Everything in the Quandrix Unlimited Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 12 new cards, and whether it is worth buying.
The first spell you cast with {X} in its mana cost each turn costs {1} less to cast for each +1/+1 counter on Zimone. Whenever you cast your first spell with {X} in its mana cost each turn, put two +1/+1 counters on Zimone.
I’m indifferent about the theme here. X-spells is worth revisiting every once in a while, but combining it with a +1/+1 counter theme doesn’t sway me. I bet the deck is plenty powerful, but it just has the most milquetoast face commander of the lot. At least Primo seems like an intriguing alternative.
It’s got similar reprint value to Silverquill Influence, but Quandrix Unlimited at least has a wider spread of interesting new cards for Commander, including a juiced up proliferate card. I can give this deck one thumb up, but a Simic ramp deck disguised as another theme is never going to keep my attention for long. This one’s for the Timmys.
Quandrix Unlimited gives us a GU X-spell deck with a focus on +1/+1 counters. A typical “hydra” deck, if you will. That makes it Simic ramp by default, but Quandrix gets to play around with some fun and interesting themes due to the “mathematical” nature of the Strixhaven school.
Zimone, Infinite Analyst isn’t super inventive, but it seems strong enough. X-spells put +1/+1 counters on it, which then make subsequent X-spells cheaper, and so on, plus you can find other sources of counters to grant steep discounts to your best spells.
Primo, the Unbounded is the cooler of the two commanders. It plays well with 0-power creatures that pick up +1/+1 counters and rewards you with fractals that keep the chain going. Zimone is almost certainly stronger, but I wouldn’t mind experimenting with Primo out of the box.
The core of the deck—play Zimone and follow it up with increasingly large X-spells—looks solid. Zimone offers immense cost reduction and is overall quite strong as a commander. Rather than messing around with this, I want to look at the cracks surrounding the idea, with three notable areas that need work:
Draftsim's upgrade guide makes 17 changes to this deck. The first picks (hover for the card):