Titania has a pretty straightforward game plan: ramp, cast titania, sac your lands at instant speed, smash faces. But every now and then opponents will disrupt your game plan: board wipes, sacrifice engines, kill Titania on sight so that our pretty little elementals will never see the light of the day. I tailored this list based on some decks listed here on Tappedout.net and adjusted it to my playgroup (LD is a thing lately), so I'm open to suggestions and thoughts about it.I'll try to keep track on the changes the deck will go through on the future.

But lastly, must I say this is one of the greatest commanders I've ever played with. It's just awesome how fast you can recover into the game if you don't get too greedy and can keep your game plan flowing. Despite having to rely too much on Titania, she's a fun commander to play with.

Cards worth mentioning:

Sylvan Safekeeper - Army on a can. As this is essentially a midrange deck, the correct timing on dropping it is when you have a fair share of lands out and you're able to sac them either to protect something (usually Titania) or just to call your army from lands at instant speed.

Concordant Crossroads - Alpha strike. Enough said.

Overwhelming Stampede, Craterhoof Behemoth, Pathbreaker Ibex - Game-closing stuff. Pumping your not-so-small creatures usually is threatening. Giving them trample additionally is even better! I don't run either Kamahl, Fist of Krosa or Overrun simply because my creature power basis is 5, making Stampede and Goat better than that. If played in the right order, great pumps are to be seen (my current record revolves around +29/+29).

Siege Behemoth, Predatory Focus - When I first started playing Magic I was thrileed by Thorn Elemental 's ability of, essentially, negating blockers. Behemoth gives that ability to ALL my creatures given it's attacking, and Focus transforms them into little thorn elementals. Sneaky and game-closing. What not to love?

Tireless Tracker - recent all-star of this deck. Clues Landfall on a stick that grows bigger for each clue saccing? I'm in since day 1!! As lands come and go, it's an endless clue suplly that, if left unchecked, is a unlimited card draw engine. Fetchable with Woodland Bellower, Traverse the Ulvenwald and having great sinergy with fetchlands, ramps and even Second Harvest that doubles not only Elemental Tokens (!) but also Clue Tokens (!!) at instant speed (!!!) makes it a solid addition for this deck.

Perilous Vault, All Is Dust - as a monocolored deck, color shutdown is an issue (I'm talking to you, miss Iona, Shield of Emeria). Being branded as the threat (because a bunch of 5/3s makes people nervous) and being shut down, not able to cast your pretty green nature-loving spells, certainly isn't cool, so it makes colorless removal necessary (I find Nevinyrral's Disk too slow and Oblivion Stone is unaffordable right now).

Wrap-up

I guess this is it. I'll try to keep updating this as new editions come out. Thank you guys for reading this far. If you liked it, please upvote. If you have any suggestions, feel free to post it down. I'll take that in account.

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Date added 9 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

41 - 0 Rares

16 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Ashaya, the Awoken World, Beast 3/3 G, Clue, Elemental 5/3 G, Elf Druid 1/1 G, Plant 0/1 G, Wurm 6/6 G
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