Arcane Foundry › Commanders › Absorbing Man and Titania
What Absorbing Man and Titania actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- AbilityDouble all damage that creature sources you control would deal.
What an Absorbing Man and Titania deck needs
Plays as damage amplifier. What the commander asks of the other 99 — read from the card and checked by hand.
- creatures that deal damage — big attackers, fighters and pingers (it doubles all creature damage)
The Absorbing Man and Titania deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 12× A repeatable source of damage — a commander that adds to each damage event wants many small events, not one big one
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 20× A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
Best cards for Absorbing Man and Titania
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A repeatable source of damage — a commander that adds to each damage event wants many small events, not one big one
- Impact Tremors2 mana
- Shivan Gorge0 mana
- Coruscation Mage2 mana
- Descent into Avernus3 mana
- Ramunap Ruins0 mana
- Agate Instigator2 mana
- Firebrand Archer2 mana
- Kediss, Emberclaw Familiar2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Beast Within3 mana
- Nature's Claim1 mana
- Crush1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Selective Obliteration5 mana
- Mizzium Mortars2 mana
- Delete2 mana
- Earthquake1 mana
- Needle Storm3 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Professional Face-Breaker3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Sticky Fingers1 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
Get ahead on mana
- Sol Ring1 mana
- Gruul Signet2 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana
A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- Crashing Drawbridge2 mana
- Ozolith, the Shattered Spire2 mana
- Bontu's Monument3 mana
- Enduring Vitality3 mana
- Kami of Whispered Hopes3 mana
- Oketra's Monument3 mana
- Artist's Talent2 mana
- Assault Formation2 mana