
Flying
At the beginning of your end step, choose a player. They put two +1/+1 counters on a creature they control. Choose a second player to draw a card. Then choose a third player to create two Treasure tokens.
Gluntch turns your end step into a recurring engine that hands out counters, cards, and Treasure—ideally all to yourself or your chosen allies. You leverage the politics of gifting to keep heat off you while building a board, then convert counters and ramp into a lethal threat or combo. Direct the value where it benefits you most and pivot to a fast clock before the table catches up.
Add counter doublers (Doubling Season, Branching Evolution, Vorinclex) and proliferate to make your self-directed gifts dwarf what opponents get. Tighten the deck with strong protection (Heroic Intervention, Teferi's Protection) and ramp/tutors (Smothering Tithe, Sylvan Tutor) so you reliably assemble a Walking Ballista or Craterhoof finish. Trim purely altruistic group-hug pieces in favor of payoffs that punish the cards and Treasure you hand out, like Smothering Tithe and Rhystic Study.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite card draw for opponents, Infinite draw triggers for each opponent, Near-infinite +1/+1 counters for opponents
→ Infinite card draw for opponents, Infinite draw triggers for each opponent, Near-infinite +1/+1 counters for opponents
Combos via Commander Spellbook.
Same color identity (GW), by popularity.