|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Common|
|Commander 2014 (C14)||Common|
|Urza's Saga (USG)||Common|
|Promo set for Gatherer (PSG)||Common|
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Priest of Titania
Creature — Elf Druid
: Add to your mana pool for each Elf in play.
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Priest of Titania Discussion
2 days ago
I’m not quite sure what your meta is like nor what it is you commonly encounter, but here is a list of budget-ish cards that can make an impact and make the deck play faster.
TUTOR - Green Sun's Zenith
I hope this list can help with your situation. The listed cards above have given me success at one time or another.
Here are the Omnath decks I play. Maybe they can bring you some insight.
Commander / EDH
SCORE: 242 | 178 COMMENTS | 25073 VIEWS | IN 87 FOLDERS
Commander / EDH
SCORE: 159 | 58 COMMENTS | 18703 VIEWS | IN 51 FOLDERS
Good luck and happy building!
5 days ago
I also love playing green, and have been doing so for twenty years or so. I think you would be better off with Priest of Titania and/or Elvish Archdruid than 16 mana dorks. Plus I think you have a few to many big dudes for the amount of ramp you have, but Primeval Titan is a big dude that also ramps so he would be sweet. And if you are playing arbor elf Elvish Guidance can turn a forest into another huge mana producer, and Wirewood Lodge also gets more uses of the the big mana guys. Just a few thoughts, hope it helps.
1 week ago
Kalonian Hydra, Hooded Hydra, Marwyn, the Nurturer, Sylvan Offering,Ulvenwald Tracker,Viral Drake, Cytoplast Manipulator, Druid's Call, Thada Adel, Acquisitor and AEther Mutation are all fun cards here. I think only the Kalonian Hydra is expensive.
Triskelion is amazing here.
If you want to strengthen the Elf theme there's enough to do the entire deck just with that. I was fiddling with my Ezuri deck and started to look at possible themes like Elf, Rogue, Wizard etc. Morph, Wizard and Elf were the strongest. Not enough creatures to make Modular work =(
I'm almost certain you're going to want some more protection for Ezuri once people start seeing him work.
1 week ago
Pretty decent. Staff of Domination is your only infinite combo right? Which I presume you will want to use with Priest of Titania or Elvish Archdruid right? Which then leads into Genesis Wave with a Concordant Crossroads yeah? Not bad! With Craterhoof Behemoth out after you have a bunch of creatures that can be brutal. Interesting deck! A tad expensive for me but i think it will do quite well.
3 weeks ago
After looking at your deck, this aggro approach seems very doable and nasty, but theres a handful of cards I see that just shouldn't be included. Nature's Spiral is just a worse Regrowth, so that's a start. I see with all of the artifact removal that stax is an issue for you. Bane of Progress is a great addition to solve this, but i would take out one of your removal spells for Nature's Claim. You don't care about their life gain when elves can smash for 100+ damage. Another great way to give a stax deck the middle finger is Creeping Corrosion. The card rarely hurts you and gives them a hell of a time. Krosan Grip is a fantastic card that also helps in this situation. For these 3 excuses to shit on rocks, I'd at least take out Sundering Vitae and Natural End. Nullmage Shepherd is a fantastic elf to throw in your deck to solve this issue as well. Hum of the Radix is also a fun little card for artifact decks that no one will expect you to drop. If you need enchantment removal, just throw in Back to Nature and you'll be fine. If you're having a hard time with killing creatures, run Taunting Elf, or just run it anyways if you can regenerate it and hit people for free every turn. Aluren will help your elfball rolling, and running Primal Rage will help make sure that even when Ezuri is gone that you get your damage through. Talara's Battalion was a cool card I experimented with in my deck, and it did quite a bit of damage. I would definitely include Marwyn for her beefy presence and massive mana ramp. Something like Predator's Rapport is just not useful, as gaining life tends to be some of the most useless magic cards unless you're running a deck that focuses on it. Instead I would try to tutor for a card like Dwynen, Gilt-Leaf Daen, Nissa Revane, Wellwisher, or Essence Warden which help a lot more with solving this problem. Triumph of the Hordes is a great meme to drop on your opponents in a tough situation, as it gives you a nice little one shot, or at least eats through indestructibly and "prevent all damage" creatures. Most of the artifacts you run arent necessary, so I would just replace them with lands. While you have an extremely low mana curve, 28 lands is very dangerous with no rocks. Unless you add some very fancy $$$ rocks (which if you dont wanna drop 1k on artifacts), I would just run some more forests. Primal Order was a neat card I haven't seen in a while, and I think that can prove very useful in your deck if you're having a hard time getting through to other opponents running decks with multiple colors. If you want to stick with the aggro theme, I would add a Coat of Arms, since by the time you hit turn five you'll have about 4-5 elves, and this can turn 7 damage into 50. The risk of helping your opponents is worth it. Selvala, Heart of the Wilds is actually insane in this deck, and if your opponent draws a card or two off of it, nobody is gonna care. She can give you a ridiculous amount of mana with Ezuri pumps and elves like Drove of Elves. Concordant Crossroads is an absolute necessity if your goal is aggro. This card hurts sometimes, especially if your opponent has a creature-heavy deck. The payoff is huge though when you drop mana dorks with haste or drop your hand on the field, tap your Priest of Titania for a crazy amount, and have Ezuri pummel everyone with your hasty elves. As for mana doublers, you can run whatever you'd like, although I would say you don't need any of them for the deck to work: they're just a waste of a turn. Over all the others, I would run Mana Reflection so that your elves can tap for double as well as anything else. Overall, this deck is pretty solid, and with a few tweaks it could be an unstoppable force! Let me know if you need any other suggestions on anything else (:
4 weeks ago
I very much recognize Instill Energy's power, and I own one, but I like Magewright's Stone because if Yisan gets whacked over and over it sticks around to untap Karametra's Acolyte, Priest of Titania, et al to enhance the elf ball ramp strategy. I'm not actually trying to go that wide with elves as a true elfball deck--it's the backup strat for when Yisan can't get online. I'll ramp into my Yisan bombs or alphastrike with my mana dorks and Beastmaster Ascension or Craterhoof Behemoth, as opposed to using Lords and tokens.
If I was trying to be as optimized as possible instill energy would be in, along with Birds of Paradise and Utopia Sprawl but I don't mind a slow startbhere and there. Helps keep friends from hating the deck.
1 month ago
A lot of the cards in the deck seem to be leftovers from Multani when Marwyn really wants to be an Elf deck, of which you're not really running enough.
Umbral Mantle + Marwyn makes infinite mana. Spend 0 to equip, tap Marwyn for 1, untap her by paying 2 additional mana from other sources, and then tap her for 3, then pay that 3 to untap her again, and now she taps for 5. You'll net gain X + 2 mana every iteration of this loop.
Staff of Domination is expensive but worth it. Once Marwyn taps for 6 mana (which is as simple as casting some Elves), you can generate infinite mana, draw as many cards as you want, and gain as much life as you like.
For your creatures, you need to run Boreal Druid, Fyndhorn Elves, maybe even Joraga Treespeaker. In the case of the former two, they let you cast Marwyn on turn 2, instead of 3. Your ramp should be aiming to put her down t2, and if it costs 4 or more mana to ramp you should drop it. Animist's Awakening, Cultivate, Grow from the Ashes, Harvest Season, Hour of Promise, Kamahl's Druidic Vow (you have a whopping 3 legendary permanents in this deck), Kodama's Reach, Map the Wastes, and even Splendid Reclamation (unless you're playing against land destruction, otherwise it's an extremely blank card), and Tempt with Discovery. You don't need land cards in your hand anymore; this isn't Multani. Adventurous Impulse can go too. Replace all of these cards with Elves or cards that produce Elves- Imperious Perfect, Elvish Champion, Farhaven Elf, Arbor Elf, Elvish Harbinger, Boreal Druid, Fyndhorn Elves, Elvish Archdruid, Priest of Titania, Elvish Visionary, Fierce Empath, Immaculate Magistrate, Joraga Warcaller, Wirewood Channeler, Nullmage Shepherd, Lys Alana Huntmaster and more, are just some of the cards you could add. The Elf lords are important, but make sure you run every 1 drop Elf that taps for mana (and if you want to go full elfball with it, run Heritage Druid as she enables absurd plays with the right starting hands). Heck, even Dwynen's Elite isn't bad here since it's +2/+2 to Marwyn when they enter play.
Bottom line is: Marwyn wants Elves to enter play in order to grow. If you run few Elves, she won't grow very much.
So, you add more Elves and now Marwyn can tap for boatloads of mana by turns 5-6, so what do you do with that mana? Genesis Wave, Slate of Ancestry, and Ezuri, Renegade Leader make solid mana sinks. Similarly, Yisan, the Wanderer Bard and Skyshroud Poacher give you something to do with your oodles of mana too. You could add more tutors and draw (Chord of Calling is a personal favorite but there are cheaper options).
Instead of Hour of Promise, you could use Sylvan Scrying to find something like Nykthos, Shrine to Nyx, but if you're not going to be running Nykthos then either card is pretty mediocre so I wouldn't bother with it.
Aerial predation is cute, but Beast Within kills whatever and a 3/3 token hardly matters in a format with 40 life.
Ancient Animus is also cute, but it's heavily reliant upon your board position (IE, you already have to be 'winning' in order for Animus to do anything), whereas Song of the Dryads turns someone's Commander into a tree and, unless they have something that lets them sacrifice a land, they can get stuck without their Commander for a whole game. It's one of the best removals in green, truthfully.
Blossoming Defense gives you 2 extra mana out of Marwyn, but you could just cast Elves to get that instead. Heroic Intervention saves your whole board state from board wipes at only 1 mana more, which seems like the stronger inclusion.
All of those buffing equipment cards can probably go, too. Blackblade Reforged/Strata Scythe is adorable, but why use that when Coat of Arms is a thing? On another note, Thousand-Year Elixir would oftentimes let you get as much, if not more, use out of Marwyn and other mana dorks by letting them tap the turn they come into play, not to mention untapping them.
Anyway, I know this is a lot of recommendations but I hope this helped. My wife's been playing Elfball with basically every possible Commander since 2013 so I've learned a lot about it while helping her tune her Elf deck.