
Happy St. Patrick's Day! On this day, we're all Irish and as a result, I bring you to a mono-green deck. This week we will discuss Titania, a deck where a little luck goes a long way.
Land synergies have a ton of support when you have access to all of Magic's cards throughout history, but lack that same level of support when we limit ourselves to retro cards. For this reason, we have to dig a little deeper and look at land synergies a little differently. Titania presents us with a high risk, high reward strategy. Sacrifice all of your lands at the end step before your turn to create an army of 5/3 Elementals and swing out to hopefully polish off your opponents.
Green is one of the absolute strongest colors in commander, but that is not necessarily true when you place a deck building restriction such as retro only cards. This group of green cards struggles with removal as well as card draw. There are some very good cards in both of these categories but it is hard to hit the critical mass to make your deck run consistently. For this reason, I usually abstain from playing mono-green but Titania is the exception. Let's dig into this deck and figure out what makes it run!

Ramp
The first thing that makes every deck go is mana ramp. I consistently run approximately 10 pieces of ramp in each deck. Due to the needs of this deck, cards like Exploration and Gaea's Touch are helpful to put more lands on the battlefield that can eventually be sacrificed away to create elementals. One could argue that Crop Rotation is not a ramp spell, and they would technically be right. However, when you look at the land cards we run in this deck, getting rid of a Forest to put a Gaea's Cradle or Lotus Field into play you can understand why I still consider it to be a ramp spell. I have yet to cast an Open the Way but am extremely excited to do so in a deck where I can hit some incredible lands. Leyline Immersion is another card I have yet to cast but I am excited that it offers protection as well as significant mana ramp. Cast this on Titania to compensate for the lands you have sacrificed away to create those elementals. Krosan Restorer & Argothian Elder also provide us with exceptional ramp as they can untap the lands we still have, several of which can tap for more than one mana independently. Another way we get our lands to tap for multiple mana is by running auras that allow our lands to tap for additional mana such as Utopia Sprawl.










Land Synergy
As I mentioned in the introduction, this is a lands deck albeit a very different kind than what is typically played. Let's take a look through some of the land synergies we have put into this deck. The first one is a land that does it's best impersonation of Argothian Elder or Krosan Restorer. We can use this to untap our Lotus Vale, Scorched Ruins, or Gaea's Cradle for additional value making it not quite as detrimental to sacrifice our other lands. Petrified Field will get one of these valuable lands back from the yard allowing for some resiliency in the event these lands are destroyed. We play all of the Fetch Lands available to us including Prismatic Vista and Fabled Passage but excluding Terramorphic Expanse and Evolving Wilds (do play these if you're building on a budget, I just don't like tapped lands). Yavimaya, Cradle of Growth allows us to tap our Fetch Lands for mana instead of sacrificing them until the time is right to strike. Land destruction lands have a place in this deck as they can sacrifice themselves when necessary so we including Wasteland, Strip Mine, & Field of Ruin (great that it replaces itself!) as well as Dust Bowl to help us sacrifice other lands if need be. Snow-Covered Forests are important in this deck because they will synergise with Sunstone to use as a repeatable Fog with upside. Sylvan Safekeeper, Fortitude, & Zuran Orb are three of the most important cards in the deck because they are free sacrifice outlets! With the help of these cards we can tap into our luck and sacrifice all of our lands for an attempt at an alpha strike. I would hold onto these cards until the time is right to use them. This way, short of a Krosan Grip destroying one of them with Split Second, we will be able to play them and sacrifice as many lands as we like.















Card Draw & Selection
Card draw is not one of the strengths of this deck under most circumstances. However, if you're able to get a Kavu Lair or Greater Good into play, you feel unstoppable! Greater Good allows us to draw five cards whenever we sacrifice one of our elemental tokens. This can help us recover from a board wipe as we sacrifice our tokens when the board wipe is on the stack. Sure, we will have to discard three cards but it is well worth it to be able to pick the best two cards out of five. Sylvan Library is one of the best card draw spells in the game but is often not played optimally. I admit, I too am guilty of essentially playing it as a Mirri's Guile and essentially only smoothing out my draws. I do encourage you to, at least once in a game pay the life to draw some extra cards or get through a mana flood/screw. Reap, if you're lucky, can draw you several cards even though those cards may only be coming from your graveyard. Ground Seal and Wall of Blossoms are useful cantrips that keep you moving in the right direction. Courser of Kruphix can reduce the likelihood of mana flood if you remember to play the lands from the top of your library vs the ones in your hand! The incidental life gain is nice as well although I typically forget to track that. Yavimaya Elder is a card I loved when I was a kid but it is not particularly strong. It feels amazing when it does die from sacrificing it to draw the card plus get two lands from your library into your hand but you are essentially paying 5-mana to draw three cards... not a great rate. Unfortunately, with the retro limitation, we sometimes have to play cards that are not priced at a great rate. The good thing is. you don't often pay it all at once so it is still helpful.










Removal
First things first, Emerald Charm is a great card in this deck! It can untap one of our lands that tap for multiple mana to ramp us for a big turn or act as removal. The versatility charms present us with are always helpful and I always recommend them if you can even slightly justify putting it in your deck to do so. Most of our removal is for artifacts and enchantments, which is green's bread and butter. Just own this when you sit down in your pod and know this will be your job. I also like to pack some flying removal with cards like Whirlwind or Silklash Spider because this deck can really fold to fliers. The good thing about these hate cards is they will never effect us when we use them. Plow Under is not really a removal spell but I think of it as one because it essentially removes an opponents next two turns! It's hard to understand just how good an effect like Plow Under is until you're on the receiving end of one. It can feel absolutely back breaking. While Reclamation Sage is in every way a strictly better Uktabi Orangutan, the nostalgia is just right for me and can often lead me to make picks for my deck that are not optimal. Acidic Slime and Scavenging Ooze used to be staples in the format and I am still never sad to see one in my hand.










Fun Tech
This deck does have some fun play patterns and can really make you feel like you're living life on the edge! hall of Gemstone is a terrific card but one your playgroup may not really enjoy. It really helps equalize against greedy decks that play too many colors. Titania's Song screws over all of the artifact tokens that are so prevalent in this format these days. It will also screw over mana rocks.. for this reason, we don't even play Sol Ring in this deck. We do need to be aware that it could possibly screw us over as well by turning off our Zuran Orb or Sunstone... I only play this card if it will have a huge impact on the game, otherwise it will live in my hand. harvest Wurm is not a good card, like at all. But, when I was a kid I loved Wurms! This card serves as a throwback to that time for me while having a somewhat relevant ability in this deck. Natural Balance is another card that may get frowned upon by a playground but honestly, it is very fair while allowing the game to continue to progress. The effect is mostly symmetrical except for the fact that our lands should tap for more than one and we get a 5/3 Elemental token for each one we sacrifice. Concordant Crossroads is in there to destroy other Enchant World effects... just kidding. Concordant Crossroads is a card that should sit in your hand until you are ready to attempt an alpha strike, do not play it until then. Your opponents will also benefit from their creatures having haste and we are not equipped to handle that. The other card that is really helpful is City of Solitude in that it protects us during our turn in the event we set up for a huge turn of sacrificing lands and playing Concordant Crossroads, we will not fall victim to instant speed interaction our opponents may be holding up.





The fun thing about this deck is that it's all about timing and knowing when to go "all in". If you play Titania and over commit to the board too soon, you will be perceived as a huge threat and probably eliminated from the game. This deck is all about the huge play or big turn to overwhelm the table. It's important to know that this strategy can be a bit of a glass cannon hence the reason you will need the luck of the Irish to play it!
I do put several pet cards in this deck that are not optimal at all. One of them is Multani, Maro-Sorcerer. I thought this card was unbeatable when I was young! It can still be potent if you can figure out a way to give it trample but it is nowhere near the powerhouse I once thought it was. The recursive ability of Weatherseed Treefolk has always been appealing to me and I figured why not throw it in this deck as well. A 5/3 tree with trample will always be at least somewhat relevant in a game of commander.
Kamahl is there to help us finish our opponents off and Jolrael is in this deck to act as a nuclear deterrent to board wipes. If an opponent wants to wipe our board, kindly remind them you can turn their lands into creatures in response. It will at least make them a little less confident in their decision. Alternatively, we turn ours into creatures and get an army of 5/3 Elementals when the turn gets back to us.
Here are some more green card ideas you could put into your deck.

Add comment
Comments