Introduction
In today's article, we'll explore another new card from Marvel Super Heroes. Though many, like me, still don't like how WotC mixed up so many universes and IPs together, we must admit that, mechanically, these new cards will create some pretty interesting possibilities for Commander.
The deck we'll explore today is a classic White Weenie strategy, with many small creatures that pile up and become even better when you use your commander's abilities.
Matt Murdock, the Commander

Matt Murdock, Justice Seeker is interesting because it is Daredevil's alter ego, not the other way around. This commander enters play early and instantly dominates the match. Its main ability also puts +1/+1 counters on the board bit by bit.
However, the best thing about it is that it protects all creatures with a counter and makes all of them a lot harder to remove. In Commander, where spot removals and other effects are always flying over the table, a commander that makes your strategy more resilient like this is often what sets the winning decks apart from the "thank you for participating" decks.
This commander might just do one thing in this deck and act more as a support piece than the main character, but he'll make sure your creatures live to see another way, guaranteed. Like other commanders that are considered great nowadays, he rewards players who have mastered his strategy and know how to play each card and how to order them, that is, how to develop their board with finesse.
The Deck
The list we'll see today is a Monowhite strategy centered around +1/+1 counters and being as resilient as possible. The game plan is simple in theory, but, in practice, it is more like a puzzle: you'll develop mana in the first few turns, put small creatures in play that will grow by themselves, and use Matt Murdock to make sure they stay in play through anything.
Unlike pure control decks or Stax decks, this list progresses its main game plan by protecting its main pieces. You won't prevent anyone from playing, but rather grow your creatures so much and protect them so completely that interacting with them will be a logistical nightmare for your opponents. You'll often win because your opponent forgot one or two interactions. This deck hoards resources on smaller pieces that will complement each other until your board is unstoppable.
Here is our list:
Ramp and Setup

With me, kids: this is a white list, so we can't play the incredible ramp green decks can! So, you need a solid artifact base to stay afloat. Sol Ring, Arcane Signet, and Mind Stone are the bread and butter that will allow you to keep going.
Pearl Medallion is one of the best cards in this sense because it discounts the cost of almost everything in this list. Like so, you'll be able to set up explosive turns, casting two or three threats all at once. As for The Ozolith, it is a sort of life insurance for this deck. Losing a creature when you're playing a counter strategy hurts, but losing the counters hurts even more. Ozolith will make sure you never lose the value you invest on your board, as, with it, you'll be able to move it from a fallen creature to the next threat in line.
Counter Engines

This is the thick of it. These cards will give you the resources you need to keep your main engine going. Luminarch Aspirant and Mikaeus, the Lunarch will stay active throughout the match and give you counters every turn. They feed Matt Murdock, Justice Seeker's ability, and will make sure you always have counters. Like so, you'll be able to protect your pieces with your commander and grow your creatures at the same time.
This is particularly important because Matt, by itself, only puts 1 counter in play per turn, and you'll have to spend mana to do it. In a Commander pod, this pace could be enough to give Ward to an important piece, but it will hardly lead you to victory. So, you need a few extra ways to get counters and spread them throughout the board besides your commander. Like so, your creatures will grow together, and you won't feel inclined to spend all your resources on a single target.
Thalia's Lieutenant is a global pump for your many Humans, while Felidar Retreat and Cathars' Crusade will create new nightmares for the board whenever a land or creature enters play. Particularly Cathars' Crusade, which can create chaos after just one round around the board. It'll turn your army of 1/1s into colossal monsters. Virtue of Loyalty completes this kit pretty well, buffing your entire board in your end step and making sure that your creatures are always ready to block.
Card Advantage and Selection

Historically, white has always struggled with card advantage and running out of gas. To go around this, this list plays pieces that can turn your creatures into new cards. Welcoming Vampire and Tocasia's Welcome will make sure each of your creatures draws a card as soon as they enter play.
Esper Sentinel punishes opponents for trying to progress their game plan and goes really well with a few counters. Meanwhile, Ranger-Captain of Eos gets your best 1-cost pieces, or even cheaper pieces, like Walking Ballista or Mother of Runes. It is a sort of toolbox card. And, obviously, there is Skullclamp. In a deck centered around small creatures, this card is the best card draw engine you can play.
Protection

The commander's effect will be quite helpful, but, to use it, he needs to be alive. Mother of Runes and Giver of Runes are the classic bodyguards that stop spot removals and keep your pieces untouched. Selfless Spirit and Boromir, Warden of the Tower protect your cards against global effects, so your board will be intact even after an opponent tries to reset it.
To protect your board, defensively or proactively, Teferi's Protection and Flawless Maneuver are a must. You can also cast Flawless Maneuver for free if your commander is in play, so you'll be safe to attack and won't have to worry about countermeasures.
Win Conditions
But how do you win? Usually, by trampling opponents. This deck uses counter "payoffs" to make combat impossible for the opponents. Abzan Falconer gives flying to everyone that matters, Ainok Bond-Kin gives you Initiative, and Abzan Battle Priest gives you the lifelink you need to stabilize against aggressive decks.
The one card that stands out in this group is Damning Verdict. Because this deck fills its own creatures with counters, this spell is a sort of asymmetrical board wipe and a perfect way to finish. You'll clear a path forward, remove all enemy defenses, and keep your board intact for a lethal attack. If that's not enough, Akroma's Will or Sigarda's Summons will turn any average board into a lethal threat.
How to Play It
Ideally, you should start the game with two or three lands, a mana rock, and at least one counter engine or a low-cost creature that creates value, like Esper Sentinel. Your commander doesn't cost a lot, so you may put him in play early, but don't rush it if you can't protect him or if you don't have counters to interact with him.
Early on, focus on developing your mana base and putting one or two threats in play that need to be answered immediately. However, this deck truly shines in the mid-game, when you can use your commander to protect your main cards and start scaling with Cathars' Crusade or Luminarch Aspirant. Save your protections, like Teferi's Protection, for critical moments, that is, when your opponents try to reset the game as a whole or hit you in particular.
If you already put many creatures and counters in play, Abzan Falconer, Abzan Battle Priest, and Sigarda's Summons will change your attacks completely. If your board isn't that great, Elite Scaleguard will carve a path forward. In long matches, The Ozolith, Resourceful Defense, and Karn's Bastion will keep your counters relevant.
When it's time to end the game, look for a window to put Damning Verdict in play or get enough mana to put a Walking Ballista in play. If you feel the other opponents are about to call you a sneaky combo player, then you're on the right path, and victory is near.
Final Words
Matt Murdock, Justice Seeker is a great addition to the meta as a Monowhite commander. This strategy is often considered fragile, but, with this commander, it has a chance to compete with other strategies on equal ground. But, as I always say, I really wanted a Universes Within version of this commander, and Marvel is definitely not my favorite universe in MTG.
What do you think? Tell us your thoughts in our comment section below.
Thank you for reading, and see you next time!











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