First new EDH deck I've built in a while. Titania was a Commander I always wanted to try but never actually got around to making. I was getting kind of bored of some of my decks, and I decide to do some brewing one day out of boredom. Realized I already had about 70% of the cards for the deck, so I decided to commit and pick up the few cards I didn't already have.
I think it's a pretty standard monogreen stompy list supplemented by Titania's ability to make an army of 5/3 Elemental tokens at a fairly decent pace once the deck gets rolling. Natural Affinity in response to a board wipe that will put creatures in the graveyard is a hilarious blowout in your favor. Natural Balance + Splendid Reclamation is pretty dirty as well. Squirrel Wrangler + Titania lets you build up a token army very quickly, giving you two 1/1 Squirrels and one 5/3 Elemental with every activation. Kamahl, Fist of Krosa/Quirion Druid let you use Ugin, the Spirit Dragon's +1 to Lightning Bolt lands during each of your turns. Just ways to sacrifice lands and recur them to take advantage of Titania's abilities.
I'm a big fan of Titania and have been playing her for about a year now, so I'll drop a few thoughts on your list. It's certainly seems a solid start, but there are a few tweaks I'd suggest.
First off, I suspect it's a financial omission, but on the chance you've got (or are prepared to get) one, I've gotta mention Gaea's Cradle. Even by the standards of that notoriously strong card, it's ridiculous in Titania - you can sacrifice the rest of your lands and still have the same amount of mana. Still, I can certainly understand if you can't afford one.
As for other lands, I'm a big fan of Scorched Ruins. Yes, it can backfire (people strip mining it for example), but it ramps and as long as you have your general in play, you're getting a couple of elementals out of it (with a third if someone destroys it). On the subject of lands, I don't really see what Ulvenwald Hydra is doing in here. You don't have any real "bomb" lands like Cradle to get and it's not likely to be that large since you'll be sacrificing lands for elementals (maybe if it had trample, but it doesn't, so...).
You only have one way of mass sacrificing lands - Sylvan Safekeeper. All your other ways of killing lands are limited by mana and/or needing to tap. I'd try to add at least one if not both of Zuran Orb and Fortitude. The latter would seem to be to be a much better option than Village Elder to combine land sac and protection (just stick it on Titania). On a related note, while I do love the idea of animating land to get them killed, with the exception of Natural Affinity which is effectively an "I win" card if someone wraths, I found that it was a bit too "cute" and not nearly as good as just having reliable sac outlets.
To go with the easier ways of sacrificing lands (and thus making tokens), I'd like to see another overrun effect or two. You've got Kamahl, but adding in Craterhoof Behemoth and/or Triumph of the Hordes will likely improve your ability to finish games off - the latter in particular means you only need 2 elementals per opponent. Especially if you can get a Concordant Crossroads in there as well, allowing you to float mana, sac all your lands, then drop an overrun and haste to win out of almost nothing.
Finally, I'd tweak the card draw. A ready supply of 5 power creatures (including your general if necessary, as she recoups half the commander tax with her ETB trigger) make Life's Legacy and Momentous Fall very efficient ways to refill your hand, while Elemental Bond is simply perfect for the deck.
Oh, just spotted one more omission: Exploration. With your high land count, it's great acceleration early on, while later game, combining with Crucible of Worlds and a fetchland gives you two elementals a turn (plus the forests of course)
Infinite mana that can only be used on creature spells - which in not actually something most Titania lists run that many of, and of those, none really benefit from having infinite mana. The infinite landfall and creature ETB can be good if you've appropriate cards in play - Rampaging Baloths and Elemental Bond for example, but by that point you're looking at having to put together 3 cards plus your general, which is kinda fiddly, especially as you're in mono-green and thus can't really tutor for the enchantments, and without having that setup, Food Chain is basically a dead card.
If you take a look at good food chain generals - Tazri, Prossh, Wanderer etc. - they require less pieces to go off with FC, win on the spot from doing so, and have much better tutoring options.
And by no means would I call Food Chain a dead card. We still get infinite creatures from the combo (I would also add Yeva, Nature's Herald to the deck for access at instant speed creatures, letting you do this combo at the end step of the previous opponent to prevent wraths, and it is good as a control card in green matched with Seedborn Muse, which should also be in IMO), and it will let us play nicely around stax and taxes like Sphere of Resistance and will give a second use to creatures in the like of Wood Elves, that are not that much useful after the ETB.
I know there are better FC general because I play exclusively cEDH, but the idea of the comment I made previously was not to change the general, simply to give my opinion and try to optimize a commander deck with a specific commander.
Why would I want something like Yeva in a Titania deck? There's are only a handful of creatures worth running, so wasting a slot to give them flash is pointless. Likewise, what does Seedborn Muse actually do for the deck? Sure, it's a great card, but what does a Titania deck want to be doing with having mana up on other people's turns? It's not hard to keep up a little for removal. Things like Wood Elves are overcosted for the deck - Nature's Lore does the same for 1 mana less, and the body is pretty much irrelevant.
Food Chain (even outside of combos) doesn't really work because you don't need mana to cast creatures as you don't have very many creatures - Titania herself gives you all the bodies you need, so the rest of your deck can benefit much more from being centered around other card types - and those you have are mainly utility stuff. As I mentioned before, you do have things likeElemental Bond to turn the combo into something actually useful - card draw - but that just makes it even harder to put together.
I've tested Food Chain before, and it simply doesn't do what Titania wants from a card - if we were building 200 card decks, it'd probably make the cut, but there are at least 99 things I'd rather have than it.
I suppose you could build a Titania deck focused on Food Chain, but there's far better generals for doing that with.
I must beg to differ. Food Chain gives Titania access to infinite mana / tokens, and it is currently the only way possible to achieve turn 1 kill with Titania decks, even though it is quite rare because you need 8 cards to turn 1 kill.
Unless you are intentionally trying to aggro instead of combo, I think food chain is mandatory there.
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I think it's a pretty standard monogreen stompy list supplemented by Titania's ability to make an army of 5/3 Elemental tokens at a fairly decent pace once the deck gets rolling. Natural Affinity in response to a board wipe that will put creatures in the graveyard is a hilarious blowout in your favor. Natural Balance + Splendid Reclamation is pretty dirty as well. Squirrel Wrangler + Titania lets you build up a token army very quickly, giving you two 1/1 Squirrels and one 5/3 Elemental with every activation. Kamahl, Fist of Krosa/Quirion Druid let you use Ugin, the Spirit Dragon's +1 to Lightning Bolt lands during each of your turns. Just ways to sacrifice lands and recur them to take advantage of Titania's abilities.
1 Titania, Protector of Argoth
RAMP (11)
1 Sol Ring
1 Mind Stone
1 Sakura-Tribe Elder
1 Commander's Sphere
1 Farhaven Elf
1 Recross the Paths
1 Unstable Obelisk
1 Wood Elves
1 Hedron Archive
1 Solemn Simulacrum
1 Verdant Confluence
MANA DOUBLERS (2)
1 Caged Sun
1 Zendikar Resurgent
TUTORS (8)
1 Crop Rotation
1 Green Sun's Zenith
1 Traverse the Ulvenwald
1 Chord of Calling
1 Realms Uncharted
1 Birthing Pod
1 Primal Command
1 Ulvenwald Hydra
CARD DRAW & ADVANTAGE (9)
1 Sylvan Library
1 Courser of Kruphix
1 Lifeblood Hydra
1 Nissa, Vastwood Seer
1 Garruk, Primal Hunter
1 Garruk's Packleader
1 Regal Force
1 Kozilek, Butcher of Truth
1 Kozilek, the Great Distortion
1 Life from the Loam
1 Crucible of Worlds
1 Eternal Witness
1 Skullwinder
1 Splendid Reclamation
1 Genesis
1 Greenwarden of Murasa
1 Artisan of Kozilek
SPOT REMOVAL (6)
1 Ulvenwald Tracker
1 Beast Within
1 Polukranos, World Eater
1 Duplicant
1 World Breaker
1 Terastodon
BOARD WIPES (3)
1 Oblivion Stone
1 Nevinyrral's Disk
1 Ugin, the Spirit Dragon
LAND ANIMATION (4)
1 Natural Affinity
1 Quirion Druid
1 Nissa, Worldwaker
1 Kamahl, Fist of Krosa
LAND SAC OUTLETS (5)
1 Sylvan Safekeeper
1 Village Elder
1 Constant Mists
1 Natural Balance
1 Squirrel Wrangler
MISCELLANEOUS (3)
1 Oracle of Mul Daya
1 Rampaging Baloths
1 Spearbreaker Behemoth
1 Bant Panorama
1 Blighted Woodland
1 Command Beacon
1 Drownyard Temple
1 Dryad Arbor
1 Dust Bowl
1 Ghost Quarter
1 Homeward Path
1 Jund Panorama
1 Mirrorpool
1 Misty Rainforest
1 Myriad Landscape
1 Naya Panorama
1 Petrified Field
1 Rath's Edge
1 Strip Mine
1 Tectonic Edge
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
BASIC LANDS (20)
22 Forest
First off, I suspect it's a financial omission, but on the chance you've got (or are prepared to get) one, I've gotta mention Gaea's Cradle. Even by the standards of that notoriously strong card, it's ridiculous in Titania - you can sacrifice the rest of your lands and still have the same amount of mana. Still, I can certainly understand if you can't afford one.
As for other lands, I'm a big fan of Scorched Ruins. Yes, it can backfire (people strip mining it for example), but it ramps and as long as you have your general in play, you're getting a couple of elementals out of it (with a third if someone destroys it). On the subject of lands, I don't really see what Ulvenwald Hydra is doing in here. You don't have any real "bomb" lands like Cradle to get and it's not likely to be that large since you'll be sacrificing lands for elementals (maybe if it had trample, but it doesn't, so...).
You only have one way of mass sacrificing lands - Sylvan Safekeeper. All your other ways of killing lands are limited by mana and/or needing to tap. I'd try to add at least one if not both of Zuran Orb and Fortitude. The latter would seem to be to be a much better option than Village Elder to combine land sac and protection (just stick it on Titania). On a related note, while I do love the idea of animating land to get them killed, with the exception of Natural Affinity which is effectively an "I win" card if someone wraths, I found that it was a bit too "cute" and not nearly as good as just having reliable sac outlets.
To go with the easier ways of sacrificing lands (and thus making tokens), I'd like to see another overrun effect or two. You've got Kamahl, but adding in Craterhoof Behemoth and/or Triumph of the Hordes will likely improve your ability to finish games off - the latter in particular means you only need 2 elementals per opponent. Especially if you can get a Concordant Crossroads in there as well, allowing you to float mana, sac all your lands, then drop an overrun and haste to win out of almost nothing.
Finally, I'd tweak the card draw. A ready supply of 5 power creatures (including your general if necessary, as she recoups half the commander tax with her ETB trigger) make Life's Legacy and Momentous Fall very efficient ways to refill your hand, while Elemental Bond is simply perfect for the deck.
Oh, just spotted one more omission: Exploration. With your high land count, it's great acceleration early on, while later game, combining with Crucible of Worlds and a fetchland gives you two elementals a turn (plus the forests of course)
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
Have a look over in this thread. Me and a couple of others have put up lists there and there's also some good discussion.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
Infinite mana that can only be used on creature spells - which in not actually something most Titania lists run that many of, and of those, none really benefit from having infinite mana. The infinite landfall and creature ETB can be good if you've appropriate cards in play - Rampaging Baloths and Elemental Bond for example, but by that point you're looking at having to put together 3 cards plus your general, which is kinda fiddly, especially as you're in mono-green and thus can't really tutor for the enchantments, and without having that setup, Food Chain is basically a dead card.
If you take a look at good food chain generals - Tazri, Prossh, Wanderer etc. - they require less pieces to go off with FC, win on the spot from doing so, and have much better tutoring options.
And by no means would I call Food Chain a dead card. We still get infinite creatures from the combo (I would also add Yeva, Nature's Herald to the deck for access at instant speed creatures, letting you do this combo at the end step of the previous opponent to prevent wraths, and it is good as a control card in green matched with Seedborn Muse, which should also be in IMO), and it will let us play nicely around stax and taxes like Sphere of Resistance and will give a second use to creatures in the like of Wood Elves, that are not that much useful after the ETB.
I know there are better FC general because I play exclusively cEDH, but the idea of the comment I made previously was not to change the general, simply to give my opinion and try to optimize a commander deck with a specific commander.
Food Chain (even outside of combos) doesn't really work because you don't need mana to cast creatures as you don't have very many creatures - Titania herself gives you all the bodies you need, so the rest of your deck can benefit much more from being centered around other card types - and those you have are mainly utility stuff. As I mentioned before, you do have things likeElemental Bond to turn the combo into something actually useful - card draw - but that just makes it even harder to put together.
I've tested Food Chain before, and it simply doesn't do what Titania wants from a card - if we were building 200 card decks, it'd probably make the cut, but there are at least 99 things I'd rather have than it.
I suppose you could build a Titania deck focused on Food Chain, but there's far better generals for doing that with.
Unless you are intentionally trying to aggro instead of combo, I think food chain is mandatory there.