Welcome, and today, I will be preparing a dish that truly is my bread and butter...
Heroic is the first mechanic that I ever really got to know, since it is the theme of the first intro deck I have ever bought, so over time, I have slowly worked on the deck as I have progressed as a player. The deck started as a casual R/W aggro, slowly adapted green as I got to know the Modern environment more, and now I have forgone Red for Blue to add something those colors rarely have access too... Card draw! Now the deck has a spicier "twang" than ever, and here's why...
The deck is, at it's bones, an aggressive G/W deck with a counters sub-theme (slam cheap creatures down, beef them up, attack, etc.), but a couple of components deviate it from a traditional beat-down. First-things-first, Hardened Scales is great with Walking Ballista, so that was an auto-include, considering the ballista is as great early as it is late. The only problem with ballista, is it almost feels too slow, so I thought it would be easy to make him big much faster with Bioshift, by turning him into a pack-mule for counters. The thing I caught onto from there, that Bioshift is NUTS with two heroic creatures, and Hardened Scales! One mana for 5 counters? Sign me up. The next thing i had to do, was find some 2-drop heroic creatures with huge impact. Phalanx Leader is pretty much the greatest card ever when you have Scales out, so why not play him here. After that, I tried out a bunch more creatures, only to find that Sage of Hours is a perfect fit for this deck. Remember that trick I mentioned with Bioshift + Hardened Scales
? As it TURNS out (heh), this with Sage makes an extra turn for one mana, snowballing into heroic being at turn 13 while the opponent is stuck on turn 2. I just added Animation Module, and it has been working great. Being able to "proliferate" when you have nothing better to do feels great, and the servos are AMAZING against Liliana of the Veil.
The rest of the deck plays most like Infect, in that the goal is to pump up your creatures and attack, only, Heroic makes it where your creatures keep part of the power boost in +1/+1 counters, which often keeps your creatures out of the range of Anger of the Gods and Lightning Bolt. The only creatures that aren't Heroic, are Ballista and Tireless Tracker. Tracker feels slightly out of place, as he's not as effective without a mana dork, Chord of Calling or Collected Company to make him most efficient, but he makes counters and adds huge value to your late-game land-drops. To explain the sideboard, Dispel, Kataki, War's Wage, Stony Silence, and Relic of Progenitus are pretty self-explanatory. Brimaz, King of Oreskos is for aggressive zoo decks, and burn. Dromoka's Command #3 comes in against burn, storm (nerfs Grapeshot), and decks that play Blood Moon. Spellskite comes in against similar "target to pump" decks, and is actually solid against Ensnaring Bridge decks, since it can attack through it, and just Bioshift someone else's counters onto 'skite mid-attack. Blessed Alliance Just stomps on Death's Shadow.Tethmos High Priest is some tech that I'm playing with, that actually helps against Chalice of the Void, Jund decks, and control decks. The thing that gets around chalice, is that heroic is triggered on the CAST, so, rather the spell resolves or not, it still triggers the ability, reviving creatures from the grave anyway.
Feel free to leave some feedback and comment! I'm always playing around with ideas, so input from others would be appreciated! Thanks!