
Trample
At the beginning of your end step, you may pay . When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
Build a green Shrine-tribal deck that snowballs +1/+1 counters onto your Go-Shintais each end step, then close out games with oversized trampling Shrines or counter-payoff combat. Early turns deploy cheap ramp and Shrine enchantments, mid-game you stack triggers and protect the board, and late-game a single attacker carries lethal damage through.
Add counter multipliers (Doubling Season, Branching Evolution, Hardened Scales) and proliferate effects to make the end-step trigger explosive, plus protection like Heroic Intervention and Snakeskin Veil so your investment survives. Round out with green's premier ramp (Sol Ring, Three Visits, Nature's Lore) to deploy Shrines faster, and Go-Shintai of Life's Origin for resilient recursion. For higher power, lean into a focused combat-kill package with trample anthems and overrun effects like Pathbreaker Ibex.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (G), by popularity.