
The Duke enters with a +1/+1 counter on him.
, Remove a counter from The Duke: Put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Drop The Duke turn one and use his tap ability each turn to shuffle counters onto your beaters while granting hexproof, protecting a key creature from removal during your opponents' turns. Build around +1/+1 counters and proliferate to keep refueling his counter supply, then go wide or tall and swing for lethal. He's a cheap, repeatable protection engine that makes any creature-centric white deck more resilient.
Add proliferate engines (Evolution Sage, Flux Channeler) and counter doublers (Doubling Season, Branching Evolution) to make every Duke activation explosive. Improve mono-white's weaknesses with ramp and card advantage like Smothering Tithe, Land Tax, Esper Sentinel, and Welcoming Vampire, plus protection like Teferi's Protection and Heroic Intervention-style effects. Cap it with a decisive finisher such as Craterhoof Behemoth or an Approach of the Second Sun line for redundancy.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (W), by popularity.

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