Why Titania?
When you're building mono green lands, there are, I think, three universal components that any of them will want: multiple lands per turn, play lands from the graveyard, and payoff for doing such. You get to pick one of the three to be your commander. Titania, Nature's Force lets you play from the yard. A friend of mine took his Azusa, Lost but Seeking deck in a vicious stax direction rather than the generic ramp into fatties that the card seems to point you towards. It's the best in class for multiple lands per turn, and we'll be playing both, but not as our commander. Titania, Protector of Argoth says the quiet part out loud. She wants to be the bad girl. A deck that rewards sacrificing your own lands rewards Strip Mine as much as it rewards Misty Rainforest This particular list tempers its edge with modest thematic considerations, it eschews combo and craves grinding value. It's also, by no means, budget. It's not in the cEDH forum because it doesn't get there. I don't know what number it would get, but it doesn't want to be a seven. Can you get higher than a seven with an insistence on winning "fair"? That's where my mind is: mean but fair. Fair with Craterhoof Behemoth.
Titania
Commander (1)
Fetch-Lands (6)
Removal-Lands (8)
Ramp-Lands (4)
Living-Lands (10)
Additional-Play (5)
Graveyard-Play (8)
Sac-Ramp (6)
1 Harrow
Man-Ramp (8)
Card Selection (12)
Sac-Value (5)
Approximate Total Cost:
How Titania?
Titania doesn't do much if she's not in play. Early on, ramping into her is the goal. Do you drop a Strip Mine or the like at this point? The only reason not to is if it'll expose your strategy, and if you think that matters. On the other hand, you'll have a more explosive turn when you cast Titania if you fertilise the garden a little. That said, the win condition here isn't land destruction, it's 5/3 elementals, so treat any Strip Mine loops you might set up as more a means to an end than an end. You can set one up with one of the myriad Crucible of Worlds variants in the deck. Throw in an Azusa, Lost but Seeking or the like and things get mean. They get mean, but not necessary. Alternatively, I devoted a second strategy to turning my lands into creatures where death happens as a matter of course. Close things out with Craterhoof Behemoth, because games have to end sometime.