Captain America, Team Leader: Every Hero Gets a Counter

A build-level deck tech for the Jeskai Avengers commander: how the enters-and-counters engine works, what the 100 cards should be doing, and how to pilot it.
This is a guide to a Magic deck led by Captain America. He gives a +1/+1 counter to every hero that shows up, and one to himself, so the deck plays lots of heroes and they all grow.

Written in Salubrious Snail's voice. Card text is quoted from Scryfall; deck counts, ranks, inclusion, and synergy are from Captain America's EDHREC commander page, captured 2026-07-13. Not authored or endorsed by Salubrious Snail or EDHREC.

Captain America, Team Leader is a three-color Jeskai (white, blue, red) commander with a single line of text: whenever another Hero you control enters, it gains vigilance and haste until end of turn, and you put a +1/+1 counter on it and one on Captain America. Every Hero that enters is two counters on the board and an attacker that can swing the same turn. The deck floods Heroes, lets the counters stack, and cashes them in through payoffs that reward a modified creature. This page walks the whole build: the engine, the ratios, the interaction, and the way to actually play it out.

Captain America gives every hero a +1/+1 counter the moment it enters, plus one to himself, and lets it attack right away. So the plan is simple: play as many heroes as you can, they all grow, then you swing with the whole team. The rest of this page shows what the 100 cards should be and how to play them.

One turn, start to finish

Captain America, Team Leader
Captain America, Team Leader

Say it is turn four and Captain America is already down. You cast a two-mana Hero. It enters, so it gains vigilance and haste, takes a +1/+1 counter, and Captain America takes one too. Director Nick Fury has your Hero spells costing one less, so you cast a second Hero the same turn: two more counters, one on each. If Kindred Discovery is out and set to Hero, each of those two entries drew you a card. Now you attack with both new Heroes plus Captain America, and Iron Man, if it is attacking, hands your modified creatures flying for the swing. Two cards spent, four counters made, and a board that hits in the air. That loop is the deck.

Your turn, step by step:

  1. Play a hero. It gets a +1/+1 counter, and Captain America gets one too.
  2. The hero can attack right away, because it comes in with haste.
  3. If you have the mana, play a second hero. That is two more counters.
  4. Attack with your whole team. Some cards let them fly or hit twice.
  5. Next turn, do it again. The board keeps growing.

What the 100 cards are doing

A deck tech should describe the shape of the whole list. The commander itself is the easy part, and the ninety-nine cards behind it are the real work. Captain America wants Hero density above everything, then the support that keeps Heroes coming and turns the counters into damage. Here is a working skeleton for the ninety-nine behind the commander. Exact cards flex, the ratios are the point.

SlotCountWhat it buys
Mana base (including Avengers Tower, Command Tower)36Three colors on curve, plus Hero-fixing.
Heroes and other creatures (payoffs counted here)32The bodies that trigger the counter and carry it.
Ramp and Hero cost-reduction9Cast two or three Heroes in a turn.
Card advantage10Refill so the go-wide plan never stalls.
Spot interaction (removal and counters)9Answer the one thing that stops you.
Asymmetric sweepers3Reset the board without killing your Heroes.
99 cards + Captain America in the command zone. Aim for eight or more Heroes castable by turn three; keep most of them at two and three mana so the counters start early.

The signature engine: inclusion is not synergy

EDHREC prints two numbers per card, and they answer different questions. Inclusion is how many Captain America decks run the card. Synergy is how much more this commander runs it than the average deck that could. A high inclusion with a high synergy is a signature card, something Captain America pulls toward far more than the format at large. A high inclusion with a low synergy is a staple, a card good in any deck of these colors. The table below keeps the two apart so you can tell the deck's identity from its rent.

CardInclusionSynergyJob
Director Nick Fury93.2%0.888Hero spells cost 1 less; attack digs 4 cards for a Hero
Avengers Tower92.3%0.864Hero-fixing land that also digs 3 cards for one
Iron Man, Armored Avenger90.3%0.851Draw puts a counter; modified attackers fly
War Machine, Avenging Arsenal88.5%0.836Modified attackers gain double strike
Black Widow, Agile Avenger87.8%0.821Cheap menace Hero; punishes opponent draw
She-Hulk, Wallbreaker86.0%0.814Team trample; blocked Heroes gain counters
Winter Soldier, Reborn Avenger85.9%0.812Attack reanimates a Hero (it re-enters, so it triggers Cap)
Kindred Discovery85.8%0.807Choose Hero: draw on every Hero that enters or attacks
Raise the Palisade85.7%0.821Bounce every non-Hero; your board stays
Swords to Plowshares90.5%0.228Staple: high inclusion, low synergy, run in any white deck
Arcane Denial68.7%0.521Staple: clean counter that replaces itself
EDHREC captured 2026-07-13. The top nine are the deck's identity. The bottom two are format staples that any deck of these colors would run. Swords at 90.5% inclusion with 0.228 synergy is the clearest example of the difference.

The lesson for building: the high-synergy block holds the deck's real power, and every one of those cards earns its place by adding Heroes, protecting them, or turning counters into damage. The staples are the price of playing three colors well, and you should not mistake their big inclusion percentages for a signal that they define the deck.

More than casting: tokens, blink, and reanimation

Director Nick Fury
Director Nick Fury

The trigger is written on the word enters. Players read it as cast, and that swap is the most missed line on the card. Any Hero that arrives under your control fires the counters, so casting is one route of several. A Hero token entering counts. A Hero returning from a blink counts. A Hero coming back from the graveyard counts. Winter Soldier, Reborn Avenger makes the point on its own: when it attacks it reanimates a Hero from your yard, that Hero enters, Captain America triggers, and Winter Soldier stacks an extra counter on top. Kindred Discovery draws you a card on the same entry. A build that only counts cast Heroes leaves those repeated entries on the table, and repeated entries are more triggers from fewer cards.

So the real construction target is Hero density plus ways to make Heroes enter more than once. Direct casting is the primary route and should stay the backbone of the list. Token production and recursion are the secondary engines that let a smaller pool of Heroes fire the trigger again and again.

Read the card closely: it says "enters." A hero counts every time it shows up, even when you did not play it from your hand. A hero made as a token counts. A hero that comes back from the graveyard counts. Winter Soldier brings heroes back so they enter again and grow again. So the deck loves any card that makes heroes appear more than once.

Cashing the counters: the modified payoffs

A pile of +1/+1 counters is a wide board, and the payoffs turn a wide board into lethal. They share one keyword: modified. A creature with a counter on it is modified, so your countered Heroes all light up these rewards at once.

Iron Man, Armored Avenger 90.3% / 0.851. Every draw drops a counter on a creature, and when Iron Man attacks your other attacking modified creatures gain flying. A ground army goes over the top in one attack step.
War Machine, Avenging Arsenal 88.5% / 0.836. When War Machine attacks, your attacking modified creatures gain double strike. A wide countered board hitting twice ends games fast.
She-Hulk, Wallbreaker 86.0% / 0.814. Your Heroes gain trample, and any Hero that gets blocked gains a counter per blocker, so chump-blocking your team only makes it bigger.

Card draw feeds the same loop. Iron Man puts a counter down whenever you draw. Shang-Chi and the Ten Rings grows on every draw and, at ten counters, draws you five and gains five life. Professor Hulk draws you a card for each point of combat damage it deals. In a list flush with Nick Fury and Kindred Discovery, the hand and the board grow on the same triggers.

A creature with a counter is called "modified." Iron Man gives your modified creatures flying. War Machine gives them double strike. She-Hulk gives them trample and grows any hero that gets blocked. So your grown-up team flies over, hits twice, and tramples through. Drawing cards also adds counters, so the deck gets bigger every time you draw.

Interaction, protection, and the board-wipe question

Every go-wide deck has one real fear, the sweeper that wipes a board full of accumulated counters. This deck answers that in three layers. First, spot removal keeps the path clear: Swords to Plowshares is the clean one-card answer, run in nine of ten lists. Second, cheap countermagic like Arcane Denial protects the engine and replaces itself. Third, and this is the piece a primer skips, Raise the Palisade is a sweeper you run yourself. It returns every creature that is not your chosen type to its owner's hand, so you pick Hero, your board stays, and every other board goes back to hand. It is a reset that only hurts the other side.

When an opponent resolves the wipe instead, the recovery plan is built into the same cards. You rarely empty your hand, so a wipe hits a board you can rebuild in a turn or two off Nick Fury's card advantage and the Hero engine. Winter Soldier turns the graveyard the wipe just filled into fresh entries. A wipe costs you the counters. The engine survives it, and the engine rebuilds them.

The scary card: a "board wipe" kills everyone's creatures, and your counters go with them. Three answers: Swords to Plowshares removes one big threat cleanly; Arcane Denial says no to a spell and draws you a card; and Raise the Palisade is your own wipe that sends everyone else's creatures home and leaves your heroes standing. If someone else wipes the board, you hold a few heroes back and rebuild fast, because your cards keep drawing you more.

The real rule: five jobs

Before a nonland card makes the deck, ask which of five jobs it does: add Heroes, speed them out, refill your hand, protect the board, or clear a path. The best cards do two of the five.

The old shorthand, "if it is not a Hero and does not pump, protect, or find Heroes, it is fighting the plan," sounds decisive and fails on contact with a real hundred-card deck. It treats removal and ramp as suspects, and a deck that cannot cast two Heroes in a turn or answer a threat pays for that false purity. The five-job test fixes that. Swords to Plowshares clears a path, so it belongs. Sol Ring and Nick Fury speed Heroes out, so they belong. Kindred Discovery refills, so it belongs. A card that does none of the five is the one fighting the plan. A card that does two, a Hero that also draws, a land that also finds Heroes, is the one you cut last.

How to pick a card: ask whether it does one of five jobs, meaning it makes heroes, makes them cheaper, draws you cards, protects your board, or removes something in your way. A card that does none of the five should be cut, and a card that does two of them is a keep.

Ten to add, ten to cut

Ten adds pulling toward the core

  • Director Nick Fury, the top cost-reducer and Hero dig.
  • Kindred Discovery (choose Hero), a card on every entry or attack.
  • Raise the Palisade, the sweeper that spares your Heroes.
  • Winter Soldier, Reborn Avenger, reanimation that re-triggers Cap.
  • Herald's Horn (choose Hero), a second cost-reducer plus selection.
  • Black Widow, Agile Avenger, a one-drop-cheap evasive Hero.
  • Scarlet Witch, Chaotic Avenger, impulse draw and free Heroes on damage.
  • Professor Hulk, a modified beater that draws cards on connect.
  • She-Hulk, Wallbreaker, trample and counters through blocks.
  • Arcane Denial, clean protection for the engine.

Ten kinds of card to cut

  • Vanilla non-Heroes with no counter or modified relevance.
  • Symmetric wraths that kill your own wide board.
  • Auras or Equipment that buff only one creature.
  • High-cost cards that do not add or protect Heroes.
  • Win-more cards that need you ahead first.
  • Narrow counters that stay dead when you are the aggressor.
  • Lifegain with no board impact.
  • Off-type typal cards for a tribe you are not.
  • Slow draw sorceries your Heroes make redundant.
  • Fragile combo pieces undone by one removal spell.

Add cards that make heroes, make them cheaper, draw you cards, or protect your board, like Director Nick Fury, Kindred Discovery, and Raise the Palisade. Cut cards that do not help heroes: plain creatures, board wipes that kill your own team, and slow expensive cards that do not fit the plan.

Opening hand and three mistakes

A keepable hand wants three or four mana sources with your colors covered and at least one Hero you can cast by turn two or three. A strong keep looks like four mana sources including a blue or red one, an early rock or Nick Fury to accelerate, and two cheap Heroes to start the snowball. Ship hands with fewer than two mana sources, or hands with no Hero castable by turn three, because a counters deck that does not start playing Heroes early never gets its engine going.

Three common mistakes

  • Playing it as cast-only. Forgetting that tokens, blink, and reanimation also enter, so you leave the cheapest repeat triggers out of the deck.
  • Dumping into an open wipe. Emptying your hand when a sweeper is likely, instead of holding a Hero or two and leaning on Raise the Palisade and the rebuild.
  • Chasing off-plan power. Running a strong non-Hero that does none of the five jobs, which thins the Hero density that makes Captain America snowball in the first place.

Keep a hand with three or four mana sources and at least one hero you can play by turn three. Mistakes to avoid: only playing heroes from your hand and forgetting tokens and graveyard tricks; playing every hero right before a board wipe; and adding strong cards that are not heroes and do not help heroes.

What the numbers say

EDHREC data captured 2026-07-13

EDHREC records 2,456 Captain America decks at rank 937, the most-built commander in the Marvel box, tagged +1/+1 counters (172) and Heroes (134) as its top themes, the exact engine above. Because the counts and percentages move as the sample grows, the figures here are stamped with their capture date. A page read a month from now may see different numbers as the database grows, which is why the figures here are stamped with today's date. Among the box's commanders the reason for the high build count is a short decision tree: play a Hero, take the counters, attack, repeat. The linear line makes it forgiving for a newer pilot. Calling it the simplest deck to play against would be a stretch, and this page does not.

About 2,456 people have built Captain America, the most of any deck in the Marvel box, ranked number 937 overall. That number changes as more people build it, so this page notes the day it was checked: 2026-07-13. People build it a lot because it is easy to follow: play a hero, take the counters, attack, and do it again.

Sources. Card text quoted from Scryfall (Marvel Super Heroes Commander): Captain America, Team Leader; Director Nick Fury; Avengers Tower; Iron Man, Armored Avenger; War Machine, Avenging Arsenal; She-Hulk, Wallbreaker; Winter Soldier, Reborn Avenger; Kindred Discovery; Raise the Palisade; Shang-Chi and the Ten Rings; Herald's Horn; Black Widow, Agile Avenger; Scarlet Witch, Chaotic Avenger; Professor Hulk; Arcane Denial; Swords to Plowshares. Deck counts, rank, inclusion, and synergy from the EDHREC Captain America commander page, captured 2026-07-13. Related: my Avengers short read and the EDHREC Marvel read. Written in Salubrious Snail's voice; neither Salubrious Snail nor EDHREC authored or endorsed it.