Squirrels you control have ": Target Squirrel gets +2/+2 and gains trample until end of turn. Activate only as a sorcery."
Whenever one or more Squirrels you control deal combat damage to a player, draw a card.
Flood the board with Squirrel tokens, then turn them sideways for value: every connecting Squirrel draws a card and the team can pump itself with the tap ability to push through huge trampling damage. You ramp and build wide in the early turns, deploy The Odd Acorn Gang around turn five, and overwhelm tables with go-wide combat backed by a steady stream of cards.
Built-in card advantage engine that refills your hand off combat damage from multiple Squirrels
Squirrel typal has surprisingly deep support, making tokens cheap and plentiful
Tap-to-pump ability lets even small Squirrels punch through blockers with trample
Black-green gives access to elite ramp, recursion, and removal to protect the board
Heavily reliant on the board state—board wipes set you back hard
Commander itself is mana value 5 and the deck wants it out to maximize draw triggers
Vulnerable to fliers and ground stalls without evasion beyond menace/trample
Can be slow to close if early Squirrel production is disrupted
Generates a steady stream of Squirrel tokens whenever one dies, keeping the board resilient.
Add fast mana and token doublers (Parallel Lives, Anointed Procession, Doubling Season) to scale the board faster, and lean into sacrifice payoffs plus Skullclamp for relentless card flow. Include a couple of finishers like Craterhoof Behemoth or Pathbreaker Ibex to convert width into one-shot kills, and tighten the manabase with fetches and untapped duals. For a higher ceiling, build toward Earthcraft and Squirrel Nest engines for explosive mana and token loops.