
Sin, Unending Cataclysm
The Commander
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.
Guide
Gameplan
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.
Strengths
- Built-in resilience: dies trigger preserves your counters and recurs Sin from the library
- Doubles counters on entry, creating an oversized evasive threat very quickly
- Flying + trample makes it a reliable commander-damage and finisher creature
- Synergizes with the entire proliferate/counters package that Simic does best
- Rewards going wide on counters across artifacts, creatures, and enchantments
Weaknesses
- Seven mana is slow and the payoff is weak if you have few counters to remove
- Removing counters can shrink your other creatures or wipe useful keyword/loyalty counters you wanted to keep
- Vulnerable to exile, bounce, and -X/-X effects that ignore the death shuffle
- No interaction or card advantage built into the commander itself
- Telegraphs lethal damage, inviting blockers and removal before you connect
Key Cards
- Hardened Scales — Multiplies every counter you place, dramatically inflating Sin's eventual size.
- Branching Evolution — Doubles +1/+1 counter generation, stacking with Sin's own doubling on entry.
- Inexorable Tide — Proliferate every spell builds a wide counter base for Sin to harvest.
- Doubling Season — Doubles counters entering, supercharging your whole board before Sin arrives.
- Rishkar, Peema Renegade — Cheaply scatters counters across creatures and ramps, feeding Sin's entry trigger.
- Ozolith, the Shattered Spire — Adds counters and protects them, ensuring a big payload when Sin enters or dies.
- Cathars' Crusade — Floods the board with counters every time a creature enters for Sin to scoop up.
- Rapid Hybridization — Cheap protection/interaction in color to clear blockers before a lethal swing.
Upgrade Path
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.
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
- ▸Connecting with a massive flying, trampling Sin for lethal commander or general damage
- ▸Reusing the death trigger to keep a giant counter creature on board through removal
- ▸Wide counters board with overrun effects like Overwhelming Stampede or Pathbreaker Ibex
- ▸Doubling-fueled trample swings closing one opponent per turn
Archetypes
- +1/+1 Counters — Sin is the ultimate counters payoff, converting an army of counters into one huge body at double value.
- Proliferate — Repeatable proliferate stacks counters everywhere so Sin's entry trigger is maximized.
- Voltron — Flying, trample, and a giant counter pile let Sin close games with commander damage.
- Superfriends — Sin can absorb loyalty and other counters, and proliferate supports planeswalkers alongside it.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (GU), by popularity.

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