A Humans/Counters-centric deck focused on generating large amounts of value out of placing +1 Counters on your creatures, buffing them with combat tricks, and cheating out additional creatures via enchantments.
Some key pieces explained:
- With Mikaeus, the Lunarch out, any +1/+1 counters you have (from Leinore, for example) should be stacked on Mike, then tapped to place those counters on the rest of your creatures.
- Gyre Sage and Heronblade Elite are the primary mana dorks here, mainly to get out bigger enchantments and creatures on turns 3-5. Though I initially had my reservations about her, in play Katilda, Dawnhart Prime was amazing in helping with that little extra mana out every turn. It should also be noted that the tokens created by Adeline, Resplendent Cathar are explicitly white, and therefore can be tapped for a W each should they survive the turn after.
- Weaver of Harmony may initially seem like an odd inclusion here, given that she's not human; however, there are only about 7 or 8 total cards in this deck that care about humans specifically, and Weaver allows us to do some truly degenerate stuff with some of our bigger enchantments, explained later.
- Kyler, Sigardian Emissary should really be slotted in as the commander here, but I've found that he attracts a bit too much attention from the table, and usually gets Plowed on sight. He's still an insane card, but Leinore so far has been doing a good job of staying under the radar and drawing cards.
Now, regarding enchantments:
- Descendants' Path, Defense of the Heart, and Pattern of Rebirth are the stars of the show used to cheat out some of our game winners as early as turn 4: Shalai, Voice of Plenty to protect your creatures from targeted removal, Ascendant Acolyte for a giant beatstick, Kodama of the West Tree for ramp, Victory's Envoy for counters, Kyler, SIgardian Emissary for a massive combat buff, and Avacyn, Angel of Hope for obvious reasons. It should be noted that when these enchantments pop and put creatures onto the battlefield for free, with Weaver of Harmony out, you can quite literally double the number of creatures fetched this way. You could also wait a bit longer and use Vedalken Orrery to flash some of these in, which helps in a pinch.
- I've noticed in earlier revisions that this deck struggles with card draw, and so The Great Henge, Guardian Project, Sylvan Library, Esper Sentinel, and Mangara, the Diplomat to aid some. It should be noted that Sylvan Library and Augur of Autumn can be used to sculpt a better top deck for Descendants' Path.
- In terms of +1/+1 Counters, there are a number of secondary abilities attached to cards that give us outlets for unused mana in exchange for those: namely Gavony Township, Shalai, Voice of Plenty, and Katilda, Dawnhart Prime. These abilities rarely come up, but are nice to have. To aid in our counting, Hardened Scales, Branching Evolution, Cathars' Crusade and Doubling Season help produce disgusting amounts of counters (all of which can be doubled again by Weaver of Harmony), while Death's Presence helps preserve some of those counters when our creatures die. Many of our creatures also impact the number of counters made, but there's too many to be worth listing here.
Finally, Interaction:
- When it comes to protecting our cards, and dealing with our opponents', we've got a fair bit of redundancy built in to protect what's ours. For removal, we've got a handful of Channel lands, Aura Shards, about half of our Instants, and two pretty nice board nukes with Farewell and Vanquish the Horde, the latter of which can be amazing with Avacyn out. Lion Sash is basically a Scavenging Ooze that we can equip to something good for big damage, which is nice. For redundancy and protection, we've got a whole lot more going on: beyond the fetchable creatures mentioned above that protect our entire board, Eiganjo Castle, Kor Haven, Okina, Temple to the Grandfathers, and Yavimaya Hollow all have helped keep myself or my creatures alive, and they're all lands! Kor Haven in particular has saved my skin multiple times from death by 12/12 double strike flying infect creatures, so perhaps I'm a little biased. Steely Resolve gives ALL humans hexproof, including those that aren't our own, but we don't care too much about that. Sterling Grove helps protect our other enchantments, and I'm seriously considering moving Greater Auramancy from the Maybeboard to the 99. I've deliberately removed all graveyard recovery pieces besides Eternal Witness, since I simply haven't dealt with mass removal that I couldn't weather out or climb back from, but in your meta you may want to slot in a Replenish or an Angel of Glory's Rise.
Overall, this is definitely my favorite deck out of all the ones I've built, and I fully intend to continue tuning and updating it as I go. As always, I highly advise you to proxy what you can't afford; unlike the times of yesteryear, fakes are just as good if not better than the real thing these days, and no more than $2 per card, so go crazy!