
At the beginning of combat on your turn, Irma becomes a copy of up to one other target creature you control, except her name is Irma, Part-Time Mutant and she has this ability. Then put a +1/+1 counter on her.
Each combat, Irma copies your best creature you control and stacks a +1/+1 counter, so you build a board of strong creatures and turn Irma into a growing second copy of whatever matters most that turn. You ramp into and protect key value creatures, then either swing wide/tall or chain copy effects and ETB triggers for value. The +1/+1 counters make her a credible threat even when copying small utility bodies.
Add counter doublers (Doubling Season, Hardened Scales, Branching Evolution) and proliferate effects to weaponize her per-turn counter, plus strong ETB creatures worth copying. Tighten the manabase with fast mana (Sol Ring, Mana Crystal, Mana Vault) and add protection like Lightning Greaves and Heroic Intervention to keep Irma online. Lean into counterspell density and tutors (Mystical Tutor, Fabricate) to find your best copy targets and answer threats reliably.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite +1/+1 counters on a creature, Infinite combat phases, Infinite untap of modified creatures you control
Combos via Commander Spellbook.
Same color identity (U), by popularity.