Enchantment (1)

Planeswalker (1)

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, Ramunap Excavator, Crucible of Worlds, Conduit of Worlds, Perennial Behemoth, 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 Burgeoning, Budoka Gardener  and Sakura-Tribe Scout are powerful early drops to help in this, as well Three Visits or Tempt with Discovery 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, Harrow, 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 Field of the Dead.

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, Constant Mists 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, Avenger of Zendikar, 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 or Ancient Greenwarden 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, Sylvan Safekeeper or Endurance

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 Seer's Sundial 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 Timeless Witness for non land graveyard recursion, beating out Eternal Witness due to problems with my mana curve, Cultivator Colossus for a large beater that also gives card draw and ramp on etb. Endurance 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.

Comments and advice/upgrades are always appreciated as while this is the final draft, it is just a draft of this deck and it will inevitably undergo some changes as I continue to playtest and tweak it.


Updates Add

With the introduction of the new LotR set, there have been a ton of ridiculously cool cards previewed already that are going to be a ton of fun to play around with. Though, for this specific deck, there isn't too much to slot in, except for a random uncommon, Entish Restoration which is just a strictly better Harrow, with the added bonus that you will always always have the 4 power creature on board in order to trigger the second half of the ability.


+1 Entish Restoration, -1 Harrow -Strictly Better


60% Casual

40% Competitive

Revision 6 See all

(1 year ago)

+1 Entish Restoration main
-1 Harrow main
Top Ranked
Date added 1 year
Last updated 5 months
Key combos

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

41 - 0 Rares

14 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Badger 3/3 G, Beast 3/3 G, Beast 4/4 G, Copy Clone, Elemental 5/3 G, Elemental */* G, Emblem Wrenn and Realmbreaker, Forest Dryad 1/1 G, Insect 1/1 G, Phyrexian Horror X/X G, Plant 0/1 G, Timeless Witness 4/4 B, Zombie 2/2 B
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