Quote from PhroX »
It is indeed amazing to be able to do that. Now imagine you could do it without having to jump through the hoops of flipping Itlimoc. Tempted to splash out on that Cradle yet?
Yeah, Crucible of Worlds is fantastic in the deck. Though if you're having trouble getting one, do remember that, thanks to Ramunap Excavator, any creature tutor can now double as a Crucible effect if so needed. It's effects like this that's the reason why I run a lot of tutors despite a very low creature count for a mono-green deck.
It's a cool card, but I feel it's a bit too slow and clunky for a deck like this. A 6/4 isn't that much better than a 5/3, and overall, we'd rather the opportunity to put out lands in the graveyard rather than the way this card works. It strike me that this would be a lot more impactful in a deck that made a lot of 1/1 tokens. More early game mana is always a good thing, so swapping for the elves makes sense.
It's a fun combo, though it's not that useful - you have to be able to draw your deck and yet not be able to win with the amount of elementals you can create normally from doing so. But it's a nice option to have for those odd cases that you can't just hit the enemies for the win such as an opponent using Constant Mists. And yeah, I didn't put any of the cards in there to go infinite, I was something I realised was in there when considering a Seasons Past loop as the wincon for a infinite mana Thrasios, Triton hero deck, combined with the experience of a game where I cast Splendid Reclamation with Lotus Cobra in play three times in one turn (surprisingly enough, I won that game).
And if you want to spread the word of it, please go ahead.
Quote from Driemer84 »Path of Discovery is interesting, but I don't think it will make the cut since it won't actually put cards in your hand except for land. The moment a card appears on top of your library that you want, Path immediately loses a lot of value. The +1/+1 counters are nice, but I think we can do better.
Quote from PhroX »
Certainly looks like a good start - both the list you've got there and your upgrade order. I've a few minor suggestions:
Until you get the good fetchlands, I'd probably run a few more of the bad ones, whether Panoramas or the old "slow fetches" (Grasslands & co.). You do want to have a good density of self-sacrificing lands, especially those that don't leave you down a land. Panoramas are probably better, as they can tap for mana (albeit colourless) immediately even if they cost the extra to sacrifice.Groundskeeper is plain bad. I'm pretty sure every one of us Titiania players had it in their list to start with, and we've all cut it pretty quickly having actually tried it in game. Only being able to get basics and only getting it back to hand instead of play means that the card is just too low impact to be worth a slot. I'd be tempted to cut an "overrun" or two. Right now you've got Siege Behemoth, Thunderfoot Baloth, Overwhelming Stampede, Triumph of the Hordes and Beastmaster Ascension which feels like overkill to me. If you do like having plenty of redundancy, then swapping one (probably the Ascension or Stampede) for another creature tutor gives you a lot more flexibility. If you're worried about budget Eldritch Evolution is cheap, and you have a good number of creatures that can be turned into a Thunderfoot Baloth or Siege Behemoth when going to for the kill (as well as all the cheap utility stuff if you need it - an elemental into Sylvan Safekeeper is often a very solid play).This is a point some of the others here might disagree with me on, as I seem to be alone in liking the card, but even without the crazy bomb non-basics like Cradle, I'd run Reap and Sow over Skyshroud Claim. The problem with the latter is that going from 4 to 6 lands isn't that much more useful than going from 4 to 5 - both ways we get Titania the next turn - while Reap and Sow ensures that when we do, we're certain to have a fetchland - even if it's just an Evolving Wilds - in the graveyard for Titania to recurr, which gets you to the 6 lands and nets you a 5/3. And as a bonus you can add a Sinkhole to R&S if you've a bit of mana spare.Move Greater Good to the top of your upgrade list. It's the best card in the deck.