Whenever you cast a spell during your turn other than your first spell that turn, create a 2/2 blue and black Zombie Rogue creature token.
Whenever a Zombie you control enters, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.
Cast multiple spells each turn to flood the board with 2/2 Zombie Rogue tokens, then snowball them huge as Geralf's counter ability stacks +1/+1 counters on each new Zombie based on how many already entered that turn. You win by chaining cheap spells into an overwhelming token army or by leveraging mass-zombie ETBs for a single explosive turn. Turn to turn you ramp, draw, and deploy cheap interaction so every extra spell mints a body.
Generates board presence for free off spells you were already casting
Counter ability creates exponentially large Zombies in spell-heavy or token-flood turns
Mono-blue gives access to the best card draw, counterspells, and tutoring consistency
Cheap commander that rebuilds armies quickly after wraths
Mono-blue lacks efficient board wipes and direct removal
Tokens are fragile to sweepers, and losing Geralf slows the engine
Relies on casting many spells per turn, which can stall with a clunky hand
No built-in evasion or protection, so big Zombies get chump-blocked or removed
Snowballs your token count, fueling Geralf's counter stacking every turn.
Add cheap cantrips and free spells (Mishra's Bauble, Ornithopter of Paradise, rituals) to maximize spells-per-turn triggers, and lean on mana rocks and Sol Ring to enable multi-spell turns earlier. Include sacrifice outlets and recursive Zombies (Gravecrawler, Cryptbreaker) plus payoffs like Diregraf Captain and Wilhelt for inevitability. Tighten the manabase with fast lands and tutors like Vampiric Tutor-equivalents in blue (Mystical/Long-Term Plans) to find your engine pieces and protect Geralf with counterspells and Heroic Intervention-style blue saves like Teferi's Protection substitutes.