Primer

I would like to start off at a high level by saying that this is not your grandparents' Titania, Protector of Argoth deck. It started off that way, sacrificing lands for incremental value and grinding out people with 5/3 elementals in exactly the way you think a Titania, Protector of Argoth deck would. There are still aspects of that strategy that exist in this build, but they have become much less prominent. As the deck title would suggest, this deck actually plays out similarly to a storm deck, albeit much of your storm-turn value generation comes from abusing your lands and Titania, Protector of Argoth's second trigger. The good news is that when you fail to hit critical mass and really go off, you still tend to end up with a scary board including a solid number of 5/3s.
For me, this is always the biggest question that's sometimes not quite apparent by just looking at a list of cards; what cards do I want to start the game with? This deck has a pretty simple answer. The goal is Titania, Protector of Argoth on turn 3 and have some way of drawing cards. There's a lot of redundancy in the deck and generally speaking a couple of lands, some non-land ramp, and ideally a draw spell are what you're looking for. It sounds like a tall order, but with the free multiplayer mulligan it actually mulligans fairly well for some pretty explosive early plays. As card quantity is very important here, I would advise not going below 5, but that should rarely be necessary with the free mulligan. Part of the strength here is you can't be afraid to play your tutors for value. Having a land in the graveyard when you play Titania is incredibly important and as such I've Sylvan Scrying'd for a fetch land more times than I would like to admit. Using cards like Finale of Devastation and Green Sun's Zenith to find mana dorks/Dryad Arbor are also very valid early strategies.
I am going to start off with what holds this deck back. It is not the fastest combo, usually aiming for the turn 4-5 range, nor is it the most consistent, as the actual combo turns are generally dependent on deckbuilding redundancies. This is a graveyard strategy at heart, so albeit Grafdigger's Cage not meaningfully affecting you, Rest in Peace and Leyline of the Void are both must-answer cards that put most of your strategy on pause until they are gone. Hatebears that limit spell-casting and drawing will stop you from a combo turn, but you can still play through those and transition into playing Titania, Protector of Argoth in a more traditional style. This brings me into what I love so much about the deck, which is how ridiculously resilient you are from turn to turn. There's no The Gitrog Monster layering land discards over removal spells here, but it is surprisingly hard for opponents to pull you off of your strategy long-term. As an anecdote, the night before I wrote this, I won through a Cyclonic Rift + Windfall on the turn before mine. This kind of inherently comes from the card Titania, Protector of Argoth, who is a commander that is innately hard to keep off of the table. With a card like Command Beacon, she will only ever cost 5 to cast as you can repeatedly get it back every time you cast her. Even without that she still ramps you by whatever land you happen to get back with her the turn you play her, meaning if she dies you can generally just power her out again on the following turn. While these aspects by no means make her invulnerable, the incremental value you get by casting her multiple times tends to be enough that people want to point their one-time spot removal in other places. The other main strength of the deck is how well it pivots to a functional beat-down aggro deck. If you run out of resources and have no good way of accruing more/the game has turned into a total grindfest, even a few 5/3's on the table will threaten life totals very quickly.
There are two main infinite combos contained in the list:

The first of these combos is more compact, being your commander, a 3 drop enchantment, and a land. Unfortunately, being in green there is no functional way to tutor for Food Chain, so you can really only decide to go towards this combo if you draw it. Thankfully if you do, there are many different ways to pull Command Beacon out of your deck. To initiate this combo, have all three pieces on the battlefield. Lead by sacrificing Command Beacon to its second ability, putting the effect of putting Titana, Protector of Argoth into your hand from the command zone on the stack and getting a 5/3 elemental. Follow this up by holding priority and exiling Titania, Protector of Argoth to Food Chain which puts her in the command zone and generates with which to cast creature spells. She will then return to your hand as Command Beacon's ability resolves. You can cast her for , netting and when she comes into play you return Command Beacon from your graveyard to the battlefield, returning to the state you started in but with the extra mana and a 5/3 elemental. As this does not innately win the game on the spot, once you have iterated this enough you can then exile Titania, Protector of Argoth and cast her from the command zone as many times as you'd like which will return any lands in your graveyard to the battlefield and will infinitely loop any lands you control that can be sacrificed as well. For example with Sylvan Safekeeper and a Forest in play you can turn your infinite creature-mana into just good old-fashioned regular infinite mana.

The second of these combos is a little more rube-goldberg-y, but it honestly comes together much more consistently than it seems. Sylvan Safekeeper and Gaea's Cradle are already two of your highest priority tutor targets without factoring in the existence of this combo, leaving Temur Sabertooth as really the only "dead" card in this combo. I should also note that you either need 7 total creatures in play or some additional mana when beginning this loop, although that is generally trivial when you have both Sylvan Safekeeper and Titania, Protector of Argoth out at the same time. The combo plays out thusly:

To initiate this combo, have all four pieces on the battlefield. Tap Gaea's Cradle for , sacrifice it to Sylvan Safekeeper, giving something besides Titania, Protector of Argoth shroud and making a 5/3 elemental. Spend to return Titania, Protector of Argoth to your hand with Temur Sabertooth. Spend to cast Titania, Protector of Argoth and when she comes into play, return Gaea's Cradle to play. Repeating this generates infinite elemental tokens and infinite . Similarly to the other combo, this allows you get whatever value you'd like off of your other lands, but in addition, any etb triggers you have on any creatures you control can also be triggered an arbitrarily large number of times.

Both of these combos can end in a non-combat win condition wherein you spend ,, and Sacrifice Rath's Edge to deal one damage to an opponent and get it back in play by making Titania, Protector of Argoth enter the battlefield again.

I can count on one hand the number of times either of these combos has not won me the game on the spot despite the fact they don't create a winning state innately. By the time you get to them it's just too easy to have one of the many, many additional factors that will create said winning state.

So the main idea of this deck is hit a critical mass of draw spells and mana until you can pivot into one of the combos mentioned above and close out the game. The real question, is what does a "critical mass" really mean. Really, it's when you can soft-generate enough resources, between ritual spells and draw spells, that your "chance to whiff" approaches 0. Anyone who has played a traditional storm deck knows the feeling of what I'm talking about. Basically the prospect of hitting critical mass has two main barriers; you need to draw lots of cards and generate lots of mana.

Most of the resources that this deck makes to hit critical mass come from two key cards: Sylvan Safekeeper and Gaea's Cradle. If you have access to both of those cards, you can create a very large number of 5/3 elementals and a good amount of mana per tapping of Gaea's Cradle. The first question I asked myself in regards to Titania, Protector of Argoth, is how is she abusable in a way other cards are not. The answer, I've come to discover, is the innately high number on the left side of the / that the tokens she generates has. This enables a lot of really strong draw power that green has access to that token decks usually can't take amazing advantage of. Casting Life's Legacy on a 1/1 saproling token feels very bad. It feels considerably less bad on one of the 5/3 elemental tokens that Titania, Protector of Argoth generates a surplus of. So right away the biggest apparent angle she hits that most token decks don't is tokens that come onto the battlefield with good raw stats. No other token deck makes Greater Good the one-card wincon it is in this deck because of this. So that's the answer to the first problem, anyways. How do we consistently draw cards with which to hit critical mass? Drawing 5 cards off of reasonably costed green draw spells.

So the second issue, generating the mana, does tend to be solved by Gaea's Cradle every game, but there is some nuance to it. You generally need a large amount of mana to start chaining through your deck which means you often need to lead with sacrificing lands and tapping the Gaea's Cradle or even not having it out when you start and hoping your consistency will draw you through it as you start comboing. This leads us to the issue of what do we do after we've drawn a bunch of cards but we're low on mana? There are actually a couple of answers to this question. The first, which I've hinted at earlier, is multiple activations of Gaea's Cradle itself. This is accomplished with untapping effects such as Candelabra of Tawnos or by sacrificing it and replaying it using such cards as Ramunap Excavator and Exploration. To be able to use these effects from a low mana pool you can draw through the mana-positive rocks such as Mox Diamond which will often give you just enough of an edge to start some of these interactions and push your mana pool into the red-cough-Green Zone. The second answer to this problem lies in one little snek. Lotus Cobra is your best friend and when you sacrifice all of your lands and cast Splendid Reclamation with him on the battlefield things get out of hand (perhaps onto the battlefield?). Often times I will use both of these strategies together to get past the breaking point and hit an infinite combo.

So now that we have learned what strategies to use to start going off. What exactly are we looking for through our deck that's going to close out the game? The easy answer is that the two infinite combos above will both do it very solidly. Really, however, there are a few key cards that you're specifically digging to that you can't normally tutor out. The short-list is Food Chain, Greater Good, and Finale of Devastation.

I know Food Chain is an integral part to one of the two combos, but it's just worth mentioning how effective it is at just winning you the game when you chance into it. (The chancing gets easier when you draw 40 cards on your turn).

Greater Good will take the path you are on of storming off and make it effectively infinite. With a maximum required number of 20 tokens, you can literally draw through your entire deck (NOTE: This is why we include an Eldrazi Titan), discarding the lands until you hit a World Shaper and a Lotus Cobra and... I'm sure you see what's happening here.

Finale of Devastation will just turn 12 mana into pretty much an instant soft win with Craterhoof Behemoth and that tends to be good enough to include it on the short-list here.

So that pretty much covers it for how the deck innately storms off and what general paths you're looking for on your storm turn are. There are a few other interactions and cards worth mentioning here, however.

Bonus Tech:

Starting where we left off with Finale of Devastation, if for some reason Hoofin' It (tm) won't get you there, and you have a draw spell in hand your best target is actually Devoted Druid. When you give it +10/+10 and haste you can actually just turn that into an instant 12 and get your mana back for the Finale of Devastation, effectively giving all of your creatures on the battlefield the +10/+10 and haste for completely free. Casting cards like Life's Legacy after you do that is completely game-breaking.

Sylvan Safekeeper can respond to the etb triggers on Regal Force and Craterhoof Behemoth by sacrificing additional lands after the trigger is on the stack and as such you don't have to sacrifice your lands before the spell resolves and get yourself blown out.

Tooth and Nail can use the above interaction start a storm-turn very effectively by searching out Woodland Bellower and Regal Force. You can then stack the triggers in such a way that Woodland Bellower searches for Sylvan Safekeeper who will then sacrifice some quantity of your lands to draw a bunch of extra cards off of the Regal Force trigger.

Lands:

  • Ancient Tomb - We're in mono-color and trying to ramp to 5, this is really a no-brainer with little downside.

  • Cavern of Souls - If you're worried about counterspells, find this land and suddenly the blue players have a much harder time keeping Titania off the table. Sometimes you will have to name "Elf" to make an opening hand keep-able, and it yes it feels bad... Not nearly as bad as "Bird", though........

  • City of Traitors - Slightly more innately questionable than Ancient Tomb but that's not saying much and it's still an amazing card with a self-sacrifice clause that can be an upside.

  • Command Beacon - Part of a combo? Check. Grinds out games really hard? Check. Would we consider not running this? Never.

  • Cryptic Caves - There are not many lands that kill themselves and draw a card. It's useful for a bit of extra reach on a combo turn and a workable outlet to draw your deck if you hit an infinite combo. It can even be a low priority target for your land tutors.

  • Deserted Temple - This deck largely functions as one big outlet for Gaea's Cradle, and this is one of those untappers I mentioned earlier.

  • Dryad Arbor - At the cost of playing one mediocre land, Green Sun's Zenith can now be an additional turn 1 mana dork as well as a strong mid-late tutor.

  • Fabled Passage - It's the worst fetch land you run, but fetch lands are integral enough that this makes the cut.

  • Forest - It's a mono-green deck, ya gonna need some forests.

  • Gaea's Cradle - This is the complete all-star of the deck and how you tend to generate abusable amounts of mana on storm turns. If you don't have access to this card, you're going to have to build a different Titania, Protector of Argoth deck. Also no, Growing Rites of Itlimoc   will not replace what this card does in this deck.

  • Misty Rainforest, Prismatic Vista, Verdant Catacombs, Windswept Heath, Wooded Foothills - All of your fetches that are untapped and find untapped lands. I really can't stress enough how strong it is to just have access to one of these early game. They pretty much become the default targets for your Titania, Protector of Argoth etb triggers.

  • Nykthos, Shrine to Nyx - It's not amazing, but the deck hinges on Gaea's Cradle enough that having a back-up land is pretty necessary.

  • Rath's Edge - This is your main win outlet, there are other options that can go here, but you need to make sure you have this win slot attached to a land so I'm putting it in this section. Used to actually be Questing Beast as that made the combat swings pretty hard to stop. Turns out a "dead" land is better than an actually dead creature for slot consistency, who knew?

Artifacts:

  • Chrome Mox, Mana Crypt, Sol Ring, Mox Diamond - Mana positive rocks are pretty integral as they give you some of the best early game ramp in the game and also assist in generating the extra little push of mana you need to go off after drawing an absurd number of cards.

  • Zuran Orb - It's worse than Sylvan Safekeeper, but you need a backup for this effect and this is definitely the second option. It won't be a fun game if both of these exiled.

Creatures

  • Arbor Elf, Birds of Paradise, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Boreal Druid - The one-drop dork squad, you're playing green, you should be playing these cards.

  • Craterhoof Behemoth - A great outlet to remove a player or just win off of one creature tutor. Has the added benefit of majorly buffing your draw spells if he does not win the game on your combat step.

  • Devoted Druid, Joraga Treespeaker - Both of these cards don't see as much play as the one drop dorks, however in a deck that is ramping really hard to a 5 drop every game, both of these cards are amazing and do a lot of work.

  • Eternal Witness - Having the regrowth on legs is very important and useful given how easy it is to pull it out of your deck in a pinch.

  • Kozilek, Butcher of Truth - Ulamog, the Infinite Gyre can go here as well. I prefer Kozilek because his cast trigger feels much better when you're at the point where you're trying to cast your Eldrazi Titan. Realistically this slot exists so you can cycle through your deck multiple times safely with Greater Good.

  • Lotus Cobra - This card is truly amazing and is a fantastic mana generator on storm turns as well as for early game ramping. Scenario: Lotus Cobra on 2, pass turn -> Fetch land -> play Titania, Protector of Argoth -> get back Fetch land -> play 3 drop. That's one ramp spell putting you to 8 mana on turn 3.

  • Ohran Frostfang - Fantastic draw engine for both hitting critical mass and grinding.

  • Ramunap Excavator - tutorable when you need him, unlike Crucible of Worlds. Not the overall best card, but good enough when not comboing, and having access to his ability can be very necessary when going for a full win.

  • Regal Force - Undoubtedly my most searched target with Natural Order. Very nice to have such a strong draw attached to an etb.

  • Sylvan Safekeeper - This is your main sac outlet. When they say 'Get you a card that does both', this is that card. It's a huge engine/combo piece and it protects all your creatures! All on a one-drop green creature that can be found cheaply by every tutor in the deck!

  • Temur Sabertooth - Used to be Wakeroot Elemental. Unfortunately this is just a combo piece. I swapped out for this card because at least the use-case is slightly wider than that of the elemental.

  • World Shaper - One of your two ways to keep a critical mass turn rolling forwards.

Enchantments:

  • Carpet of Flowers - If one opponent has one island, this card is great, anything more than that and it's absolutely absurd.

  • Exploration - This is a lands-based deck, and having a one drop that lets you play additional lands is just too good.

  • Food Chain - Part of a strong and easy-to-cast combo with Command Beacon and Titania, but unfortunately you can't tutor for it. It's strong enough on its own and easy enough to tutor for Command Beacon that there's really no excuse not to run this card.

  • Greater Good - Another of the "best card in the deck" cards. Will consistently win you the game pretty much on its own with Titania out.

  • Sylvan Library - Have I mentioned we need to draw cards? This does that really well and for 2 mana.

Instants:

  • Autumn's Veil, Veil of Summer - Green doesn't get much to interact with the stack with, so we take what we can get.

  • Beast Within - Similarly, unconditional, instant-speed removal in green is very rare and very strong.

  • Chord of Calling, Finale of Devastation, Green Sun's Zenith, Natural Order, Tooth and Nail - Putting creatures from your deck onto the battlefield is very powerful, and these are some of the best ways to do it in green

  • Crop Rotation - Best land tutor in the game, and sacrificing a land as an additional cost is generally an upside.

  • Harrow - I know it's a bad card, but costing three means it still relevantly ramps you into Titania, and it has the added benefit of incidentally putting a land in the graveyard which you can either recur or get a 5/3 out of.

  • Hunter's Insight, Momentous Fall, Return of the Wildspeaker, Life's Legacy, Rishkar's Expertise - These cards are the core of what's required to pass through your deck and hit critcal mass, there are other similar effects, such as Soul's Majest that can be run to similar effect. They all have their own upsides and downsides.

  • Once Upon a Time - The deck is 60% lands and creatures so you're always going to hit something. This card helps smooth out openers and gives you good card selection when top-decked later in the game.

  • Summoner's Pact - Doesn't tutor to play, but I don't think I have to attest to how good this card is.

Sorceries:

  • Edge of Autumn - Another mediocre ramp spell, but it's nice that it does double duty by ramping you early or drawing and making a 5/3 later.

  • Splendid Reclamation - The second copy of World Shaper I mentioned earlier. Both get used in conjunction with Lotus Cobra and Sylvan Safekeeper to generate large amounts of mana and 5/3 elementals.

  • Sylvan Scrying - It's not as good as Crop rotation, but it's still one of the best generic land tutors out there, and those are important in this deck.

The deck plays a lot of tutors for both lands and creatures, as such you can run solid answers to different threats in both kinds of cards to have easier access to them.

  • Blast Zone - Kind of your last resort answer to things you can't answer with your other lands, feels much better playing with it than it looks on paper.

  • Emergence Zone - If you need to cast something at instant speed you still get a 5/3 out of the deal.

  • High Market - Sometimes you need a sac outlet, this is an easy-to-find one that is also hard for your opponents to remove.

  • Homeward Path - Blue players got you down? Homeward Path is a great way to totally blank any Control Magic effects.

  • Scavenger Grounds - May seem counter intuitive but sometimes you just need to exile a graveyard.

  • Strip Mine, Wasteland - They kill themselves for a 5/3 and provide decent disruption. Late game you can even kill your own lands in a pinch.

  • Collector Ouphe - One of my favorites. If there's a problem artifact and you cast a tutor-to-play, they have to respond to the tutor to be able to use it. Outside of that specific scenario it just turns off a lot of value for a lot of decks while leaving us mostly good to go.

  • Reclamation Sage - One of the best creatures that just unconditionally kills an artifact or enchantment on etb.

  • Woodland Bellower - Alters deck construction slightly as you want to be able to use him well, but with a good range of effects on creatures under 4 cmc he can put a lot of work in as a toolbox enabler.

For starters, anything in the toolbox section is realistically a flex slot as you want your toolbox to answer the things you want to answer. I put the more key toolbox creatures in the core section as I think those ones are more integral to your strategy, anyways. Every card in my deck is in the deck for a reason, but without saying it on every card, every card in this section could be replaced with something else and it wouldn't directly affect your main strategies.

  • Gemstone Caverns, Hickory Woodlot - They're good, it feels good to ramp with them, but they 're probably some of your weaker ramp pieces.

  • Candelabra of Tawnos - This card is incredibly useful when you're going off and can generate decent value with your non-cradle lands that tap for more than 1 before that, but it's not going to break the deck if you don't have it.

  • Expedition Map - This is your worst land tutor at 3 mana, but it's definitely still good if you want the tutor density for lands, which I do.

  • Azusa, Lost but Seeking - This is another card in the camp with Candelabra. It is frequently necessary to cycle through your deck to additional land drops when you try to win, and Azusa is simply the best card outside of Exploration that does that. It can also make for explosive early starts, although that is infrequent and shouldn't be counted on.

  • Nyxbloom Ancient - This card is in a trial period as I just picked one up. I've had it out in a few games and I have to say, don't knock it before you try it. It definitely enabled some wins I would not have had without access to the absurd mana it made almost accidentally. Might be moving up sections at a later date.

  • Oakhame Adversary - Really good card if you play it for 2 mana and play it early. If for some reason your opponents aren't playing decks that play early green permanents you should probably take it out. It's a meta call, really.

  • Elemental Bond - It's one of your worse draw engines. That being said turning if the game goes grindy this thing is your best friend. Could reasonably be replaced by another draw-5.

  • Gaea's Touch - It's mana positive if you play a forest and sacrifice it which is awesome. It also plays Titania on turn 3 by itself which is also awesome. If you are playing a shell with more basic forests I'd probably move this card into core. That being said, with 11 basic forests it's a bit sketchier. However, the early game ramp combined with the way it functions as a green ritual when combo-ing off makes it worth a slot here.

  • Kenrith's Transformation - IMO it's green's best creature removal spell, but that's pretty subjective and can be reasonably be replaced by something else.

  • Nature's Will - Really solid enchantment to play with, sort of giving you two turns every turn and also turning off blue players' interaction on your second main at the same time.

  • Force of Vigor - Generic removal here. The free-ness and flexibility draw me to this one specifically.

  • Heroic Intervention, Natural Affinity - These, similar to Nyxbloom Ancient, are also currently test slots. Having tech against boardwipes is good, especially given green's general lack of answers. Unfortunately neither of them do anything about Cyclonic Rift which might lead to a cutting at a later date.

Going through this list you may be thinkg: "What the hell?!? Why isn't he running X!?!?". Odds are I've probably tried it and it might even be on this list.

  • Triumph of the Hordes - It's a good card, it will frequently just kill someone, if not multiple people. It's just way too inconsistent for my taste as there is no functional way to tutor for it and after it's said and done you aren't really closer to winning the game than before you cast it.

  • Crucible of Worlds - It's redundant with Ramunap Excavator and you can only tutor for one of them.

  • Nature's Lore, Three Visits - They are worse than mana positive rocks and dorks and this deck specifically likes the cards Harrow and Edge of Autumn as similar pieces that also synergize well with the rest of the deck deck.

  • Constant Mists - Two things make this card not great in a deck you'd otherwise think it was amazing in. Combat damage, and therefore fogs, both get considerably less relevant as power level increases. Secondly your deck is often the aggressor and the one other decks need fog effects to deal with, not the other way around.

  • Life from the Loam - It's just waaaay too slow for what this deck is trying to do and also still redundant with the tutorable Ramunap Excavator.

  • Tireless Tracker - Decent grinding piece, but generally speaking costs too much mana to function properly here.

  • Courser of Kruphix, Oracle of Mul Daya - Just generally too slow, and more extra land drops than the deck already has doesn't tend to be too relevant in this shell.

  • Worldly Tutor - I just hated the feeling of tutoring to top of deck in this deck and there are enough creature tutors still in that you're not really lacking for them without this one.

  • Burgeoning - This card is only marginally better than Exploration in your opening hand and only when you have enough land drops to support it. Given that if you can actually do that your hand is probably not very good and this card does not help you at all when you're trying to go off, it doesn't really make the grade we're looking for.

I've saved the best for last, brace yourselves

  • Concordant Crossroads - I know, I know, I'm crazy. As I said at the beginning, this isn't your grandparents' Titania, Protector of Argoth deck. In a traditional shell this card probably deserves a slot! I kept it in here for a long time but I really don't miss it now that it's gone. If you aren't just sacrificing all of your lands and going face, this card doesn't really do much. If you're hitting enough critical mass that this card would be useful, you'll either combo out or be able to just cast finale of devastation and give your creatures haste that way. This narrows the useful-case of this card considerably, especially given that you can't just tutor it out.
This deck can be pretty hard to pilot as there is a lot of tutoring and a lot of on-the-fly decision making and you won't often have "the win" in your hand. As frequently with storm-based decks, you have to look at your hand and make a call on whether or not you can get to a winning state from the resources there. I guess technically you have to do that in any deck, but it's just not as black and white as "Cast Thassa's Oracle, cast Demonic Consultation" when you're making that call. You often have to trust in the redundancy built into the deck and just go for it, even if you don't know what the top X cards of your deck are. Whiffing does happen, I've gone 65 cards deep with Greater Good and not hit one of the mana-positive rocks I would have needed to win, but the odds of that happening were so low I would have been very wrong to not sink all of my resources into going for it that turn.

Finally, this deck obviously doesn't really hit the benchmarks for "cEDH" as it's traditionally referred to. I do have some qualms with what is represented in that acronym and some of the general thoughts of the community, but there's no point going into that here. I will just say this deck makes a really solid showing at both tables with "cEDH" decks as well as "high-powered" decks. It is able to pivot from moderately fast combo wins to longer-term strategies involving combat steps that knock out individual players as well as good value engines.

Thanks for reading! ~Namu

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Casual

96% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

51 - 0 Rares

18 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens Beast 3/3 G, Elemental 5/3 G
Folders Inspo, not mine edh
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