone card that you’ll run it solo in counter-based synergies as an additional [REPLACE CARD]Hardened Scales[/REPLACE] effect.

#5. Reyhan, Last of the Abzan

As long as you have at least one creature on board, [REPLACE CARD]Reyhan, Last of the Abzan[/REPLACE] ensures your +1/+1 counters stay intact by shifting them around as your creatures die. Partner is the real draw here, allowing you to add BG to the color identity of any other partner commander, even if you don’t care what Reyhan adds to the deck.

#4. Shalai and Hallar

[REPLACE IMG]Shalai and Hallar[/REPLACE]

[REPLACE CARD]Shalai and Hallar[/REPLACE] is a modified [REPLACE CARD]All Will Be One[/REPLACE] in the command zone and serves as one of the best ways to convert +1/+1 counter generation into damage. It easily lends itself to well-established infinite combos, though it’s clear Shalai’s doing the heavy lifting in this partnership.

#3. The Swarmlord

[REPLACE IMG]The Swarmlord[/REPLACE]

[REPLACE CARD]The Swarmlord[/REPLACE] absolutely screams +1/+1 counters. Or whatever sound tyranids make. It was designed in tandem with the ravenous cards from the Tyranid Swarm Commander precon, though its Xenos Cunning ability leaves the door open to interactions with different kinds of counters.

#2. Vorinclex, Monstrous Raider

[REPLACE IMG]Vorinclex, Monstrous Raider[/REPLACE]

[REPLACE CARD]Vorinclex, Monstrous Raider[/REPLACE] is an improved [REPLACE CARD]Doubling Season[/REPLACE] you can put in your command zone, at least as far as counters are concerned. It doubles your +1/+1 counters for huge swings while stifling your opponents on the same front. Of course, Vorinclex is mostly used for evil, since it doubles loyalty counters on planeswalkers for easy ultimates, too.

#1. Marchesa, the Black Rose

[REPLACE IMG]Marchesa, the Black Rose[/REPLACE]

Marchesa, the Black Rose caps out the list as a Grixis commander card in a sea of Selesnya commanders . It’s that good though, using +1/+1 counters to produce impenetrable boards. Dethrone is usually easy to trigger, and even without it, you can use other +1/+1 counter effects to make sure your creatures keep coming back. The fact that the reanimation ability applies to itself means you’re going to have a tough time breaking through the recursive power of Marchesa. Or, you know, just play more graveyard hate.

Best +1/+1 Counter Commander Payoffs

+1/+1 counters fuel a number of other mechanics as well. Proliferate applies to any type of counter, but it’s common to see proliferate effects in +1/+1 counter decks as a way to stack up extra damage. The downside of persist is also mitigated by adding +1/+1 counters to negate the -1/-1 counters, creating easy opportunities for infinite loops. Most combat keywords benefit from +1/+1 counters, including trample, first and double strike, flying, and above all else lifelink.

These counters can fulfill the modified conditions on cards like [REPLACE CARD]Kodama of the West Tree[/REPLACE], they can be used to combat opposing -1/-1 counter effects, and there are even effects life [REPLACE CARD]Damning Verdict[/REPLACE] or [REPLACE CARD]Wave Goodbye[/REPLACE] that break symmetry if you can get counters on your own creatures.

[REPLACE CARD]Mayael's Aria[/REPLACE] and [REPLACE CARD]Simic Ascendancy[/REPLACE] are alternate wincons that key off of +1/+1 counters, or just large creatures in general.

Some of the best payoffs for +1/+1 counters are counter doublers. [REPLACE CARD]Doubling Season[/REPLACE] is the most infamous, but I often prefer [REPLACE CARD]Vorinclex, Monstrous Raider[/REPLACE] since it plays to the board. Cards like [REPLACE CARD]Conclave Mentor[/REPLACE] and [REPLACE CARD]Pir, Imaginative Rascal[/REPLACE] that add additional counters exist in a similar space; most counter distributors do so one at a time, so they’re effectively counter doublers.

+1/+1 counters also interact quite well with cards that care about a creature’s power. [REPLACE CARD]Gyre Sage[/REPLACE] and [REPLACE CARD]Kami of Whispered Hopes[/REPLACE] produce tons of mana, but you also have cards like [REPLACE CARD]Challenger Troll[/REPLACE] and [REPLACE CARD]Dragonhawk, Fate's Tempest[/REPLACE] that reward you for controlling creatures with 4+ power and are easily enabled by chucking a couple of counters on your [REPLACE CARD]Birds of Paradise[/REPLACE].

A common payoff for +1/+1 counters are creatures that specifically reward you when you put counters on them or other creatures. [REPLACE CARD]Danny Pink[/REPLACE] is foremost among these as a powerful card draw engine with a high ceiling. [REPLACE CARD]Basking Broodscale[/REPLACE], [REPLACE CARD]Scurry Oak[/REPLACE], and [REPLACE CARD]Herd Baloth[/REPLACE] are great payoffs since they build your board with tokens—and tend to go infinite with cards like [REPLACE CARD]Rosie Cotton of South Lane[/REPLACE].

And of course, the most important payoff for +1/+1 counters that no one talks about is the opportunity to show off some swagged out dice at your local game store.

The Good Kind of Counters

The Swarmlord - Illustration by Antonio Jose Manzanedo

[REPLACE CARD]The Swarmlord[/REPLACE] | Illustration by Antonio Jose Manzanedo

+1/+1 counters are synonymous with the game of Magic, and it’s virtually impossible to play the game without encountering a counter-themed deck in some form or another. The long list of commanders here is only scratching the surface of a much longer list of legends that interact with +1/+1 counters.

That of course means there are plenty that I left off. If your favorite’s not represented here and you have a strong case for why it should be here, I’d love to hear from you. Let me know in the comments below or over in the Draftsim Discord.

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2 Comments

  • Grant Christensen April 4, 2025 1:55 pm

    Huh. Surprised not to see Atraxa or Animar.

    • Timothy Zaccagnino
      Timothy Zaccagnino April 5, 2025 9:18 pm

      Perfectly fine additions. Turns out there’s an enormous number of cards that qualify as +1/+1 counter commanders.

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