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HEROIC (+1/+1 counters) (Casual)

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+1/+1 COUNTERS deck

>Introduction

I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:

  • contain an unique game mechanics
  • have a good sinergy,
  • avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics

Heroic is an ability that triggers when a player cast a spell that targets one of his/her creatures. Nothing extraordinary from a strategic point of view, except that this deck is build around +1/+1 counters. This means that the creatures, if supported by some well played spells, make our own play almost impossible to stop. Unlike Prowess or Bushido, Heroic leaves a permanent effect on the board so the strategy is an exponential ramp of improvement turn after turn.

Offensive Strategy

Starting with lands: cheap choice here with a bunch of Plains and 4x New Benalia.
Drop-1 creatures like Lagonna-Band Trailblazer and Favored Hoplite proved to be absolutely devastating even in the early stages of the game as the nasty things can happen from turn 2. A card that helps massively to spread the counters on all creatures it's the Phalanx Leader: it's awesome, especially when has been enchanted with Gleam of Authority. In addition with the Vanguard of Brimaz we end up having multiple huge ass-beating creatures, most of them with vigiIance, first strike or flying.

Defensive Strategy

There is one main problem with this deck: counters and auras exist only attached to a creature, so cards like Unsummon litteraly destroy our strategy. If you have to face blue decks I higly recommend to swap Defiant Strike with Rebuff the Wicked (or the way way cheaper Lapse of Certainty) from the sideboard to counter those type of cards. Nasty permanents like Sanguine Bond or Ghostly Prison can be removed easily using the Oblivion Ring.
Another awesome card is Valorous Stance: it's a double-effect instant (rare in white) that prevents the effect of cards like Terminate or can destroy huge creatures like Aetherwind Basker.

That's it. Enjoy your cheap awesome white deck and good Magic to all!

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These are the all the revisions of this deck. Click on a revision to view the deck as it looked back then.
  Compare Revision Created By
» Revision 39 March 4, 2024 Federico Rosano
Revision 38 May 20, 2023 Federico Rosano
Revision 37 June 23, 2022 Federico Rosano
Revision 33 January 18, 2020 Federico Rosano
Revision 32 January 28, 2019 Federico Rosano
Revision 31 September 5, 2018 Federico Rosano
Revision 24 August 5, 2018 Federico Rosano
Revision 17 June 29, 2018 Federico Rosano
Revision 9 May 19, 2018 Federico Rosano
Revision 8 September 23, 2017 Federico Rosano
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