
Trample
Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
Cast kicked spells to grow Hallar and ping every opponent simultaneously, doubling as a beatdown threat with trample. You ramp early, deploy counter-doublers and ways to copy spells, then chain kicker spells in a single turn to deal lethal damage to the whole table at once.
Add more counter doublers (Doubling Season, Branching Evolution, Hardened Scales) and proliferate effects to amplify damage, then include tutors and ramp to assemble explosive turns reliably. Lean into the best kicker spells available and add spell-copy or cost reducers to chain multiple kicked casts in one turn. Protect Hallar with hexproof/indestructible gear like Lightning Greaves and Heroic Intervention so your engine survives removal.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Each opponent loses the game
→ Each opponent loses the game
→ Exile your library, Near-infinite +1/+1 counters on a creature, Near-infinite damage
→ Exile your library, Near-infinite +1/+1 counters on a creature, Near-infinite damage
→ Near-infinite +1/+1 counters on a creature, Near-infinite damage
Combos via Commander Spellbook.
Same color identity (GR), by popularity.