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A deck I stumbled across and modified for a slightly more token theme.

Original deck here: http://tappedout.net/mtg-decks/16-12-14-deforestation/
Original notes:

Land destruction is oodles of fun when you're the one blowing up your own lands!

This is probably the most consistent and competitive EDH deck I've made to date and is effective in both 1v1 and group settings.

While Titania's ability is a bit of a flavor fail (she's the protector of the land but in order to utilize her full potential you need to blow up your own lands), utilizing it is an effective way to win. This deck is able to quickly overwhelm my opponents by pumping out a large quantity of 5/3 tokens.

Additionally, the possibility of playing Tempt with Discovery on turn 2 in a large multiplayer game is hilarious. My playgroup always takes the bait and I end up with all of my fetchlands AND Gaea's Cradle. I'm sure you can see where this is going... Fetch lands are 10x better when they say "Grab a forest, get a dude."

The deck revolves around mass land destruction on myself using cards such as Zuran Orb, Scapeshift, and Sylvan Safekeeper as well as other sac outlets. In order not to screw over my own sources of mana, the deck runs several land-grabs and recursion effects.

Thanks to Titania, a large chunk of the deck is now much more versatile. Cards that are used to blow up permanents such as Terastodon are much more valuable when they can be used effectively on either my opponents or myself. A 9/9, three 3/3s, and three 5/3s for 8 CMC? Sounds good to me.

Since so much of the deck revolves around Titania, I need to have ways to protect her as well as have Backup Plans should she be removed from play. Fortitude, Sylvan Safekeeper, and Asceticism keep my commander in play. Avenger of Zendikar and Rampaging Baloths provide alternate ways of generating powerhouses and make great use of playing multiple lands per turn.

What the deck lacks in card draw is partially made up for with its ability to quickly filter the majority of lands out of my deck and into play. With less land in the deck I'm more likely to draw what I need.

While the deck's strength lies in its speed and consistency, it does have a severe weakness against flying creatures since my only ways of dealing with fliers are Akroma's Memorial. While I'd love to add in cards like Spidersilk Armor and Gravity Well, doing so would reduce the overall effectiveness of the deck.

In 1v1, powering out my deck ASAP is the wisest option. In a group setting, that is not so wise. Doing so makes me a huge target for everyone at the table. The only "political" cards I run in the deck to defer attention away from me are Rites of Flourishing and Tempt with Discovery (Natural Balance can be used to aid other players but usually ends up as a green Armageddon).

This deck is incredibly fun and when played right can be used for casual or hyper competitive games.

Key combos include:

Titania, Protector of Argoth + Sylvan Safekeeper
Titania, Protector of Argoth + Zuran Orb
Titania, Protector of Argoth + fortitude
Titania, Protector of Argoth + Scapeshift
Titania, Protector of Argoth + Misty Rainforest (or any of the other 6 fetchlands)
azusa, lost but seeking + Crucible of Worlds
Crucible of Worlds + Strip Mine
Crucible of Worlds + Ghost Quarter
Groundskeeper + Manabond
Creeping Renaissance + Manabond
Creeping Renaissance + Scapeshift
Life from the Loam + Manabond
Greater Good + Kozilek, Butcher of Truth
Deserted Temple + Gaea's Cradle
Gaea's Cradle + Garruk Wildspeaker
Gaea's Cradle + Deserted Temple + Garruk Wildspeaker
Dryad Arbor + Green Sun's Zenith
Realms Uncharted + Tilling Treefolk
Greater Good + World Breaker

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This deck does not appear to be legal in EDH / Commander.

Problems: Primeval Titan is banned.

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» Revision 6 September 17, 2018 VanMagicNoob
Revision 5 April 16, 2018 VanMagicNoob
Revision 4 April 14, 2018 VanMagicNoob
Revision 3 September 7, 2017 VanMagicNoob
Revision 2 April 23, 2017 VanMagicNoob
Revision 1 April 23, 2017 VanMagicNoob
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