Lotus Cobra is brilliant for me. With the number of fetches and extra land drop cards I run, getting 2 mana a turn out of it is pretty common - or 4 mana if I play fetch, crack it, then play Titania and recurr said fetch - not to mention the crazy results that come from a Scapeshift or Splendid Reclamation
Realms Uncharted did OK but I cut it in the end. I generally ended up having to get 4 fetches rather than actually getting my "bomb" lands like Cradle, as the latter would always end up in the yard and grave hate is somewhat common in my meta. If there's not much chance of the stuff put to your yard being exiled, it's pretty good for a deck like Titania though.
Nature's Lore (and Three Visits if I have a spare) is my go to sorcery ramp in a green deck that wants said spells. Getting the land untapped and only costing 2 mana is great (and as a bonus, it's mana neutral with Lotus Cobra). Kodama's Reach and Cultivate are perfectly decent spells, particularly if you're on a budget, but overall I feel there's better options out there. If you did want one, Nissa's Pilgrimage is slightly better in a mono green deck.
Lotus Cobra is really good in this deck. There are numerous degenerate turn 3 or 4 plays involving it. It seems like a staple for the deck, even in the late game.
Realms Uncharted is not good in every scenario, but you can often trick opponents into doing what you want. My piles usually involve Petrified Field and accelerants like Crystal Vein or City of Traitors, coupled with utility lands. If we're in the mid-game, I'd probably go with Field and land destruction + an accelerator. The thing with Realms Uncharted is that you can't want or need a specific card for it to work; you need it to get your goodies out of your library and get ahead through value.
I'm not really a fan of the single-fetch cards. I think they're a bit too low-impact. I've been having a blast with Tempt with Discovery. I usually get 2 lands out of it in a 4-player game, which is sweet.
As a long time Titania player, its probably about time I added my few cents.
I started out with a sort of general value list, but transitioned into a much more combo-centric deck. We're talking no interaction outside of ensuring we don't die via Sunstone, Constant Mists, and Glacial Chasm spam.
It is really powerful, and going all in on the lands/tokens theme really opens up a lot of neat things you can do with the land base as well.
I saw a comment earlier mentioning Realms Uncharted, and I think cutting that card is a flat-out mistake. Routinely one of the best cards in my deck for a few reasons:
1. It puts a land or two into the graveyard to recur with Titania
2. Petrified Field ensures you get the other land you wanted back
3. It gets you Mosswort Bridge and Gaea's Cradle while sometimes netting you Nykthos, Shrine to Nyx.
4. It forms quite the combination with Burgeoning, allowing you to essentially flash tutor for lands and play it in response to Burgeoning triggers.
Here's something close to what I am running for those interested:
I found Burgeoning to be lackluster outside of the first few turns of the game. Unlike Exploration, it doesn't synergize nicely with Crucible of Worlds in the late game because the lands must be played from your hand.
I did end up keeping Realms Uncharted around. It is nice to grab 4 fetches if you don't have any utility in play to get the lands out of the yard, or grab more powerful lands if you have your graveyard utility in play.
Have you considered Crystal Vein over City of Traitors? It probably doesn't come up very often, but you get to control when Crystal Vein goes to the graveyard and can even activate it on an opponent's turn for an instant speed blocker or an attacker ready to go on your turn.
I like the list though! Zendikar's Roil is a pretty sweet card I forgot about.
I have Crystal Vein in my paper list, a little unsure why its not in my cockatrice version.
on Burgeoning: the advantage is not to consistently hit lands every turn. A turn 1 Burgeoning allows at times for a T2 Titania.
Which is insane! In addition, if you run LFTL or any way to mass recur lands to your hand (Creeping Renaissance for lands) Burgeoning is fantastic.
Ramunap Excavator is just about one of the best cards that could have been printed for Titania. An easily searchable way to play lands from your graveyard? Wow!
I've just updated my list with all the changes I've made in these past months. The most notable of which is the removal of Greater Good, which I'm on the fence about. I've also included the Dark Depths/ Thespian's Stage combo, since I haven't played my Tiny Leaders deck in a while.
This has easily become my most powerful deck. I think I'll be playing it for years to come, so investing in a Gaea's Cradle this year makes sense. This will likely also prompt me to include Vesuva. I've already got a sweet Korean copy.
My indestrctible dudes have not been doing their jobs all that well (protecting my team), I'm thinking that Heroic Intervention will take the place of Soul of New Phyrexia, since it's much easier to cast and is more versatile. What do you think?
Ramunap Excavator is indeed beautiful for us. Magus of the Crucible was pretty much top of my wishlist, but I wasn't really expecting it to crop up in a standard set.
Cutting Greater Good scares me though. It's flat out one of the most powerful cards available to us. I've won so many games off the back of GG plus a land sac outlet. 5 cards per land is simply disgusting (and it's a big part of why my playgroup considers my Titania deck to be closer to storm than anything mono G should be doing...).
You're probably right about cutting Greater Good. The card is... good! I'll have to make space for it again. I'm thinking that Wave of Vitriol might get cut for it at this point. Daretti is longer in our playgroup, so I think I can take it a bit easier on the hate.
Mirage Mirror is just a good Magic card, indeed. I don't know what I would cut for it, but it certainly seems like a card that could become a staple in Commander pretty soon.
I see you run Grazing Gladehart, but what do you think about Lifegift? It's only 1 life, but triggers on every land and being an enchantment makes it a bit more difficult to remove. I play it in my mono green control deck, and at times i've gained more then 20 life from it.
That seems like a good switch. Thanks for the suggestion! Gladehart allows for more explosive lifegain, since most of the land drops come from my side of the field. Lifegift is harder to remove and offers consistent lifegain but can't be fetched...
So, has anyone thought about adding Growing Rites of Itlimoc in their deck? Although it can't be fetched, the creature digging seems nice, and the flip side is a better Gaea's Cradle! What do you think?
If, like me, you're lucky enough to have a Gaea's Cradle, I don't really see the point. The front side is pretty bad, especially as Titania decks typically run quite a low creature count so you'll be whiffing quite often, and while the flip side might technically be better than a Cradle, only getting it at EOT (giving your opponets time to get rid of it before you can go crazy) and being unable to do stuff like sac-recurr with Crucible to get multiple uses in a turn puts it well down on the original, as does losing the ability to recurr it with a recast Titania after the inevitable Strip Mine . If I want another Cradle, I'll run another way of tutoring for it (another hit for Growing Rites - much harder to tutor).
That said, being "not as good as Cradle" still leaves plenty of scope to be a worthwhile card if you've not got access to the original. The crazy payoff it gives in a deck like this is probably worth the poor front side and clunky flip trigger. Being able to sac all the rest of your lands and still have the same amount of mana available is disgustingly good.
Hopefully people are still up for some Titania discussion. I'd put the deck down for awhile after putting together other things, but I've come back to it and want to hear some opinions on cards I'm looking at.
I've cut a lot of the sweepers and targeted removal from the deck as well as reactive cards like Heroic Intervention because I feel like they don't really advance our game plan. I've been finding I lose when I flood out so I've added in more draw spells like Shamanic Revelation and Momentous Fall.
I'm still looking at Garruk's Packleader and Tireless Tracker for even more draw, but I'm running out of things to cut. Possibly Kamahl? Also, does anyone find Expedition Map worthwhile? It seems like the perfect tutor in theory, but it's slow and it doesn't actually ramp.
I know Song of the Dryads contradicts what I said about reactive cards, but I can't help think of the possibilities when combining this card with Vesuva.
Lastly, Terastodon is still in consideration because of it's ability to target my own lands as well as Planewalkers or other problematic permanents.
I'm always up for a bit of Titania talk, still my favourite deck. I suspect much of the lack of discussion is that, while we've gotten a few toys recently, they're utter no brainers - Ramunap Excavator was pretty much the perfect card for us and I can't see any justification not to run it, while Growing Rites of Itlimoc doesn't beat Cradle but goes in any budget deck. There's no real interesting debate to be had.
That said, there is one upcoming card I'm starting to think could actually be quite interesting: Ghalta, Primal Hunger. Now, on first glance, it's a big dumb beatstick, which is not something we want - if we want power on the board, we sac a land. But for Titania, it's trivially easy to reach 10 power in play (cast our general, recurr a fetch, crack it), and even for us, 2 mana for 12 power with trample seems pretty good, especially with the number of "draw cards equal to a creature's power" type effects I run. Even plays like: T2 Nature's Lore, T4 Titania, get back fetch, T5 Ghalta, EoT Momentous Fall are gonna leave me in a really good position (untapping T6 with >12 cards in hand....). Not certain it's gonna work, but I do want to give it a test when it comes out, providing the price doesn't go stupid.
As for the cards you're looking at, here's some thoughts:
Garruk's Packleader has been good for me. Wish it cost 1 less so I could curve it into Titania, but it still usually draws me a good amount of cards unless it eats removal.
Tireless Tracker has been decent but not amazing and I'm thinking of cutting it. It's really good when you've nothing decent in your hand to play and can afford to dump the mana into it, but when the deck is working, it just sits there piling up clues which end up doing little other than making my Bane of Progress bigger.
Song of the Dryads is a meta-call. I'm not that fond of sorcery speed single target removal, but there are some commanders that you want to just take out of the game rather than sending them back to the command zone, and it's a good way of doing this. The interactions with Thespian's Stage and Vesuva are cool, but not something I'd consider more than a nice little bonus when evaluating the card.
I'm lucky enough to have a Cradle, so I may pass on Rites.
Ghalta seems awesome! You're right that we aren't looking for a generic beater, but when this thing will always cost 2 mana it's really hard to say no.
Glad to hear your results are positive with Garruk's Packleader. I'll try to find a spot to fit him in. I'm considering cutting Kamahl since I've ran him for awhile, but never tutored for him or cast and activated him. I'm always grabbing something to draw more cards or Craterhoof to finish the game.
Your experience with Tireless Tracker makes sense. I think Nissa, Vastwood Seer may be a better option. While Tireless Tracker has more potential for the amount of cards you can draw off it, it is a heavy investment in mana, and the big body Tracker would have after drawing several cards isn't something this deck needs more of. Nissa, Vastwood seer has a relevant etb ability as well as flipping in to what basically amounts to a green Phyrexian Arena. Netting one card a turn for free seems a lot better.
I guess I didn't really pay attention to how many land tutors are already in the deck. I'm just reading the card thinking this should probably be in there, but it just didn't feel quite right.
Looks like you have the same feeling about Song as I do. I really want to play around with the bonus interactions that Thespian's Stage and Vesuva provide, but outside of that I have better removal in the deck already.
Nissa, Vastwood Seer is something I've been meaning to try for a while. Now that I've got a nice shiny one from the FTV, I guess I don't really have many excuses for not doing so left...
I'm not sure Nissa quite makes the cut for me. Our land count tends to fluctuate depending on our needs in power or the board state, making flipping it potentially situational at any point in the game. I have to say the flip side is amazing. +1 is insane, -2 is good, but ultimate seems a bit pointless for our deck, no?
Where does a 12/12 trample fit into the deck? Even if it has good synergy with our draw spells and beats nicely, I think I will always prefer the fatties that actually do something, like Terastodon and Bane of Progress. Outside of ideal scenarios, it seems mostly like board-wipe bait. Maybe over Kamahl, Fist of Krosa? Though even Kamahl seems better for ending games than a 12/12... I dunno, someone will have to try it!
I switched out my Reap and Sow for Ulvenwald Hydra and have not gone back. Land fetch on a creature for the same price is so much better. Chaining tutors into more tutors feels amazing. Reach has also been relevant. Its only problem is that its p/t fluctuates and it can get very small or very big, depending on our needs, like Nissa's flip, I guess.
I like Ulvenwald Hydra. I hadn't really considered that one before. How many land tutors do you run? Also, have you tried Traverse the Ulvenwald? I haven't really paid attention to how often delirium is turned on, but it seems reasonable. I'm just running tight on space as I narrow down my list of cards I'd like to fit in.
Here's a link to my live list so I don't have to keep copying and pasting it here.
I much prefer Reap and Sow to Ulvenwald Hydra. While the latter might be better late game (although as the land ETBs tapped, it's not actually great for doing stuff like getting a Cradle to win with) Reap and Sow is far more valuable early on - it's not a 6 mana spell, it's a 4 mana spell you can staple a Sinkhole onto if you've got some spare mana. Casting it guarantees (barring interaction) that you can cast Titania the next turn with a fetchland in the 'yard. Which, for me at least, is the primary goal of the deck early game - it gives me ramp and 10 power on the board. Overall, Reap and Sow is stronger than the hydra when I most need that type of card to be strong.
Just as a comparison, if you have an opening hand with 2 forests, Nature's Lore, Reap and Sow and three random other cards, you're probably taking it - you only need 1 more land from your first three draws to hit a T4 Titania with a fetch available to recur. Swap it for the Hydra, and you're mulliganing.
Re: Traverse the Ulvenwald, while I haven't tried it, I have had a look at how often I have delerium too see if I should pick one up and overall, I feel the mechanic is just too clunky for me unless I absolutely need the effect (e.g. Reaper of Flight Moonsilver in my Saffi Eriksdotter deck as there are no other free repeatable sac outlets on GW creatrues). Consistently getting 4 card types is actually pretty hard unless you're going out of your way to fill your 'yard.
I'm testing my own Titania list, and Traverse the Ulvenwald looks highly viable. The four most common card types in the deck are sorceries, instants, lands, and creatures, all four of which are bound to end up in our yard very easily, and the card searches for any creature or land - which is around half our deck, including answers, engines, and wincons. I'd say a Lay of the Land in a pinch that can easily become such a powerful tutor is well worth the slot.
If you feel it's unreliable you can include cards like Expedition Map and Sakura-Tribe Elder that sac themselves easily, contribute to our plan and make delirium much easier to get.
My meta has a lot of creatures hit the field. Two common decks are Kaalia of the Vast and The Ur-Dragon, both of which get a lot of large fliers to the field very quickly. Two allstars that help save Titania's ass when that happens are Ulvenwald Hydra, and World Breaker, the latter being the most powerful.
World breaker might not look it, but it's a card advantage machine in our deck. He's a 2 for 1 at the bare minimum - and that's if he get's countered - and we have no problems at all saccing lands to cast him again. If your game gets to a grind fest - as it does in our meta - he can trade very efficiently for both threats and card advantage engines.
I've had Nissa, Vastwood Seer ever since Titania was angry Omnath, and I never regretted having her in. Having seven lands is a very consistent occurrence in a green deck, especially one focused on ramp, and her +1 really is amazing when it accumulates. Since the planeswalker rule change you don't have to feel bad about slotting in multiple Nissas, and since we're mono green we can also slot in Nissa, Worldwaker.
I also recommend Garruk Wildspeaker, but I guess that's already way too many planeswalkers.
Thanks for the input. I am running Sakura-Tribe Elder because I really like the two mana ramp in the deck. I've been considering Hydra and World Breaker, but I'm struggling to find room, and the same goes for Nissa, Vastwood Seer.
Nissa, Vital Force has been an all star for me and Garruk Wildspeaker is already in the deck. Untaping Gaea's Cradle is amazing.
Here is my list for reference with all cards under consideration included in the maybe board.
There are cards which I don't understand why you run. Greenwarden of Murasa? Noxious Revival? And can you even cast Ulamog in your deck? I also don't like Woodland Bellower since it doesn't fetch you a big variety of things, so you could try replacing it for Traverse the Ulvenwald.
I also think you can give up Buried Ruin unless you run more cards like Expedition Map.
Don't you run out of forests sometimes? I run 15, less fetching effects than you, and it's already happened that my basics have run out.
If you're running craterhoof, I suggest running Tooth and Nail and Avenger of Zendikar. Avenger is a spectacular card here anyways since his plants get so many counters, and T&N is a very flexible card.
Sorry, I don't have much more ideas of what to cut. Your list is pretty tight.
Noxious Revival is one of the best green spells in the format - it's instant speed, manaless recursion that can be used as grave hate in a pinch.
Buried Ruin isn't an auto include, but can get back Crucible of Worlds and Zuran Orb, both of which are incredibly powerful in this deck (and thus instant targets for anyone with removal), and the sac trigger of course synergises with Titania.
Avenger of Zendikar really doesn't do much for this deck - making a pile of tokens is what we do already, except our tokens are 5/3s instead of crappy little plants. If I was running T&N - it's a good card, but doesn't quite make the cut for me as I find other tutor effects are much more flexible, and I've got enough of them - I'd sooner get something like a Sylvan Safekeeper to go with Hoofy rather than waste a deck slot on a card like Avenger. I used to have it in the deck, but it pretty much did nothing I couldn't do much better already.
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Realms Uncharted did OK but I cut it in the end. I generally ended up having to get 4 fetches rather than actually getting my "bomb" lands like Cradle, as the latter would always end up in the yard and grave hate is somewhat common in my meta. If there's not much chance of the stuff put to your yard being exiled, it's pretty good for a deck like Titania though.
Nature's Lore (and Three Visits if I have a spare) is my go to sorcery ramp in a green deck that wants said spells. Getting the land untapped and only costing 2 mana is great (and as a bonus, it's mana neutral with Lotus Cobra). Kodama's Reach and Cultivate are perfectly decent spells, particularly if you're on a budget, but overall I feel there's better options out there. If you did want one, Nissa's Pilgrimage is slightly better in a mono green deck.
Realms Uncharted is not good in every scenario, but you can often trick opponents into doing what you want. My piles usually involve Petrified Field and accelerants like Crystal Vein or City of Traitors, coupled with utility lands. If we're in the mid-game, I'd probably go with Field and land destruction + an accelerator. The thing with Realms Uncharted is that you can't want or need a specific card for it to work; you need it to get your goodies out of your library and get ahead through value.
I'm not really a fan of the single-fetch cards. I think they're a bit too low-impact. I've been having a blast with Tempt with Discovery. I usually get 2 lands out of it in a 4-player game, which is sweet.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I started out with a sort of general value list, but transitioned into a much more combo-centric deck. We're talking no interaction outside of ensuring we don't die via Sunstone, Constant Mists, and Glacial Chasm spam.
We're talking 45 lands, we're talking Burgeoning, we're talking Manabond, Season's Past, Creeping Renaissance, Kavu Lair, Elemental Bond, Summer Bloom, Amulet of Vigor, Lotus Cobra, Rampaging Baloths, Shamanic Revelation, Collective Unconscious, Regal Force, Akroma's Memorial, Scapeshift, and Craterhoof Behemoth.
It is really powerful, and going all in on the lands/tokens theme really opens up a lot of neat things you can do with the land base as well.
I saw a comment earlier mentioning Realms Uncharted, and I think cutting that card is a flat-out mistake. Routinely one of the best cards in my deck for a few reasons:
1. It puts a land or two into the graveyard to recur with Titania
2. Petrified Field ensures you get the other land you wanted back
3. It gets you Mosswort Bridge and Gaea's Cradle while sometimes netting you Nykthos, Shrine to Nyx.
4. It forms quite the combination with Burgeoning, allowing you to essentially flash tutor for lands and play it in response to Burgeoning triggers.
Here's something close to what I am running for those interested:
1x Titania, Protector of Argoth
1x Ancient Tomb
1x Blighted Woodland
1x City of Traitors
1x Dark Depths
1x Dryad Arbor
1x Dust Bowl
1x Evolving Wilds
1x Gaea's Cradle
1x Ghost Quarter
1x Glacial Chasm
1x Havenwood Battleground
1x Hickory Woodlot
1x Lotus Vale
1x Mirrorpool
1x Mosswort Bridge
1x Mouth of Ronom
1x Myriad Landscape
1x Nykthos, Shrine to Nyx
1x Petrified Field
1x Scorched Ruins
1x Scrying Sheets
1x Slippery Karst
15x Snow-Covered Forest
1x Strip Mine
1x Tectonic Edge
1x Terramorphic Expanse
1x Thespian's Stage
1x Tranquil Thicket
1x Verdant Catacombs
1x Vesuva
1x Windswept Heath
1x Wooded Foothills
1x Collective Unconscious
1x Creeping Renaissance
1x Cultivate
1x Edge of Autumn
1x Green Sun's Zenith
1x Hunting Wilds
1x Into the North
1x Kodama's Reach
1x Life from the Loam
1x Natural Balance
1x Natural Order
1x Nature's Lore
1x Nissa's Expedition
1x Praetor's Counsel
1x Scapeshift
1x Shamanic Revelation
1x Skyshroud Claim
1x Splendid Reclamation
1x Summer Bloom
1x Sylvan Scrying
1x Akroma's Memorial
1x Amulet of Vigor
1x Crucible of Worlds
1x Emerald Medallion
1x Expedition Map
1x Sol Ring
1x Sunstone
1x Winter Orb
1x Zuran Orb
1x Azusa, Lost but Seeking
1x Courser of Kruphix
1x Craterhoof Behemoth
1x Garruk's Packleader
1x Kamahl, Fist of Krosa
1x Lotus Cobra
1x Oracle of Mul Daya
1x Rampaging Baloths
1x Regal Force
1x Sylvan Safekeeper
1x Burgeoning
1x Concordant Crossroads
1x Elemental Bond
1x Exploration
1x Kavu Lair
1x Khalni Heart Expedition
1x Manabond
1x Sylvan Library
1x Zendikar's Roil
1x Crop Rotation
1x Harrow
1x Realms Uncharted
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
I can't believe I forgot Mosswort Bridge! That card is amazing in this deck and incredibly easy to activate. Good call!
I'll take a more in-depth look at your list. Thanks for posting!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I did end up keeping Realms Uncharted around. It is nice to grab 4 fetches if you don't have any utility in play to get the lands out of the yard, or grab more powerful lands if you have your graveyard utility in play.
Have you considered Crystal Vein over City of Traitors? It probably doesn't come up very often, but you get to control when Crystal Vein goes to the graveyard and can even activate it on an opponent's turn for an instant speed blocker or an attacker ready to go on your turn.
I like the list though! Zendikar's Roil is a pretty sweet card I forgot about.
Here is where I'm at with my list for comparison.
1x Blighted Woodland
1x Buried Ruin
1x Command Beacon
1x Crystal Vein
1x Deserted Temple
1x Drownyard Temple
1x Dryad Arbor
1x Dust Bowl
1x Evolving Wilds
13x Forest
1x Gaea's Cradle
1x Ghost Quarter
1x Glacial Chasm
1x Havenwood Battleground
1x Hickory Woodlot
1x Homeward Path
1x Lotus Vale
1x Misty Rainforest
1x Mosswort Bridge
1x Petrified Field
1x Scorched Ruins
1x Strip Mine
1x Tectonic Edge
1x Terramorphic Expanse
1x Verdant Catacombs
1x Wasteland
1x Windswept Heath
1x Wooded Foothills
1x Yavimaya Hollow
Planeswalker (2)
1x Garruk Wildspeaker
1x Nissa, Vital Force
1x All Is Dust
1x Edge of Autumn
1x Green Sun's Zenith
1x Life from the Loam
1x Life's Legacy
1x Natural Balance
1x Natural Order
1x Nature's Lore
1x Rampant Growth
1x Regrowth
1x Rishkar's Expertise
1x Scapeshift
1x Shamanic Revelation
1x Skyshroud Claim
1x Splendid Reclamation
1x Sylvan Scrying
1x Tempt with Discovery
1x Triumph of the Hordes
Instant (10)
1x Beast Within
1x Chord of Calling
1x Constant Mists
1x Crop Rotation
1x Harrow
1x Heroic Intervention
1x Krosan Grip
1x Natural Affinity
1x Noxious Revival
1x Realms Uncharted
Enchantment (6)
1x Concordant Crossroads
1x Elemental Bond
1x Exploration
1x Greater Good
1x Hall of Gemstone
1x Sylvan Library
1x Azusa, Lost but Seeking
1x Craterhoof Behemoth
1x Duplicant
1x Eternal Witness
1x Greenwarden of Murasa
1x Kamahl, Fist of Krosa
1x Lotus Cobra
1x Oracle of Mul Daya
1x Regal Force
1x Scavenging Ooze
1x Sylvan Safekeeper
1x Terastodon
1x Ulamog, the Ceaseless Hunger
1x Woodfall Primus
1x Woodland Bellower
Artifact (7)
1x Akroma's Memorial
1x Claws of Gix
1x Crucible of Worlds
1x Mox Diamond
1x Oblivion Stone
1x Sensei's Divining Top
1x Zuran Orb
Maybeboard (4)
1x Bane of Progress
1x Dosan the Falling Leaf
1x Momentous Fall
1x Wave of Vitriol
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
on Burgeoning: the advantage is not to consistently hit lands every turn. A turn 1 Burgeoning allows at times for a T2 Titania.
Which is insane! In addition, if you run LFTL or any way to mass recur lands to your hand (Creeping Renaissance for lands) Burgeoning is fantastic.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
I've just updated my list with all the changes I've made in these past months. The most notable of which is the removal of Greater Good, which I'm on the fence about. I've also included the Dark Depths/ Thespian's Stage combo, since I haven't played my Tiny Leaders deck in a while.
This has easily become my most powerful deck. I think I'll be playing it for years to come, so investing in a Gaea's Cradle this year makes sense. This will likely also prompt me to include Vesuva. I've already got a sweet Korean copy.
My indestrctible dudes have not been doing their jobs all that well (protecting my team), I'm thinking that Heroic Intervention will take the place of Soul of New Phyrexia, since it's much easier to cast and is more versatile. What do you think?
1 Titania, Protector of Argoth
Creatures (18)
1 Sylvan Safekeeper
1 Treefolk Harbinger
1 Lotus Cobra
1 Azusa, Lost but Seeking
1 Eternal Witness
1 Ramunap Excavator
1 Grazing Gladehart
1 Tilling Treefolk
1 Oracle of Mul Daya
1 Temur Sabertooth
1 Garruk's Packleader
1 Duplicant
1 Ulvenwald Hydra
1 Bane of Progress
1 Kamahl, Fist of Krosa
1 Thunderfoot Baloth
1 Spearbreaker Behemoth
1 Terastodon
Lands (41)
16 Snow-Covered Forest
1 Evolving Wilds
1 Terramorphic Expanse
1 Myriad Landscape
1 Bant Panorama
1 Jund Panorama
1 Naya Panorama
1 Windswept Heath
1 Wooded Foothills
1 Verdant Catacombs
1 Crystal Vein
1 Petrified Field
1 Dust Bowl
1 Ghost Quarter
1 Strip Mine
1 Wasteland
1 Tectonic Edge
1 Glacial Chasm
1 Maze of Ith
1 Dryad Arbor
1 Mosswort Bridge
1 Tranquil Thicket
1 Dark Depths
1 Thespian's Stage
1 Command Beacon
Instants/ Sorceries (21)
1 Worldly Tutor
1 Crop Rotation
1 Green Sun's Zenith
1 Traverse the Ulvenwald
1 Constant Mists
1 Edge of Autumn
1 Life from the Loam
1 Regrowth
1 Heroic Intervention
1 Beast Within
1 Harrow
1 Fade into Antiquity
1 Realms Uncharted
1 Natural Affinity
1 Splendid Reclamation
1 Triumph of the Hordes
1 Natural Balance
1 Scapeshift
1 Overwhelming Stampede
1 Praetor's Counsel
Artifacts/ Enchantments/ Planeswalkers (19)
1 Zuran Orb
1 Burgeoning
1 Concordant Crossroads
1 Exploration
1 Sol Ring
1 Fortitude
1 Gaea's Touch
1 Lightning Greaves
1 Lignify
1 Sylvan Library
1 Crucible of Worlds
1 Elemental Bond
1 Kavu Lair
1 Song of the Dryads
1 Sunstone
1 Hall of Gemstone
1 Greater Good
1 Garruk Wildspeaker
1 Nevinyrral's Disk
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Cutting Greater Good scares me though. It's flat out one of the most powerful cards available to us. I've won so many games off the back of GG plus a land sac outlet. 5 cards per land is simply disgusting (and it's a big part of why my playgroup considers my Titania deck to be closer to storm than anything mono G should be doing...).
Mirage Mirror is just a good Magic card, indeed. I don't know what I would cut for it, but it certainly seems like a card that could become a staple in Commander pretty soon.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
That said, being "not as good as Cradle" still leaves plenty of scope to be a worthwhile card if you've not got access to the original. The crazy payoff it gives in a deck like this is probably worth the poor front side and clunky flip trigger. Being able to sac all the rest of your lands and still have the same amount of mana available is disgustingly good.
1x Titania, Protector of Argoth
Land (43)
1x Ancient Tomb
1x Blighted Woodland
1x Buried Ruin
1x Command Beacon
1x Crystal Vein
1x Dark Depths
1x Deserted Temple
1x Drownyard Temple
1x Dryad Arbor
1x Dust Bowl
1x Evolving Wilds
13x Forest
1x Gaea's Cradle
1x Ghost Quarter
1x Glacial Chasm
1x Havenwood Battleground
1x Hickory Woodlot
1x Lotus Vale
1x Misty Rainforest
1x Mosswort Bridge
1x Petrified Field
1x Scorched Ruins
1x Strip Mine
1x Tectonic Edge
1x Terramorphic Expanse
1x Thespian's Stage
1x Verdant Catacombs
1x Wasteland
1x Windswept Heath
1x Wooded Foothills
1x Yavimaya Hollow
1x Azusa, Lost but Seeking
1x Bane of Progress
1x Craterhoof Behemoth
1x Duplicant
1x Eternal Witness
1x Greenwarden of Murasa
1x Kamahl, Fist of Krosa
1x Lotus Cobra
1x Oracle of Mul Daya
1x Ramunap Excavator
1x Regal Force
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Sylvan Safekeeper
1x Ulamog, the Ceaseless Hunger
1x Woodland Bellower
Instant (10)
1x Beast Within
1x Chord of Calling
1x Constant Mists
1x Crop Rotation
1x Harrow
1x Krosan Grip
1x Momentous Fall
1x Natural Affinity
1x Noxious Revival
1x Realms Uncharted
Enchantment (6)
1x Concordant Crossroads
1x Elemental Bond
1x Exploration
1x Fortitude
1x Greater Good
1x Sylvan Library
1x Edge of Autumn
1x Green Sun's Zenith
1x Life from the Loam
1x Life's Legacy
1x Natural Order
1x Nature's Lore
1x Rampant Growth
1x Regrowth
1x Rishkar's Expertise
1x Scapeshift
1x Shamanic Revelation
1x Splendid Reclamation
1x Sylvan Scrying
1x Tempt with Discovery
1x Triumph of the Hordes
Artifact (7)
1x Akroma's Memorial
1x Claws of Gix
1x Crucible of Worlds
1x Mox Diamond
1x Oblivion Stone
1x Sensei's Divining Top
1x Zuran Orb
Planeswalker (2)
1x Garruk Wildspeaker
1x Nissa, Vital Force
Maybeboard
Creature (3)
1x Garruk's Packleader
1x Terastodon
1x Tireless Tracker
Enchantment (1)
1x Song of the Dryads
Land (1)
1x Vesuva
Artifact (1)
1x Expedition Map
I've cut a lot of the sweepers and targeted removal from the deck as well as reactive cards like Heroic Intervention because I feel like they don't really advance our game plan. I've been finding I lose when I flood out so I've added in more draw spells like Shamanic Revelation and Momentous Fall.
I'm still looking at Garruk's Packleader and Tireless Tracker for even more draw, but I'm running out of things to cut. Possibly Kamahl? Also, does anyone find Expedition Map worthwhile? It seems like the perfect tutor in theory, but it's slow and it doesn't actually ramp.
I know Song of the Dryads contradicts what I said about reactive cards, but I can't help think of the possibilities when combining this card with Vesuva.
Lastly, Terastodon is still in consideration because of it's ability to target my own lands as well as Planewalkers or other problematic permanents.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
That said, there is one upcoming card I'm starting to think could actually be quite interesting: Ghalta, Primal Hunger. Now, on first glance, it's a big dumb beatstick, which is not something we want - if we want power on the board, we sac a land. But for Titania, it's trivially easy to reach 10 power in play (cast our general, recurr a fetch, crack it), and even for us, 2 mana for 12 power with trample seems pretty good, especially with the number of "draw cards equal to a creature's power" type effects I run. Even plays like: T2 Nature's Lore, T4 Titania, get back fetch, T5 Ghalta, EoT Momentous Fall are gonna leave me in a really good position (untapping T6 with >12 cards in hand....). Not certain it's gonna work, but I do want to give it a test when it comes out, providing the price doesn't go stupid.
As for the cards you're looking at, here's some thoughts:
Garruk's Packleader has been good for me. Wish it cost 1 less so I could curve it into Titania, but it still usually draws me a good amount of cards unless it eats removal.
Tireless Tracker has been decent but not amazing and I'm thinking of cutting it. It's really good when you've nothing decent in your hand to play and can afford to dump the mana into it, but when the deck is working, it just sits there piling up clues which end up doing little other than making my Bane of Progress bigger.
Expedition Map is OK but behind Crop Rotation, Sylvan Scrying, Realms Uncharted, Tempt with Discovery and Reap and Sow in my books, and I don't think I need another land tutor, even if we do have some very good land.
Song of the Dryads is a meta-call. I'm not that fond of sorcery speed single target removal, but there are some commanders that you want to just take out of the game rather than sending them back to the command zone, and it's a good way of doing this. The interactions with Thespian's Stage and Vesuva are cool, but not something I'd consider more than a nice little bonus when evaluating the card.
Ghalta seems awesome! You're right that we aren't looking for a generic beater, but when this thing will always cost 2 mana it's really hard to say no.
Glad to hear your results are positive with Garruk's Packleader. I'll try to find a spot to fit him in. I'm considering cutting Kamahl since I've ran him for awhile, but never tutored for him or cast and activated him. I'm always grabbing something to draw more cards or Craterhoof to finish the game.
Your experience with Tireless Tracker makes sense. I think Nissa, Vastwood Seer may be a better option. While Tireless Tracker has more potential for the amount of cards you can draw off it, it is a heavy investment in mana, and the big body Tracker would have after drawing several cards isn't something this deck needs more of. Nissa, Vastwood seer has a relevant etb ability as well as flipping in to what basically amounts to a green Phyrexian Arena. Netting one card a turn for free seems a lot better.
I guess I didn't really pay attention to how many land tutors are already in the deck. I'm just reading the card thinking this should probably be in there, but it just didn't feel quite right.
Looks like you have the same feeling about Song as I do. I really want to play around with the bonus interactions that Thespian's Stage and Vesuva provide, but outside of that I have better removal in the deck already.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
Where does a 12/12 trample fit into the deck? Even if it has good synergy with our draw spells and beats nicely, I think I will always prefer the fatties that actually do something, like Terastodon and Bane of Progress. Outside of ideal scenarios, it seems mostly like board-wipe bait. Maybe over Kamahl, Fist of Krosa? Though even Kamahl seems better for ending games than a 12/12... I dunno, someone will have to try it!
I switched out my Reap and Sow for Ulvenwald Hydra and have not gone back. Land fetch on a creature for the same price is so much better. Chaining tutors into more tutors feels amazing. Reach has also been relevant. Its only problem is that its p/t fluctuates and it can get very small or very big, depending on our needs, like Nissa's flip, I guess.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Here's a link to my live list so I don't have to keep copying and pasting it here.
http://tappedout.net/mtg-decks/14-03-17-titania-protector-of-argoth/
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
Just as a comparison, if you have an opening hand with 2 forests, Nature's Lore, Reap and Sow and three random other cards, you're probably taking it - you only need 1 more land from your first three draws to hit a T4 Titania with a fetch available to recur. Swap it for the Hydra, and you're mulliganing.
Re: Traverse the Ulvenwald, while I haven't tried it, I have had a look at how often I have delerium too see if I should pick one up and overall, I feel the mechanic is just too clunky for me unless I absolutely need the effect (e.g. Reaper of Flight Moonsilver in my Saffi Eriksdotter deck as there are no other free repeatable sac outlets on GW creatrues). Consistently getting 4 card types is actually pretty hard unless you're going out of your way to fill your 'yard.
If you feel it's unreliable you can include cards like Expedition Map and Sakura-Tribe Elder that sac themselves easily, contribute to our plan and make delirium much easier to get.
My meta has a lot of creatures hit the field. Two common decks are Kaalia of the Vast and The Ur-Dragon, both of which get a lot of large fliers to the field very quickly. Two allstars that help save Titania's ass when that happens are Ulvenwald Hydra, and World Breaker, the latter being the most powerful.
World breaker might not look it, but it's a card advantage machine in our deck. He's a 2 for 1 at the bare minimum - and that's if he get's countered - and we have no problems at all saccing lands to cast him again. If your game gets to a grind fest - as it does in our meta - he can trade very efficiently for both threats and card advantage engines.
I've had Nissa, Vastwood Seer ever since Titania was angry Omnath, and I never regretted having her in. Having seven lands is a very consistent occurrence in a green deck, especially one focused on ramp, and her +1 really is amazing when it accumulates. Since the planeswalker rule change you don't have to feel bad about slotting in multiple Nissas, and since we're mono green we can also slot in Nissa, Worldwaker.
I also recommend Garruk Wildspeaker, but I guess that's already way too many planeswalkers.
Nissa, Vital Force has been an all star for me and Garruk Wildspeaker is already in the deck. Untaping Gaea's Cradle is amazing.
Here is my list for reference with all cards under consideration included in the maybe board.
http://tappedout.net/mtg-decks/14-03-17-titania-protector-of-argoth/
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
I also think you can give up Buried Ruin unless you run more cards like Expedition Map.
Don't you run out of forests sometimes? I run 15, less fetching effects than you, and it's already happened that my basics have run out.
If you're running craterhoof, I suggest running Tooth and Nail and Avenger of Zendikar. Avenger is a spectacular card here anyways since his plants get so many counters, and T&N is a very flexible card.
Sorry, I don't have much more ideas of what to cut. Your list is pretty tight.
Buried Ruin isn't an auto include, but can get back Crucible of Worlds and Zuran Orb, both of which are incredibly powerful in this deck (and thus instant targets for anyone with removal), and the sac trigger of course synergises with Titania.
Avenger of Zendikar really doesn't do much for this deck - making a pile of tokens is what we do already, except our tokens are 5/3s instead of crappy little plants. If I was running T&N - it's a good card, but doesn't quite make the cut for me as I find other tutor effects are much more flexible, and I've got enough of them - I'd sooner get something like a Sylvan Safekeeper to go with Hoofy rather than waste a deck slot on a card like Avenger. I used to have it in the deck, but it pretty much did nothing I couldn't do much better already.