
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
Sin is a Simic +1/+1 counters payoff that turns your whole board's counters into a massive flying, trampling threat. Spend the early game building counters on cheap creatures with proliferate and counter generators, then cast Sin to vacuum them up at double value for a one- or two-swing kill. Its death trigger reroutes the counters onto another creature and shuffles Sin back in, so it's hard to permanently answer.
Prioritize counter doublers (Hardened Scales, Branching Evolution, Doubling Season) and repeatable proliferate (Evolution Sage, Inexorable Tide) to make Sin enormous on entry. Add evasion and protection like Inkshield, Heroic Intervention, and Lightning Greaves so your one big creature actually connects, plus a Pathbreaker Ibex or Triumph of the Hordes as a backup overrun finisher. Tighten the curve with cheap counter engines and ramp (Sol Ring, Simic Signet, Rishkar) so Sin lands on turn five or six with a lethal payload.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Lock, Near-infinite turns
→ Infinite LTB, Infinite ETB, Infinite colored mana
→ Infinite ETB, Infinite LTB, Infinite death triggers
→ Infinite Blood tokens, Infinite ETB, Infinite LTB
→ Infinite ETB, Infinite LTB, Infinite death triggers
Combos via Commander Spellbook.
Same color identity (GU), by popularity.