Maybeboard


Sometimes you just gotta hit something very hard. When you do, mono is there for you.

Third iteration of my titania deck. Relatively straightforwards, the general game plan is to get a beefy board state, pump it with one of our pump effects and then do mono G things to your opponents. The ways we go wide are titania tokens, Zendikar's Roil, Field of the Dead, Avenger of Zendikar, and Turntimber Sower. Although titania is the easiest, all of these cards have the potential to give us a large enough board state quite easy to just kill everyone else with a pumped attack.

The deck has a lot of ways to tutor specific lands into hand or play, by far the best lands to be tutoring are Command Beacon, Cavern of Souls, Boseiju, Who Shelters All, card:temple of the false gods, or Mosswort Bridge depending on the situation although more often than not its command beacon. Command beacon is one of the strongest cards of the entire deck, letting you perpetually avoid commander tax by getting it back with Titania's ETB effect every time especially if titania is uncounterable from cavern of souls. Mosswort bridge is just an insane value land that can, and will often just win the game for you by getting a powerful effect to take people by surprise for at instant speed, and even though this isn't a spellslinger deck at all some of the instants and sorceries we do use are extremely important to resolve, also Green Sun's Zenith and Chord of Calling make our big finisher creatures uncounterable, so boseiju is deceptively powerful.

Potential changes:

Sol Ring and Mana Crypt are banned in my playgroup which is why they are not included. as a side note doing so has been nothing but a positive, if any of you regularly play with the same group i would highly recommend trying it out.

First off is Gaea's Cradle, having this card in the deck significantly raises its power level all on its own, having played with this in the deck i decided to take it out because it pushed the deck over the edge for the level i was trying to build it at. If you put cradle in, crop rotation is a must and can lead to winning the game out of nowhere very frequently.

If you want the deck to be faster but less resilient, adding 2 or 3 mana dorks in place of some of the longer term value cards like The Great Henge would speed it up, mana dorks are also not dead draws for us late game as they still get value from all of our overrun type effects. Natural Order is also a very strong card to add in this regard. Generally speaking, the three areas that i think you could add cards to if you wanted this deck to run slightly different are 1: early game mana dorks, 2: more protection in the vein of heroic intervention and 3: more ways to slow down opponents like Force of Vigor or Collector Ouphe.

Scavenging Ooze is very strong if people in your playgroup like abusing their graveyard with reanimation or recurring spells. He's NOT good if its the type of deck that only cares about the size of its graveyard however, its just good at removing certain problematic cards from it.

Food Chain + card:Titania, protector or argoth + Command Beacon is an infinite combo that will get you infinite creature mana, and then let you fetch every basic land from your deck if you have a fetchland in your graveyard, or win the game that turn with concordant crossroads.

I would say the most cuttable cards in this deck that are either redundant with effects we already have enough of, or are simply generally too slow or trying to do cute things which dont always pan out are Asceticism, Second Harvest Elvish Reclaimer, End-Raze Forerunners, Nissa, Vital Force, The Great Aurora, and Splendid Reclamation. Reclaimer can be a bit slow but he is good at getting specific lands we need and helping beat down with a large attack, with green suns zenith and chord of calling craterhoof is usually just a better pick than end-raze forerunners, nissa vital force is amazing if she can survive a turn rotation to ult but that happening all depends on your playgroups decks, the great aurora is actually a really good way of resetting the game in your favor especially uncounterable with boseiju but it does cost a lot, and splendid reclamation often doest do as much as you would imagine it would with this deck since we are frequently getting lands back from our graveyard with titania, crucible and ramunap. Second harvest has definitely won be some games but is also just a dead card sometimes. That being said, these are all still good cards which i have decided to include but the deck would still function fine without them.

Cards that seemed good which i tried and just didnt work:

Dust Bowl seemed really good but i cant ever remember using it even once in any of the games i had it. it juts costs foo much to activate, and we already play both card:Stripmine and Wasteland.

World Shaper Just too slow and telegraphed, and it makes you a giant target if everyone sees that youre about to get 10 lands back after a board wipe.

Crop Rotation I would only include this if you have Gaea's Cradle in the deck as this lets you pull wins out of nowhere very often, none of the lands we have currently are usually worth sacrificing a card and another land to get out even with tiania out. Also really hurts if this is countered and we cant use boesiju to make it uncounterable.

Life from the Loam Just bad. The dredge is useless, and with how often we are getting lands back from our graveyard its very rare that we both want three lands right now, and three are in there to grab.

Azusa, Lost but Seeking if you want to include another exploration effect play Summer Bloom instead, these cards are only good if we have Crucible of Worlds or Ramunap Excavator on the board and there is no world that azusa survives a turn rotation while we have this out so its just one more mana for a worse effect.

World Breaker I so want this card to be in here since i love eldrazi, but hes just not worth it unless youre playing in some meta where the fact that his effect is on cast is incredibly valuable or you need a large reacher. Paying to get him back from the graveyard and then replaying him is juts way too slow.

Vorinclex, Voice of Hunger for 8 mana, he just doesnt do enough. We could be winning the game with an entwined tooth and nail or a craterhoof behemoth for 8/9 mana.

The Great Henge just not as good as it seems, we can often get it down for 4 mana with titania or a token out but even then its a huge target for being destroyed or stolen and we dont actually have a lot of creatures we will be casting regularly by that point in the game. On the fence about this one, but for now i have taken it out

Experimental cards Im not sure about yet, havent tested enough

Akroma's Memorial Turntimber Sower

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Casual

95% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

44 - 0 Rares

17 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.43
Tokens Ashaya, the Awoken World, Beast 4/4 G, Clue, Copy Clone, Elemental 2/2 G, Elemental 5/3 G, Emblem Nissa, Vital Force, Insect 1/1 G, Plant 0/1 G, Zombie 2/2 B
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