
Trample
At the beginning of your end step, each player creates a 1/1 green Plant creature token.
Whenever a creature token dies, put a +1/+1 counter on Grismold.
Grismold grinds the board by giving everyone Plant tokens each end step, then turns those tokens into resources and removal fuel while growing himself with counters. You win by either swinging with a huge tramplig Grismold, leveraging the constant token supply for aristocrats/sacrifice payoffs, or punishing opponents for the bodies you've gifted them.
Lean into asymmetry with edict pieces (Dictate of Erebos, Grave Pact, Butcher of Malakir) plus free sacrifice outlets like Viscera Seer and Carrion Feeder so the shared tokens only hurt opponents. Add fast mana (Sol Ring, fast green rituals) and tutors like Demonic Tutor and Diabolic Intent to assemble aristocrats engines or Skullclamp draw loops reliably. For a Voltron pivot, prioritize protection (Swiftfoot Boots, Lightning Greaves) and counter-doublers to one-shot opponents through trample.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite colorless mana, Infinite death triggers, Infinite ETB
→ Infinite death triggers, Infinite ETB, Infinite LTB
→ Infinite turns, Lock
Combos via Commander Spellbook.
Same color identity (BG), by popularity.