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Titania's Angry Orchard

Commander / EDH Tokens

Necromagnum


This deck is loaded with utility lands with built-in sacrifice abilities. The objective is to both play and send as many lands as possible to the graveyard in order to abuse Titania, Protector of Argoth's 5/3 elemental token generating ability. Cards like Crucible of Worlds and Life from the Loam allow sacrificed lands to be replayed and reused, while cards like Doubling Season and Parallel Lives multiply the number of generated tokens. Ramp cards and cards that allow extra land drops per turn be are essential for speed and for mainting a healthy supply of fodder for the Titania mulcher. This deck's primary win condition is to overwhelm and attack opponents with beefy elementals.

UPDATE: 09-18-2018

After a few years of play-testing I have made the following cuts to suit MY PLAYGROUP'S needs:

ADDITIONS:

Ramunap Excavator - This didn't exist yet when Titania was printed. Added for redundant crucible effects, which are super powerful.

Tireless Tracker - Also did not exist when Titania was first printed. Pretty solid creature that can draw extra cards in green with its clue generation "landfall" ability. Since the clues that it makes are technically tokens, there is some nice synergies with doubling season and Second Harvest that can happen.

Ulvenwald Hydra - Fairly new addition. This was added mostly for the "any land" tutor ETB ability--given the toolbox nature of all the nonbasic land choices in this deck, it really wants to be able to tutor for "any land" over "basic land" or even "basic forest." Not yet sold on this since it's pretty steep at CMC6, and the Titania elemental tokens have the fatty department pretty well handled, but reach has proven to be relevant in some matches.

Wayward Swordtooth - New addition. Being able to stack multiple land drop effects per turn is probably the single most powerful and important thing this deck can be doing IMO, especially when there is a crucible/excavator on the table. In the early game it can add extra value to ramp spells to get Titania out ridiculously fast, but during the mid to late game It's very easy for this deck to play 3, 4, or even 5 lands per turn with the help of a crucible/excavator. The 5/5 body is mostly never going to be noticeably relevant even when you have the city's blessing since this deck can pump out so many 5/3 elementals as it is.

Nissa, Vital Force - New addition. Her +1 ability "could" trade an animated 5/5 land for a 5/3 elemental, but any opponent with half a brain won't kill it for any reason that isn't absolutely necessary. Her -3 is just an expensive regrowth that only hits permanents, which is still pretty relevant when you need to get that crucible/excavator that got destroyed last turn back, but also even that command beacon that you keep using over and over to cast Titania without commander tax. Her -6 is bonkers, and probably the number 1 reason why she's in the deck.

Fortitude - Protecting Titania is pretty important since the token generation engine/main win condition revolves around on her being in play. The "downside" of having to sacrifice a forest to activate the regeneration ability is actually more often than not an upside since it generates an elemental. The "rancor" effect of coming back to the hand when destroyed is also nice and very annoying for opponents.

Growing Rites of Itlimoc   - New addition. Having more than one Cradle is pretty awesome. Having a cradle that can still tap for a single green mana after a board wipe is even more awesome.

Mirri's Guile - Not sure if Sylvan Library would be better in this spot, but with as many shuffle effects that this deck can have (with multiple ramp spells and reusable fetch lands) to reset the top of the deck, it feels very like a good add to experiment with. A strong argument for Sensei's Divining Top as an alternative to this card can be made, yes, but I chose this for it's free activation.

Expedition Map - Since this deck wants "any land" tutors above all else, I began cutting stuff like Kodama's Reach and Cultivate in favor of things like Hour of Promise and Sylvan Scrying. Hour of Promise was eventually cut for this card because I began favoring the lower CMC ramp spells over higher ones for speed and consistency reasons.

Mox Diamond - New addition. This replaced a land spot since it has a CMC of 0. Having to discard a land when it enters is interesting since Titania, crucible, or Tilling Treefolk effects could get the discarded land back later.

Heroic Intervention - Having the board wiped isn't very fun when playing this deck, and this card can actually turn an opponent's wipe spell into a one-sided board state that is very much in this desk's favor.

Edge of Autumn - This addition was a product of trying to lower the average CMC of all the ramp spells for speed and consistency. Being able to cycle it late game by sacrificing a land can be a "double upside" if Titania is on the board.

Nature's Lore - This replaced Skyshroud Claim because it does exactly half of what that card does (and more importantly) at exactly half the CMC. This card says specifically "forest" so it could also fetch out Dryad Arbor. If one so desired to be able to fetch out Mouth of Ronom, then Into the North could be used in this slot, but personally I do not like how lands fetched with ItN enter the battlefield tapped.

Splendid Reclamation - This card didn't exist yet when Titania was first printed, otherwise it would have been an auto include on day one. Nothing feels better than following up a massive Scapeshift or a mass land sacrifice to Zuran Orb with this (just make sure you float the necessary 4 mana first).

Sylvan Scrying - This replaced Explosive Vegetation because it costs half the mana and favors quality over quantity for its tutor effect.

Triumph of the Hordes - For a long time my playgroup had a house rule that raised the damage cap for infect damage to 21 (same as commander damage from a single commander). This was mainly to keep people from winning too early off of cheating out an early Blightsteel Colossus with Quicksilver Amulet or Show and Tell. Recently we voted to ban Blightsteel colossus outright and reduce the infect damage loss total back to the original number. For this reason, I decided to try this out as a viable alternative win con to Overwhelming Stampede.

City of Traitors - If there is ever a commander deck that this can actually work in, then it's this deck. This is an experimental "upgrade" to Temple of the False God since having TotFG in the opening hand rarely feels good. The "self destruct" downside mechanic when any other land is played will often get you an elemental token as a lovely consolation prize when it leaves play. It should be worth noting that lands that are cheated into play with ramp spells and even Titania's ETB ability actually dodge this trigger since they are "put into play" rather than "played" in the traditional sense, so it is possible to extend it's lifespan considerably with a few careful plays. At worse, it makes a decent reanimation target with Titania.

Dryad Arbor - It's a forest that chump blocks early threats and can be searched up with either Nature's Lore or any of the fetch lands that call out "forest" specifically. It dies easy which is sort of the point for it's inclusion since going to the graveyard will likely upgrade it from a 1/1 to a 5/3.

CUTS:

Temple of the False God - This card is a trap and almost never wants to bee seen in an opening hand or even in the first few draws. Replaced by City of Traitors. In the absence of that, Ancient Tomb, Havenwood Battleground, or even Hickory Woodlot make far better alternatives to temple.

Wasteland - Land Destruction makes enemies real quick in my LPG so I try to dial that back a bit and only use when necessary. Strip Mine, Ghost Quarter, and Dust Bowl handle the job plenty without taking too many Green mana producing land slots, and even then they can still get out of control when paired with crucible/excavator + a few stacked Exploration effects.

All Is Dust - Probably not a good cut overall, but my justification was that it was both expensive to cast at a CMC of 7, and also I don't like wipe effects with this deck since they tend to set it back from its goal of alpha swinging with a team of 5/3 tokens. Since it also blows up enchantments, losing Doubling Season, Parallel Lives, Gaea's Touch, etc also feels bad. I'd much rather hide behind Constant Mists if an opponent's board is somehow bigger than mine.

Explosive Vegetation - Cut in favor of cheaper ramp spells.

Harmonize - Also probably not a good cut since there are very few ways for mono green to draw cards. This deck still has Shamanic Revelation, Elemental Bond, and Rites of Flourishing as potential (and greedy) means of card drawing. What this deck lacks in raw card drawing power, it tries to make up for with recyclable utility land abilities and top deck manipulation and deck thinning strategies.

Nissa's Pilgrimage replaced with lower a lower CMC ramp spell.

Overwhelming Stampede - Cut to test Triumph of the Hordes as a viable alternative win condition. It is possible that this could go back in if Triumph doesn't get the job done.

Parallel Evolution - Initially, I liked the idea of using both this and Primal Vigor, but as it turns out, Token and counter strategies are pretty popular, and very often I would find myself in situations where these cards would benefit my opponents every bit as much as (and sometimes even more than) me. Luckily, Doubling Season and Parallel Lives already do the job better than their counterparts.

Praetor's Counsel - This card is pretty expensive with a CMC of 8 and usually by the time I could cast it was either a win more card, a dead card due to a Bojuka Bog or similar effect used on me earlier (this deck is a lightning rod for those), or I was already so far behind that it was simply not enough to swing the game back in my favor.

Skyshroud Claim - A hard cut to make since it puts both the forests it fetches directly into play untapped, but in the end, speed and consistency won out, and it was replaced with its cheaper little brother, Nature's Lore.

Asceticism - This card is great, but it doesn't protect against mass removal/ board wipes, So it was replaced with cards that protect against/allow me to recover from a wipe (i.e. Heroic Intervention and Fresh Meat).

Beastmaster Ascension - It feels good to have an army of 10/8s attacking your opponent's, but it feels bad to have this enchantment disenchanted at instant speed after committing to an alpha strike, not doing what would have been lethal damage, and then losing next turn on the crack back. Despite that very situational example, this was still a hard cut to make, but Craterhoof Behemoth and Triumph of the Hordes still handle this duties in this area just fine and even do so with a bit more stability.

Mana Reflection - Mana doubling effects are nice, but this deck doesn't want to win of the back of a huge Genesis Wave. It wants to generate a bunch of beefy tokens and turn them sideways. Most of this deck's mana needs are satisfied with Extraplanar Lens and Gaea's Cradle/card:Itlamoc, Cradel of the Sun; or even good old fashioned ramp spells and reusable fetch lands.

Primal Rage - Another hard cut to make, especially since it allows me to force trample damage through at only 2 CMC, but Nylea, God of the Hunt does the same thing with the added benefit of being indestructible, a potential attacker herself, and also a having a built-in pump affect. This is all for only 2 additional mana. Even Akroma's Memorial at 7 CMC beat this out for a slot in this deck for doing the same thing plus so much more that. Memorial alone could end games (often the turn it comes down) where this could not.

Primeval Bounty - This card does a lot of neat things, but none of those things were as beneficial as Akroma's memorial at such a high CMC slot.

Burnished Hart - I like this card a lot, but personally I think it shines best in multi color decks and any mono colored deck other than mono green. Mono green just has too many options that can do what this thing does while doing it way more efficiently.

Solemn Simulacrum - Cut for similar reasons as Burnished Hart.

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Date added 8 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

43 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.13
Tokens Beast 3/3 G, Beast 4/4 G, City's Blessing, Clue, Elemental 5/3 G, Elf Druid 1/1 G, Emblem Nissa, Vital Force
Folders Commander, Titania
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