Magic: the Gathering

Deck Guide

Commander Deck Tech - Titania, Nature's Force

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In today's article, we bring you Titania, Nature's Force, an aggressive green landfall deck that interacts with lands in your graveyard!

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traduzido por Joey

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revisado por Tabata Marques

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Introduction

Even though The Brothers' War was released quite some time ago, many of its Commander cards were released in a subset later on. One that stood out a lot to me was Titania, Nature's Force, a landfall list that pulls cards straight from your graveyard!

Commander and Mechanic

Titania, Nature's Force already had two versions: Titania, Protector of Argoth, and Titania, Voice of Gaea, which, by the way, will be the focus of our alternative list, at the end of this article. Every version of Titania interacts with the graveyard and lands in some way, so we added all 3 to our list.

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This deck may seem a bit limited in a few aspects because it is a mono green deck, but that is just not true: we'll play as many forests as we can to create an army of 5/3 Ents. We also have a few ways to self mill and, mostly, get our resources back from our graveyard so we don't potentially lose our most important cards.

Titania, Nature's Force and Deck Strategy

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This list gives you a few tricks to store up your sleeves when you can't kill all your opponents with combat damage, such as, for instance, milling their entire deck with Altar of Dementia. We have a few other interesting additions as well, like Yavimaya, Cradle of Growth, to make all of our lands trigger Titania, and Ashaya, Soul of the Wild, to do something similar.

Accelerators and Lands in our Graveyard

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As most Commander decks nowadays, we'll use Sol Ring, and Emerald Medallion because this is a green deck. We'll also play snow lands to use Extraplanar Lens and guarantee a good amount of mana. This means we'll be able to play more cards in our turns.

Furthermore, to create as much mana as Extraplanar Lens, we have Nissa, Who Shakes the World, who'll potentially bring all of your forests' into play if you manage to use her ultimate ability. If you do that, depending on the game state, you can just finish the match on the spot, so Nissa is essential for this deck.

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As Titania's ability triggers when you play forests from anywhere, not just your hand, we'll obviously use the proper ramp to trigger it: Nature's Lore, Three Visits, and Rampant Growth on turn 2, and Cultivate and Kodama's Reach on turn 3. Her staff, Staff of Titania, was also essential, as it buffs your creatures and thus makes it possible for you to kill an opponent through commander damage. It also creates Forest Dryad mana dorks.

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Speaking of playing lands from our graveyard, we added more cards that do that if we don't have our commander yet, or if your opponents removed her. Crucible of Worlds, Ramunap Excavator and, most importantly, Ancient Greenwarden will guarantee us not one, but two Ent tokens with Titania, and will also trigger landfall an extra time with the creatures we'll mention later on.

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Finally, we have our extra land sources - as Titania lets us play lands from our graveyard, when they're milled, either when one of our Elementals dies, or because we did mill them, we can play them directly from there if we don't have them in our hands. These sources are Exploration, Azusa, Lost but Seeking, and Oracle of Mul Daya.

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Please note that there's an interesting interaction with extra land sources (that means any source that plays lands directly from your graveyard) and Strip Mine. It breaks problematic lands or just heavily disrupts an opponent that is controlling the game. Even though this play is not ideal, we're playing a mono green deck - we don't have many ways to interact or answer other cards, so disabling our opponent's mana sources is a viable option for this deck.

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Landfall and Feeding the Graveyard

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Besides our own commander, we need other tools to mill our cards, feed our graveyard with forests, and then play lands directly from there. There are many options we can use.

Starting with ramp, we choose Crop Rotation to get any relevant land, like Yavimaya, Cradle of Growth or Lotus Field, which also feeds our graveyard.

We also use Harrow and its two variations, Roiling Regrowth and Entish Restoration. We even included its creature version, Springbloom Druid. Then, we added Spelunking, so our lands go into play untapped both from these and other cards. Splendid Reclamation, for instance, will get us our sacrificed lands back, and Scapeshift will get us useful lands like Nykthos, Shrine to Nyx or Argoth, Sanctum of Nature. With Titania, Voice of Gaea and these cards, we'll form Titania, Gaea Incarnate.

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Still regarding feeding the graveyard, we also have the aforementioned Altar of Dementia, to sacrifice our Elementals and mill either us or our opponents. Zuran Orb will give us some lifegain, and Sylvan Safekeeper will protect our creatures from eventual removals. It's important to use these abilities carefully, as we don't want to lose our lands in an "answer war".

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As for landfall, we'll start with one of this deck's main characters: Ashaya, Soul of the Wild. It turns each of our nontoken creatures into a forest and triggers not only Titania, but also all our sources of landfall. These sources, for ramp, are Tireless Provisioner, which creates food or treasure tokens for us, Lotus Cobra, and Nissa, Resurgent Animist. Nissa, in particular, will give us value and mana, and may even give us an Elf or Elemental.

To trigger many landfall effects at once, we also use Awaken the Woods. Our only limit with this card is how much mana we have available for it.

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Then, to create creatures from landfall, we have Scute Swarm, which will possibly give us an army of itself. Greensleeves, Maro-Sorcerer is a great creature on its own, and also creates several Badgers, and Avenger of Zendikar gives us Plants tokens that will grow more and more thanks to its +1/+1 counters from landfall.

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Finally, Titania, Protector of Argoth interacts directly with all the ways we sacrifice our lands, and creates even more 5/3 Ents.

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Card Draw

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To make any deck consistent, we need cards to cast, and to have cards to cast, we need to draw cards. So, we also added a lot of card draw that makes sense with our main mechanic and game plan - enchantments like Elemental Bond, Garruk's Uprising, and Tribute to the World Tree are essential in our build. These enchantments don't limit you to drawing cards only when a token enters your board, but rather draw you cards according to the power of our creatures. I'll highlight Garruk's Uprising, which also gives our creatures evasion through Trample.

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We also use Greater Good, which is a way to feed our graveyard with lands indirectly, as you just need to discard them and keep the other cards you drew.

Nissa, Vital Force was important particularly because of her ultimate ability, which draws you cards any time a land enters your board. You can also use her ultimate ability on the next turn after you played her, so you need to find the right moment to play her and protect her.

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As sorceries, we have Shamanic Revelation, which will potentially draw us lots of cards and give us a lot of life thanks to our 5/3 Ents. But, be careful with it: if you use it with an army of Scute Swarm, you might lose the game through deck out. Finally, we have Return of the Wildspeaker, which, with Titania alone, draws us 6 cards, and can be a finisher for us if we use it to buff our creatures - as they're mostly nonhumans.

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Finishers and Utility Cards

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Here are many ways to try to end the game at once. We'll start with our Haste - after all, there's nothing more frustrating than building a gigantic board, but not being able to attack with all our creatures. It is even more frustrating when our opponents play a global removal right afterward, and we will have just wasted a turn.

With this in mind, we use Akroma's Memorial, Crashing Drawbridge, and Concordant Crossroads. Please note that you should only play Crossroads in turns you can actually finish the game, as it's a global effect and may benefit your opponents.

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We also have Triumph of the Hordes to finish our opponents with Infect, or Finale of Devastation, which buffs our creatures as it searches for another. You can also get a Craterhoof Behemoth with it, which will finish the game just the same. It's important to note that, if your opponents answer you with something like Cyclonic Rift or Teferi's Protection, if you have Altar of Dementia in play, you can answer by milling them. After all, you'll have gigantic creatures that will give you a deck out win if your opponents don't die through combat damage first in a situation like this.

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Lastly, we have two utility creatures: Multani, Yavimaya's Avatar, which gives you another landfall with its ability if it is in your graveyard, and Roaming Throne, which you'll mostly name as an Elemental. Titania will give you 2 Ents per forest, besides all the other Elementals in this deck, like Avenger of Zendikar, and the other Titanias.

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Answers and Graveyard Recursion

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As we can only play lands from our graveyard, we must have a way to get back the cards we'll put there. So, we added the Bala Ged Recovery, Eternal Witness, and Timeless Witness trio, as well as Loamcrafter Faun, which will also feed our graveyard with lands.

Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth will protect you from decking yourself out, as they'll shuffle your graveyard back into your deck. Furthermore, it isn't difficult to cast these Eldrazi titans, considering how much mana we create. And they'll be powerful cards on our board if you do put them in play.

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And, of course, we have ways to interact with our opponents during the game. Enchantments like Kenrith's Transformation and Song of the Dryads are important to deal with our opponent's most important cards, particularly if they can't remove enchantments that easily. To remove artifacts or enchantments, we use Boseiju, Who Endures, Krosan Grip, and Beast Within, which removes not only artifacts and enchantments, but also any type of permanent.

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Finally, to protect ourselves from attacks as aggressive as ours, we use Constant Mists, which, because of its buyback effect, will be in our hand constantly. It also feeds our graveyard with lands. Then, we have Heroic Intervention, to protect our creatures and permanents from global removals and keep a steady game rhythm.

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Alternative List with Titania, Voice of Gaea

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And here's our alternative list with Titania, Voice of Gaea. It focuses on her ability, which triggers when lands go to our graveyard from anywhere, and has some similarities with the other deck we presented. The difference is that it uses every fetch land available, and has a few other win conditions, like Aetherflux Reservoir. It also focuses on tutoring lands.

There are more differences than similarities between them, so, if you pilot both of them, you'll get two unique experiences.

Final Thoughts

This list is so interesting and different that it made me want to build it for real. They say every mono green deck is fated to be aggressive, and that isn't exactly wrong - However, the way they're aggressive is what makes each mono green deck different. Titania is also one of my favorite characters, as I had a Commander deck with Titania, Protector of Argoth. It made me want to build this Titania, Nature's Force list even more.

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Do you like this deck? Do you prefer another version of Titania? Did you like the alternative list more? Tell us your thoughts in our comment section below!

Thank you for reading, and see you next time!