Creature — Giant
Whenever Frost Titan becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Whenever Frost Titan enters the battlefield or attacks, tap target permanent. It doesn't untap during its controller's next untap step.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Frost Titan Discussion
2 months ago
zapyourtumor haha that's cause it was based off my standard version of this deck, Giant Trouble in Little Standard. I made this into a modern deck just cause I really liked the combo of Hamletback Goliath and Surtland Flinger .
I didn't want to add too many non-creature spells or else I totally would've added a few more burn spells like Lightning Bolt in here. I have thought about cutting out green but I also like how well Beanstalk Giant combos with Surtland Flinger. Plus it enables me to get Hamletback Goliath out on turn 4 by playing Invasion of the Giants turn 2, Beanstalk Giant turn 3, then my big boi turn 4, which is always fun.
I really like Ancient Grudge as a replacement to Sunder Shaman so I'm definitely gonna do that! And I agree that Vanquisher's Banner could be cut, but it's tons of fun when I do get it out and I'm mostly just playing this deck casually, not so much competitively.
Also, I do really like Stinkdrinker Daredevil , however it would end up dying to my own Battle of Frost and Fire so I'm not so sure I would want it in there. Crush Underfoot isn't too bad, but Squash is just a bit more consistent in damage and it combos well with the last ability of Battle of Frost and Fire .
I never noticed Inferno Titan and Frost Titan when I made this deck so they might both be worth looking into! I did have Crystalline Giant in this deck originally but I took it out cause it felt too inconsistent and I needed room for Surtland Flinger and Hamletback Goliath haha. Thundercloud Shaman is also definitely worth playtesting in place of Battle of Frost and Fire so I'll have to try that out too.
Thanks for all of your suggestions, they were really well thought out and very helpful! :D
2 months ago
This looks a lot more like a standard deck than a modern one. I'd probably either switch to standard/pioneer or add some modern upgrades (for example a playset of Lightning Bolt ).
Also, I'd suggest cutting green for only two colors, since trying to make a smooth 3 color manabase on a budget is miserable and probably impossible. I don't think Beanstalk Giant is good enough to merit this pain. For the sideboard, you also don't need green for Sunder Shaman . Even though its a nice giant card for your artifact destruction, it costs four mana and doesn't even have an immediate board impact so it won't destroy anything until turn 5. Against most artifact decks you would much rather have Ancient Grudge .
Vanquisher's Banner is only a singleton, costs ten bucks, and is an especially slow card even in an already slow deck; I'd definitely cut this.
To help accelerate into your slow giants, I'd run 4x Stinkdrinker Daredevil . Crush Underfoot doesn't seem too good to be honest, since it doesn't really stall the early game when you most need removal, but it might work okay.
Inferno Titan and Frost Titan are both great giant cards, especially the first one. Crystalline Giant is a nice cheaper 3 drop giant, since you probably want to lower your mana curve a bit. Thundercloud Shaman is a nice wipe.
Happy brewing :]
5 months ago
I’d drop some of the more expensive tap ETB effect such as Frost Titan or Icefall Regent , as well as Sakura-Tribe Elder and Cultivate . In their place, you could add more creatures with ETB ramp effects (especially if you want to run such few lands).
Last thing i’d suggest is raising lands to 32-33. I’m notorious for playing few lands compared to other people, but this deck needs more low cost ramp and card draw to make that viable.
Hope this was helpful. Have fun!
7 months ago
Just a few more ideas, since I am thinking about making one of these myself. Helping you helps me.
7 months ago
Coward_Token, I just saw that article, several hours ago, and I am very pleased to see that WotC is reprinting both Frost Titan and Inferno Titan on the plane of Kaldheim, even if they were not in the actual set, and they even included Primeval Titan and Grave Titan as bonuses; I noticed that Sun Titan is conspicuously absent, so, apparently, WotC likely felt that that creature was not sufficiently "metal" compared to the others.
I cannot stand the sickeningly cute artwork on the cards in the Valentine's Day set, which is especially annoying, because Gisela, Blade of Goldnight is one of my favorite creatures in the game, and I definitely would like to have had alternate artwork of her that was actually awesome and aesthetically pleasing.
8 months ago
I still am very upset that WotC does not appear as if they shall reprint Frost Titan and Inferno Titan in this set, when it is absolutely the perfect place to do so, and I also am very disappointed that there are no krakens in this set, thus far, since krakens originated in Norse mythology, yet there were krakens in the Theors block.
9 months ago
Coward_Token, I do hope that there shall be some krakens in this set, since kraken originated in Norse mythology, not Greek mythology, as some people seem to believe.
Also, another website "revealed" that Vorinclex will be appearing in this set, but I suspect that the card that was spoiled is a fake, since WotC would not have Phyrexia invade another plane in that plane's initial appearance. Does anyone here agree with that reasoning?
10 months ago
I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.
First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.
The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel Flip, Drana's Emissary, and Cruel Celebrant.
Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.
In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision Flip. Good luck with your build and let me know if you have any questions!