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  1. Commander Nexus
  2. Archetypes
  3. +1/+1 Counters
+1/+1 Counters artwork

+1/+1 Counters

+1/+1 decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's (the damage it deals) and (the damage it can take).

  • KindArchetype
  • Cards1,963
  • Good first deck?Yes

Put growth counters on your creatures so they get bigger every turn. Your plan never changes: keep growing.

An archetype is a whole game plan: the way a deck tries to win.

Find these cards in the app Commanders with this archetype

How it plays

You put +1/+1 on your creatures, small markers that make a creature permanently bigger. Cards that add a counter whenever something happens, and cards that double or the counters you have, keep every creature growing turn after turn.

How it wins

By attacking with creatures that have grown far past their printed size. A few creatures with or carry the past blockers, and some cards let you move counters onto an unblocked creature.

What beats it

A takes every with it, because counters live on the creature. (returning a creature to hand) is as bad as destroying it, since the counters vanish.

If this is your first deck

A great first deck. Your plan never changes: keep growing. You will learn to read creatures and , and the deck forgives mistakes.

Commanders to Start With

The most played commanders where +1/+1 Counters is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.

Example Cards

PowerThe first of the two numbers in a creature's bottom-right corner. It is how much damage that creature deals when it fights or attacks.Open the full glossaryToughnessThe second of the two numbers in a creature's bottom-right corner. It is how much damage the creature can take in a turn before it dies. A creature whose toughness reaches zero dies immediately.Open the full glossaryCounterTwo different things share this word. A counter is a small marker placed on a card, such as a +1/+1 counter. To counter a spell is to stop it resolving while it is still on the stack.Open the full glossaryProliferateChoose any number of players and permanents that already have a counter on them, and give each one more of a counter it already has. It adds to what is there; it cannot start something new.Open the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.Serra AngelOpen the full glossaryBoard WipeA spell that destroys or removes most or all creatures at once, resetting the battlefield for everyone. Also called a sweeper or a wrath.Open the full glossaryBounceReturning a permanent to its owner's hand. Nothing is destroyed, so it dodges effects that trigger on dying, but the owner can simply replay it.Open the full glossary