
Agent Frank Horrigan
The Commander
Trample
Agent Frank Horrigan has indestructible as long as it attacked this turn.
Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Guide
Gameplan
Cast Agent Frank Horrigan as a resilient 7-mana beater that snowballs counters across your board, then attack to proliferate twice each turn while being effectively unkillable in combat. You build a wide or tall counters board (+1/+1, charge, oil, infect/poison) and let repeated proliferate convert small advantages into a runaway lead. Many builds simply ride Horrigan's trample plus proliferated counters to lethal, or use him as an engine that ticks up planeswalkers, saga-likes, and toxic creatures.
Strengths
- Indestructible while attacking makes him a near-unblockable, board-wipe-resistant threat
- Proliferate twice per attack compounds every counter source you run, scaling explosively
- BG access to ramp, recursion, and the best counters payoffs in the format
- Doubles as both a finisher (trample beater) and an engine (counter multiplication)
- Proliferate also advances planeswalker loyalty, sagas via lore, and poison/infect kills
Weaknesses
- Seven mana means he often arrives turn 5+ and recasting after exile/bounce is painful
- Proliferate does nothing if you have no counters on board yet
- Vulnerable to exile, bounce, -X/-X, and edict effects since indestructible only helps in combat and only on his own turn
- Black-green lacks interaction with stack/combo and struggles against fliers
- Telegraphs the wincon, drawing removal and chump-blockers
Key Cards
- Hardened Scales — Turns each proliferate and counter placement into extra +1/+1 counters, accelerating your whole board.
- Cathars' Crusade — Every creature you cast piles counters everywhere, giving proliferate massive targets to multiply.
- Doubling Season — Counters and tokens enter doubled, supercharging both your board and Horrigan's payoff loops.
- Inkmoth Nexus — A manland that converts proliferate into lethal poison counters as an alternate, hard-to-stop kill.
- Branching Evolution — Doubles +1/+1 counters placed, stacking multiplicatively with proliferate for explosive growth.
- Vorinclex, Monstrous Raider — Doubles counters you add and halves opponents', making every proliferate brutally efficient.
- Skullclamp — Turns your small counter-bearing creatures into a relentless draw engine in a go-wide shell.
- Reyhan, Last of the Abzan — A premier partner-style support piece that hoards +1/+1 counters as creatures die, feeding proliferate.
Upgrade Path
Lean into counter multipliers (Doubling Season, Branching Evolution, Vorinclex, Hardened Scales) so each proliferate snowballs harder, and add protection like Heroic Intervention and Lightning Greaves to shield Horrigan from exile and bounce. Add fast ramp (Sol Ring, Signets, Cabal Coffers) to deploy him ahead of curve, and a compact infect package with Inkmoth Nexus and Triumph of the Hordes as a redundant, hard-to-interact win. Round it out with recursion (Eternal Witness, Reanimate) to rebuild after his inevitable removal.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Trampling over with a massively proliferated Horrigan or counter-loaded team
- ▸Poison/toxic kills by proliferating poison counters off Inkmoth Nexus and infect creatures
- ▸Going wide with Cathars' Crusade/token doublers and overrunning with Craterhoof-style payoffs
- ▸Looping planeswalker ultimates accelerated by proliferate
Archetypes
- +1/+1 Counters — Proliferate twice each attack multiplies a counters board faster than any other commander engine.
- Infect/Toxic — Repeated proliferate of poison counters can close games out of nowhere via Inkmoth and toxic creatures.
- Superfriends — Proliferate ticks up planeswalker loyalty, letting you ultimate them quickly in BG.
- Voltron — Indestructible-while-attacking plus trample and stacking +1/+1 counters make him a self-contained beater.
Combos
No combos found for this commander on Commander Spellbook.
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