At the beginning of combat on your turn, put a +1/+1 counter on each of up to two target creatures you control.
, : Double the number of each kind of counter on up to two target creatures and/or artifacts you control.
Build a wide-ish board of creatures, drip +1/+1 counters via Zimone's combat trigger, then explosively double everything with her GU activated ability to swing for lethal or fuel proliferate/synergies. You ramp into Zimone turn 4, protect her, and snowball counters every turn until your team is unbeatable in combat or you assemble a counter-based combo.
Doubling counters of every kind (loyalty, charge, +1/+1, oil, etc.) enables explosive turns and combo loops
Free combat-step counter trigger applies pressure every turn without spending mana
Green-blue gives access to the best ramp, card draw, and counter support in the format
Scales with go-wide counter strategies and snowballs hard if left unchecked
Heavily reliant on the commander; she's a removal magnet and the deck stalls without her
The doubling ability needs a board to matter — vulnerable to board wipes
Slow to close without a payoff; pure counters can durdle
No built-in evasion or protection, so combat can be stonewalled