Titania being my favorite character from Dominaria and one of my favorite in the entire lore, so when the meld character got leaked, I was incredibly excited to have more cards centering around Titania, especially cards of Titania herself. I was somewhat unsure about the meld card, but I have been tweaking this brew ever since the card was spoiled. So this is my Titania, Nature's Force list.

I could have gone a few ways this list, forest beater like Ashaya, Soul of the Wild decks, or an elementals tribal theme, but instead I chose to build it in this combination of landfall and land cycling/recursion, similar to a Lord Windgrace deck. I have many effects centered around letting me play extra lands each turn, including Azusa, Lost but Seeking, Dryad of the Ilysian Grove, Oracle of Mul Daya just to name a few, as well as effects that allow me to play lands out of my graveyard, Ancient Greenwarden, Walk-In Closet / Forgotten Cellar, Crucible of Worlds, Conduit of Worlds, Icetill Explorer, and, of course, Titania, Nature's Force herself.

A lot of cards either searching for lands or putting them into play from my hand increases the amount of lands in play further, cards like Exploration, Exploration Broodshipand Sakura-Tribe Scout are powerful early drops to help in this, as well Three Visits or Sylvan Scrying being searching staples.

Instead of running more common cards such as Kodama's Reach or Cultivate, this deck runs sac ramp spells, including Crop Rotation, Entish Restoration, and Roiling Regrowth. This gives us significantly more value for the mana we spend, as we have several key non basic lands that we want on the battlefield as soon as possible, chief among them being Yavimaya, Cradle of Growth and Shifting Woodland.

We don't care about sacrificing lands, the opposite is true in fact, so we run a number of cards centered around sacrificing lands for other effects. Those include: Zuran Orb, Scapeshift and Sylvan Safekeeper. Putting these lands for other effects is almost like having those effects for free, because we can simply grab any land out of our graveyard.

A few of the unsung powerhouses in this deck make themselves known as soon as the engine turns on, including Ashaya, Soul of the Wild, Dryad of the Ilysian Grove, Prismatic Omen and, ofc, Yavimaya, Cradle of Growth. All of these turn things that are not forests into forests, including our non basic lands, which take up almost half of our land base and our creatures. Combined with a multitude of common landfall cards, Titania, Nature's Force, Scute Swarm, Springheart Nantuko, or Greensleeves, Maro-Sorcerer, we start an incredibly powerful landfall engine, where almost anything we play puts a multitude of tokens onto the board. Combine this with Parallel Lives, Ancient Greenwarden or Traveling Chocobo and that is a lot of tokens.

But, this is where the all the prior synergies all come together to form a singular, extremely powerful engine. In a perfect scenario, you are able to play 2, 3, 4+ lands a turn, they are all considered forests and you can play them from your graveyard. Being able to play, say, Prismatic Vista 4 times in a turn, fetching out 4 forests nets you 8 landfall triggers, a large swath of creature tokens and several other effects, these parts that work well individually come together to make a terrifyingly powerful engine that can be incredibly hard to disrupt due to cards like Heroic Intervention or Sylvan Safekeeper.

Card draw is, of course, always necessary in order to power a deck like this that can run out of steam so quickly, so card draw effects that center around Titania, Nature's Force 5/3 Elementals is crucial. For that, you have cards such as Garruk's Uprising, Elemental Bond or the Abundance + Sylvan Library combo. Horn of Greed should net you easily just as many cards as your opponents put together, if not more, and Greater Good gives you more card draw that is synced to any landfall triggers.

A few other effects that are either synergistic in this deck but don't quite fit into some of the aforementioned groups or are just useful to have in this deck include Eternal Witness and Timeless Witness for non land graveyard recursion, Cultivator Colossus for a large beater that also gives card draw and ramp on etb. Six, Shifting Woodland and Splendid Reclamation are both measures aimed at protecting your graveyard, or at least saving what you can from it should it get targeted. Scapeshift can give you a massive amount of lands and the landfall triggers that go with them.

For my mana base, it is fairly simple. Every fetch land that is in green that specifically doesn't take mana to activate. Blighted Woodlands and Myriad Landscape are good, but being able to play the basic fetches over and over without worrying about budgeting my mana for the rest of my turn is just too good. Lands like Lotus Field, Lotus Vale and Jungle Basin either force you to sacrifice lands or bounce them to your hand, both of which will simply give us more landfall triggers in the future. The the rest of the base is mainly filled with fetches and forests to be fetched with, the fetches offering 2 landfall triggers for the price of 1 and with the aforementioned Yavimaya, Cradle of Growth, Prismatic Omen, or Dryad of the Ilysian Grove get us our synergies with our commander. Boseiju, Who Endures helps us deal with deal with problematic cards our opponents may have, and being able to bring it right back only further solidifies it as a solid choice.

Triumph of the Hordes and Nissa, Ascended Animist come out as our too biggest win cons, combined with Concordant Crossroads, giving our army of elementals big buffs in order to swing in for lethal.

With enough pieces in play, mainly Titania, Nature's Force, a card draw engine like Elemental Bond, Garruk's Uprising or Greater Good as well as either Traveling Chocobo or Ancient Greenwarden, a single Cultivator Colossus can easily win you the game, drawing enough cards and making enough elemental tokens that you can slam a Concordant Crossroads and end the game out of nowhere with only 1-3 spells.

Comments and advice/upgrades are always appreciated, this is a passion project at the end of the day and I love anyone taking an interest in it the way I do.

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Updates Add

Alrighty folks, I know it's been awhile, but I'm back to updating my favorite deck. It's been a wild year, but now I have a stable job again and I can put more of my time into this again.

So, onto the changes.

The biggest one, my personal playground banned a selection of cards, amoung them was Sol Ring, Field of the Dead and Constant Mists. Sol Ring just made an awkward play pattern of archenemy that we disliked, and Field of the Dead and Constant Mists were banned due to play pattern and power level in a very frustrating Atraxa, Grand Unifier lands control deck. Obviously, this deck was hit very hard by these bans, but I'd rather have a good time with my friends than argue over it. (I'm a little bit salty though, I'm catching literal strays I had nothing to do with. /j)

Ok, now into the actual changes.

In:

Icetill Explorer

Jaheira, Friend of the Forest

Archdruid's Charm

Six

Shifting Woodland

Eternal Witness

Exploration Broodship

Traveling Chocobo

Walk-In Closet / Forgotten Cellar

Springheart Nantuko

Cavern of Souls

Emerald Medallion

Nissa, Resurgent Animist

Green Sun's Zenith

Evendo, Waking Haven

Talon Gates of Madara

Out:

Sol Ring

Burgeoning

Constant Mists

Field of the Dead

Perennial Behemoth

Ramunap Excavator

Avenger of Zendikar

Seer's Sundial

Budoka Gardener  Flip

Rampaging Baloths

Tempt with Discovery

Endurance

4x Forest

16 cuts and swaps is a lot, but they were all done for a reason. A ton of new, powerful cards came out, like Six, Springheart Nantuko and Traveling Chocobo. But, my big push to start updating this was Edge of Eternities, with 3 ridiculous cards in Evendo, Waking Haven, Icetill Explorer and Exploration Broodship. With his motivation, I retooled the deck, cutting down the higher CMCs like Perennial Behemoth, Rampaging Baloths and Avenger of Zendikar for more tools, Jaheira, Friend of the Forest lets me tap all the elementals for green, almost as if Ashaya, Soul of the Wild could effect creature tokens, Archdruid's Charm and Green Sun's Zenith are both tutors, with Archdruid's Charm having some very necessary removal as well. Eternal Witness and Six give the deck a lot more resilience, as when our power level in our pod increases, so does the amount of removal. As well as there are just a few straight upgrades, Walk-In Closet / Forgotten Cellar over Ramunap Excavator, as it has the second ability and is less prone to removal, and cards like Shifting Woodland, Cavern of Souls (usually on insect or elemental), and Evendo, Waking Haven all have incredible upsides with very little cost. And finally, Nissa, Resurgent Animist and Emerald Medallion, as the Nissa trigger can find some very important pieces, like Ancient Greenwarden, Ashaya, Soul of the Wild or Jaheira, Friend of the Forest as well as the Lotus Cobra effect on landfall. Emerald Medallion is just a really good card in mono green decks that I'm surprised I didn't think of earlier, and I think that it will pull its weight, especially as the deck likes to cast multiple spells in a turn.

Comments

97% Casual

Competitive

Revision 9 See all

(1 month ago)

-1 Snow-Covered Forest main
+1 Talon Gates of Madara main