Titania, Protector of Argoth
Legendary Creature — Elemental
When Titania, Protector of Argoth enters the battlefield, return target land card from your graveyard to the battlefield.
Whenever a land you control is put into a graveyard from the battlefield, put a 5/3 green elemental creature token onto the battlefield.
Printings View all
|Commander Anthology (CM1)||Mythic Rare|
|Commander 2014 (C14)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
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Latest Decks as Commander
Titania, Protector of Argoth Discussion
5 days ago
Hey BenWin, thanks for the shout out. As you wrote a long post I thought it fair I do the same in reply.
I want to respond to your comment as I think there is a lot you are overlooking in your analysis, most of which is on point. However, you mentioned a few cards now a couple of times so I want to break these down a bit as you have gone to the effort to write an extensive comment.
Firstly I'd like to address your comment on Burgeoning + Ghost Town which you've shown your self to be an big advocate of. These are great cards and on paper seem to be great additions to the deck as they appear to enable one of our main objectives which is landfall triggers. However, the reason I think these cards have fallen out of favour is because they're very situational. Let me expand on that. If you do not have an opening hand with Burgeoning and a number of lands and a way to refill your hand (a very specific situation) the card is lackluster. Yes it is great if our opponents are constantly playing lands and we have Ghost Town and Burgeoning but this is honestly rarely the case. They are a weak draw 90% of the time. Even with Burgeoning in our opening hand as we do not have built in card draw we stall. Even with the increased draw effects provided by Zendikar Rising I do not think it is worth the spots.
Calling the removal of Perilous Forays crazy talk seems strange to me. The CMC of this card is 5, ideally we want to wait until Omnath, Locus of Rage is out before we play it so dodge removal. Even more ideally we want Amulet of Vigor in hand/on the battlefield too. My second gripe with the card is that once we have ramped a couple of times, played land each turn and then got into a position to 'combo off' with Perilous Forays most of the time the number of basics in our deck barely makes it worth while as it effectively switches off all our remaining ramp spells. There have been so many times I have 'gone off' with Perilous Forays and not killed a single opponent and left myself in a worse position. In my experience as this deck has evolved, and I have actually been playing it weekly since BFZ launch this card no longer packs the punch it once did.
I agree with you on Force of Vigor, this deck is extremely lean on interaction and removal as it is. This card is too strong to exclude.
Regarding Ancient Greenwarden and Doubling Season being enablers for 'overrun' type strategy I can't disagree with you more on this. We want to make 5/5 tokens on mass as we want to either trigger Warstorm Surge, Terror of the Peaks or Where Ancients Tread and/or we want to sac then to Omnath, Locus of Rage to bolt our opponents to death. We need a critical mass of 5/5s so that we can deliver enough damage to face. Mass elemental tokens also gives us sudo protection from board wipes. I know you're playing devils advocate here but no, in my opinion these cards generate huge value for Omnath generally not for a specific strategy.
Your comment on Nahiri's Lithoforming I find interesting as this is exactly my point on Perilous Forays and Burgeoning but my opinion is that Nahiri's Lithoforming is a great card almost all the time whereas the other cards I have mentioned are not. This card is gas with Titania, Protector of Argoth on the battlefield, if we have a decent hand already we are 80-90% certain to have lands to replay or draw into a land recursion effect like Crucible of Worlds or Splendid Reclamation. Not as good as Scapeshift obviously but I think you are underestimating the power of the card. Of course, play testing will tell us either way and I'll be interested to see if this card doesn't work out, which is might not, but I think until another land-centric draw card comes out this one is going to do Omnath just fine.
I haven't decided whether I am going to play Roiling Regrowth yet but I don't agree with your pros and cons analysis. The assumption that is worse than Springbloom Druid I don't think is accurate. Instant speed is a premium and shouldn't be under valued especially if you're playing with a pod with interaction etc. Getting Omnath triggers at instant speed is great and you can dodge opponents interaction. Your comments on the 4cmc ramp spells, I think these cards are just fine and fair. Not exceptional but not bad, Migration Path with cycling is a nice bonus. If these 4cmc ramp spells were instant, what would you think then?
Moraug, Fury of Akoum might just a be great additional line this deck can take. If the board state allows for it Chord of Calling this beast into play on an end step might be game winning. I am really on the fence as I'd really want a haste enabler to really break the card but honestly it might be fine by itself.
I ran Tooth and Nail for a long time with various different finishers and yeah it wins but it is not that fun a victory unless you count the time I have Omnath and Titania out and entwined It That Betrays and Keldon Firebombers into play, that was fun! It really depends what you want from Omnath. Omnath isn't my competitive deck. It is my pubstompy deck to pull out when people are bitch about one thing or another. If I want to combo to win I play one of my other decks. Each to their own though. Tooth and Nail wins games its just not for me and Sekki, Seasons' Guide is pretty weak the rest of the times you draw it.
I think your comment on non basic land search is spot on, we need more. I just don't think that there is currently any ones good enough for the deck other than Crop Rotation and Scapeshift, we just need to wait for better non basic search to be printed. A 2cmc Crop Rotation would be nice.
My issue with Skullclamp and Sensei's Divining Top is that they are not actively winning the game. If I were to include Top in my deck it would more often that not end up being a 2 mana brainstorm as I would likely shuffle it away with a fetch. Green Red doesn't have the draw that other decks have that can really abuse Top, it ends up slowing us down. Skullclamp is great value but I just don't think we'e a Skullclamp deck. I'd rather the slot for something that is enabling a win by synergising with the rest of our deck, Skullclamp doesn't, it is just value. Sure you can play it but it is detracting from what Omnath is trying to do in my opinion. You're also going to get a lot more hurt from Null Rods and Collector Ouphes out there. We have an advantage that a lot of hate doesn't really effect us. Apart from Humility of course which kinda hard counters Omnath most of the time :(
All of this discussion is what makes Omnath such a great general as there are so many viable build options.
1 week ago
Peoni thanks for the advice, I agree on getting some stax pieces in, however I think I’ll lean more towards the Winter Orb and Static Orb route. Given that I can just play a whole bunch of lands it shouldn’t hurt me as much as my opponent. Definitely gonna throw out Kodama's Reach and put in Priest of Titania. On the terms of Titania, Protector of Argoth I typically don’t like attack based win lines, I can see for sure why it would be good but that just isn’t my playstyle. Thanks again for the advice and pointing out some stuff I didn’t see! ;)
enpc on Mono green
1 week ago
Red/Green landfall gives you a lot of options in that red allows you to turn your landfall effects and big creatures into direct damage. That being said, you should be able to do decently with a mono-green deck.
If you are keen to specifically leverage ladfall effects, Titania, Protector of Argoth is probably going to be your best bet in mono-green. She not only provides ramp/recursion of your lands but also is a win condition in and of herself since she makes 5/3 tokens. She is also sup strong in that you can run a bunch of land denial effects to shut your opponents down, all while building up your boardstate.
enpc on Mono green
1 week ago
DO you know who you want as your commander? This might help dictate the line of the deck. Because for a landfall list, if you're running Titania, Protector of Argoth as your commander, your deck will look very different to Azusa, Lost but Seeking. And these are both landfall commanders.
But if you're playing Yisan, the Wanderer Bard, you probably don't want a huge amount of high end creatures like Woodfall Primus (who is ok but not a staple). You might only end up running one eight drop which is Craterhoof Behemoth.
And then there's elves, which produce a bunch of mana but is completely different again.
1 week ago
I recommend running more stax/hate pieces in this deck. Cards like Null Rod, Sire Of Insanity, Stranglehold, and Trinisphere would do a lot to slow down any proactive combo players at the table and give you time to get your MLD value engine running. This deck isn't fast enough to win a race with them, so you'll need to stifle their speed significantly in order to compete with the faster decks at the table that aim to win in the first few turns.
Chrome Mox would be a nice addition. Could probably serve to replace Arcane Signet since you need your mana to be as fast as possible if you have any hope of hating out your speedier opponents before they go off. I don't know if you need an Eternal Witness in this deck, and I think you could also benefit from running some more cheap mana dorks along with a Priest of Titania rather than ramp spells like Kodama's Reach to speed up your ramp and hit your end game faster. Speaking of Titania, Titania, Protector of Argoth would be pretty strong in this deck.
Like your deck! Hope this helps. :^)
3 weeks ago
Update 8th of September:
I recognized that I had excessive Mana at the most times of the game, so I cut a Plains for aForest to properly support my color pie.
World Shaper: I looked into running this bad boy, though finally not being worth a spot, due to having Crucible of Worlds and Ramunap Excavator in addition to Titania, Protector of Argoth
Moraug, Fury of Akoum is a hell of a card, I can only imagine how much havoc we can wreak with this one, though still looking for a spot to fit this one in.
3 weeks ago
Thanks MLS91, I could see pulling out the Cloudskater since it’s basically 2+bounce to loot, and possibly also the blue expedition since it’s mainly there just as cheap card draw.
My reasoning on the ramp spells like Harrow, Migration Path or Avatar of Growth is that they guarantee hitting the 3 landfall triggers on Omnath. One extra mana (when his 2nd gives you 4 floating) is worth it in my opinion.
Essentially I’m going for a lands-matters, uh, token swarm thing? I want to reliably hit 3 lands on my turn, and of course being able to get a land out on everyone else’s for the lifegain is great too. Land-based creatures like Titania, Protector of Argoth,Multani, Yavimaya's Avatar and Radha, Heart of Keld with landfall trigger creatures like Rampaging Baloths, Omnath, Locus of Rage and Avenger of Zendikar. Probably need to add a finisher though I’m already looking at Moraug. Maybe Overwhelming Stampede or Finale of Devastation?
3 weeks ago
Okay, sorry for the delay. Was in the middle of a move.
So first I think some degree of stack interaction would benefit this deck. I don't know what your meta is like, but dealing with enemy control could be a serious pain as you try to establish yourself, so cards like Pyroblast, Red Elemental Blast, Deflecting Swat (or other efficient redirect effects), or even Veil of Summer and Vexing Shusher (use this guy!) could prove to be worth the card slots when the game comes down to protecting your board state or making sure one of your spells resolves.
As for general upgrades I would consider adding in more removal like Beast Within and swap out Wilt for Nature's Claim for the cheaper cost because I feel like the cycling isn't super necessary and 4 life is insignificant. Then, if losing the cycling really bothers you, you can throw in Runic Armasaur for some really sweet card draw that also fits your theme. Additionally, for some pseudo card draw that also has the potential to mess with your opponent's hands AND is most definitely a puzzle, there's Teferi's Puzzle Box. It's a wheel that keeps on wheeling.. sort of. I would recommend potentially adding in more land destruction like Wildfire, Decree of Annihilation, or Obliterate along with recursion for yourself through stuff like Life from the Loam, Ramunap Excavator, Crucible of Worlds, and Titania, Protector of Argoth. Speaking of her, Priest of Titania could probably replace Llanowar Visionary, and along with that, more cheap elf mana dorks i.e. Llanowar Elves and Fyndhorn Elves would do you a lot of good. If you go the MLD route stepping your ramp up is gonna be really important so you can rebuild your board before your opponents can (which is also why you have land recursion), so you might want stuff like Utopia Sprawl, Wild Growth, Carpet of Flowers, or even Exploration if you can swing it. Finally for some additional creature-based wincons, we could put in Conspicuous Snoop + Kiki-Jiki, Mirror Breaker as well as Kiki-Jiki, Mirror Breaker + Zealous Conscripts . To tutor for these you could use Goblin Recruiter to fetch Kiki-Jiki and Snoop, or Imperial Recruiter to tutor for a specific creature you need or just use him to get his gobbo friend and then assemble your win. Some additional misc. cards you might find fun and want to consider: Magus of the Moon, Bane of Progress, Null Rod, Trinisphere, Urabrask the Hidden, Woodland Bellower, Vorinclex, Voice of Hunger (don't do this to your friends lol), Ruination, Jokulhaups, and Root Maze.
Not all of this is going to fit in the budget you gave me, I just wanted to give you a lot of options and potentially stuff that you can build toward in the future if you decide you want to really invest in this deck. Hope this helps. :^)