Hello happy folks! I hope your day is going immensely well! Today I am going to do my thoughts for the beloved top +1/+1 Counters Matters support for Commander, not Commanders themselves though, just support cards.
Honorable Mention
Zimone! She costs four for a 1/4 body. She puts two counters on your stuff precombat, love that for free, and you can tap her with Simic color mana to double that counter on your dork or artifact. Love her loads in the 99.
Next is this three color four-drop Naya flyer with vigilance and a 3/3 body. Whenever a counter is placed on your dorks, you'll shoot a foe for damage equal to the counters added! That's nasty here! It's a +1/+1 win con, but it's red which is harder to add in the 99 since most +1/+1 counter caring leaders aren't that color, and then only shoots one dork not all of them, so it's a bit slower.
The Blue four-cost sorcery bounces all things without +1/+1 counters on them. Sure, your foe may have some not to bounce, but that could be your entire team staying if you've spread out. The five-cost sorcery in White destroys them all, but this time any dork with counters on it survives not just +1/+1, so that's shield or indestructible ones too. Love these sweepers loads in the same deck if you have both colors.
At the beginning of your combat, you toss a free +1/+1 counter on your stuff then one mana level two to give your any countered stuff (not just critters) ward to protect a bit. Then four mana will double your counters placed on anything. Love it's three synergies here much.
How about another new card? This six-drop trampling overcurved mythic 7/7 has the ability to turn combat damage of any dork into growing permanently with +1/+1 counters equal to the damage dealt...that'll kill so fast. Then you can remove six counters from your stuff to cast this from your graveyard, so built in recursion is amazing and really dials it up massively. Get ready for the new era of this Wurm's dominance to begin!
Ah yes, proliferating! We need to increase that proliferating and ideally with things that don't pull away too much from your counter caring stuff. The land is the best since we can easily pull one and then tap it with four to proliferate. Shout out to the three-drop uncommon with it in landfall form too, on a 3/2 Green body.
Evasion for my +1/+1 counters is next! The best is obviously unblockable, enter the Herald above on a four-drop 2/3 Merfolk Warrior. Then the Falconer in White with outlast and the Izzet Hive Tyrant in with flying and haste base on a five-drop 4/4 will give them flying. The Tyrant also haste too. Then we have some trample giving in Green like Kodama of the West Tree or Tuskguard Captain.
#5. Forgotten Ancient
The first card made by the public vote was this four-drop 0/3 rare Elemental that when anyone, your foes or you would cast those spells, toss a +1/+1 counter here and then in your upkeep you can redistribute them to any numbers to other dorks. That's nasty the more players in the game, and that redistribution to your Commander or other dorks to use with +1/+1 are nasty good.
#4. Mass Counter Making
Next are the two that can mass put counters on things that arrive on your side or the enchantment that can make them uncounterable and then riot for counters or haste as best needed. The dork in Simic colors costs four and has a 2/4 body. Then folks arrive with his power in counters, that'll be minimum two each, more if he grows with them. The best here is the five-drop mono-White enchantment that gives your dorks a +1/+1 counter equal to your dork count, fast kill there.
#3. Cards from Counters
Next are these three ways to draw cards from counters on your critters. The spell costs three, draws for them and then gives them indestructible too. The dork costs four for a 3/3 and has an ETB ability to draw for each one you control. The three-drop Simic enchantment turns their combat damage to card draw like Coastal Piracy.
#2. Counter Increasers and Multipliers
Ever since Doubling Season we've had ways to double in this case our countering. From Hardened Scales for one-cost to increase it by one +1/+1 counter when they arrive to four mana 4/4 Golgari colored dork called Corpsejack Menace that doubles them. These are great here...so...what could be higher than these?
#1. Simic Ascendency
Ah yes, the win con, it has to be tops!! You can spend three Simic colored mana on a dork you control only. You'll toss growth counters here for each counter added from anything. Then in your upkeep if you have 20 or more you win that game! I hope you agree this should be here!
There we are! What are your tops, and where did I go wrong? What did I miss or have too high? Just let me know!