Kiora, Master of the Depths Deckbuilding Challenge thread

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Hibernum_JC
Hibernum_JC Posts: 318 Mover and Shaker
Post your decks here!

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  • buscemi
    buscemi Posts: 673 Critical Contributor
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    Kiora, lvl 60 deck

    Drowner of Hope

    Crush of Tentacles
    Nissa's Renewal
    Exert Influence
    Bring to Light

    Prism Array
    From Beyond
    Lumbering Falls
    Zendikar Resurgent
    Oath of Jace


    This high cost deck will make your opponent weep. Possibly tears of blood. Drowner of Hope is insane, and since it is the only creature card in the deck, Kiora's second ability will always fetch it. From Beyond will cause Drowner to trigger every turn, locking down your opponent. Prism Array is quite simply one of the most broken cards in the entire game. Lumbering Falls will add mana, help Prism Array trigger, and also pump up Scion tokens for extra mana generation. Zendikar Resurgent will draw multiple cards with a number of other cards in the deck, like From Beyond, Drowner, and Crush of Tentacles. Bring to Light is always going to fetch something worthwhile, which is why cheap cards like Fertile Growth, often a staple of green decks, have not been included. Crush of Tentacles acts as a reset switch for the game if it's going badly, or perhaps deliberately clear away your Scion tokens for large amounts of mana. Exert Influence and Nissa's Renewal are both just raw power. And Oath of Jace... because when you have cards this good, you want to draw them as soon as you can.
  • zaann85
    zaann85 Posts: 119 Tile Toppler
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    https://mtgpq.info/deck/detail/bhi
    The best Kiora deck possible. Infinite Combo Kiora! The goal is simple. Land a Prism Array and Part the Waterveil then just cast 100 spells. Use Kiora's second ability to tutor out Ulvenwald Hydra. Hydra grows immense and you get a stack of islands. How it works is on match 5, Prism Array draws 3 cards, then Waterveil goves you 10 mana. Borderline broken combo for sure.
  • Mainloop25
    Mainloop25 Posts: 1,934 Chairperson of the Boards
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    zaann85 wrote:
    https://mtgpq.info/deck/detail/bhi
    The best Kiora deck possible. Infinite Combo Kiora! The goal is simple. Land a Prism Array and Part the Waterveil then just cast 100 spells. Use Kiora's second ability to tutor out Ulvenwald Hydra. Hydra grows immense and you get a stack of islands. How it works is on match 5, Prism Array draws 3 cards, then Waterveil goves you 10 mana. Borderline broken combo for sure.

    Hate to be a buzzkill, but the challenge is restricted to the block that the planeswalker was debuted in.
  • zaann85
    zaann85 Posts: 119 Tile Toppler
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    End Game (Planeswalker level 60, build using level 60 restrictions)
    Go nuts! No restrictions, but must be a top-tier deck.
  • Nitymp
    Nitymp Posts: 320 Mover and Shaker
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    zaann85 wrote:
    End Game (Planeswalker level 60, build using level 60 restrictions)
    Go nuts! No restrictions, but must be a top-tier deck.

    No restrictions in terms of card rarity, which the level 1-40 ones do:
    Here’s the basic rules:

    Build a deck for each Planeswalker in the game. The deck must fit in one of these three categories:

    Early Game (Planeswalker levels 1 to 40, build using level 1 restrictions)
      Only commons and uncommons.
    Mid Game (Planeswalker levels 40 to 60, build using level 40 restrictions)
      Mostly uncommons, rares, and 1 Mythic maximum.
    End Game (Planeswalker level 60, build using level 60 restrictions)
      Go nuts! No restrictions, but must be a top-tier deck.

    The deck for each Planeswalker must also contain only cards of the expansion it came in.
  • span_argoman
    span_argoman Posts: 751 Critical Contributor
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    Kiora, Master of the Depths

    Level 1
    Scythe Leopard
    Murasa Ranger
    Fertile Thicket
    Retreat to Kazandu
    Dampening Pulse
    Natural Connection
    Swell of Growth
    Call the Scions
    Adverse Conditions
    Coastal Discovery

    Deck playstyle
    At level 1 you have no abilities and a restrictive deck composition. Kiora starts off with 2/5/3 creatures/spells/supports. This leaves her very light on creatures and heavily dependent on spells to sustain the deck. Luckily this is Kiora, with the best dual-colour combination in the game.

    Your spells will comprise of both draw and ramp cards (Natural Connection, Swell of Growth & Coastal Discovery) as well as Eldrazi Scion summoners (Call the Scions & Adverse Conditions). Together these will overcome the creature limitation of low-level Kiora. Your supports each perform a different function. Fertile Thicket is ramp. Retreat to Kazandu helps boost your creatures and Dampening Pulse on the other hand debuffs your opponent's creatures.

    The two creatures, Scythe Leopard and Murasa Ranger bank on the gem conversion ramp theme to trigger landfalls for their abilities to grow that much bigger. Coupled with the buffs from Retreat to Kazandu, your creatures can grow a fair bit.

    Notable cards/combos
    Fertile Thicket: This card is one of the most robust ramp cards for Green planeswalkers. It costs 2 mana, converts 3 gems to Green on summon as a support and converts 1 gem to Green every turn. This simple card works as a small booster for any Green ramp combination.
    Adverse Conditions: This card helps greatly in reducing damage from enemy creatures. First, it disables one of the creatures of your choice. Second, the Eldrazi Scion summoned will help to block another creature and when it dies it will refund you mana equal to its power x3.


    Level 40 - Kiora's Drowner Lock
    Drowner of Hope
    Prism Array
    Shrine of the Forsaken Gods
    From Beyond
    Lumbering Falls
    Fertile Thicket
    Clutch of Currents
    Scatter to the Winds
    Coastal Discovery
    Scour from Existence

    Deck playstyle
    At level 40 you gain access to your planeswalker abilities and increased mana gains. And with Kiora you get a lot to work with. This deck uses her second ability near exclusively to summon the sole creature in the deck, Drowner of Hope. Coupled with From Beyond, this disables all the opponent's creatures every turn.

    Beyond that the deck is built with draw and ramp to be able to build up to this combination for a lockdown. If you draw additional copies of Drowner of Hope, keep them in hand in case the Drowner on the board gets destroyed by a removal spell. Alternatively, just summon another copy into hand with Kiora's second ability.

    Clutch of Currents works as bounce to thin out your opponent's board whereas Scatter to the Winds slows your opponent down by draining their first card of all mana. Both are also Awaken cards which can summon Island Elementals if you fully charge them before casting which works to fill your third slot. Scour from Existence exists to scour annoying opponent creatures from the board.

    Notable cards/combos
    Drowner of Hope + From Beyond: Drowner of Hope. An extremely apt name for this card. This card disables all enemy creatures whenever a colourless creature enters into play under your control. Which means you disable all enemy creatures every turn with a regular token summoner. And that means enemy creatures cannot do any damage unless they had Haste to do so on the turn they were summoned. Drowner of Hope also summons 4 1/1 Eldrazi Scions with it, ensuring that if destroyed they will refund 12 out of 17 mana of the card's summoning cost while still leaving an 8/8 on the board. With the ability to disable all enemy creatures every turn. Not bad at all.
    Prism Array: This card is amazing for multiple reasons. It draws you three cards when its ability activates. It disables the opponent's first creature when its ability activates. And most crucially, it activates when either you or your opponent triggers a landfall. This cards helps to ensure your hand is filled with cards for your ramp to fill chockful with mana.


    Level 60 - Kiora's Mono DT
    Desolation Twin
    Prism Array
    Mirrorpool
    Shrine of the Forsaken Gods
    Zendikar Resurgent
    Part the Waterveil
    Nissa's Renewal
    Exert Influence
    Titan's Presence
    Scour from Existence

    Deck playstyle
    At level 60, you gain access to your planeswalker's full potential. Welcome to Kiora wonderland. This deck as its name suggests is a single creature deck. Desolation Twin is the creature to use if you want to end matches quickly.

    The rest of the deck includes ramp through Shrine of the Forsaken Gods, Zendikar Resurgent, Nissa's Renewal (with a side bonus of life gain), Part the Waterveil and situationally, Mirrorpool. Draw comes in the form of Prism Array and Zendikar Resurgent. Exert Influence is good to snatch the best opponent creature over to your side. Whereas Titan's Presence and Scour from Existence are removal spells to keep the opponent's board under control while you are setting up your army of Desolation Twins.

    While this deck primarily uses loyalty for Kiora's second ability. Certain situations may call for conserving loyalty to summon out her 32/32 Reach, Trample Octopi (aka the Kraken) instead. Such cases could be when you are taking way more damage than you want to and wish to put a stop to it by bringing out the Kraken. Other cases could be when you need a creature with Trample to break through the opponent's defence.

    Notable cards/combos
    Desolation Twin: This is the best rare creature in the game if you can afford the summon cost. 21 mana for 2 10/10 creatures has a lot of advantages. It is crazily mana-efficient being 21 mana for 20 power. It is also highly card-efficient as one card packing 20 power. 6 rounds is enough for Desolation Twin to take out any planeswalker without life gain. Reinforce it and that drops to 3 rounds which is a pretty short window to react to these hulking creatures. Two creatures also means it requires twice the creature removal spells to counter. Although this is also a disadvantage in that it takes up two creature slots, but as you can see with this deck that can be built around.
    Shrine of the Forsaken Gods: Shrine works well in this deck not just because of the usual 3 mana per turn, but also because its Activate 3 ability benefits half the cards in this deck (including itself) which means it will almost always be useful.
    Prism Array: This card is amazing for multiple reasons. It draws you three cards when its ability activates. It disables the opponent's first creature when its ability activates. And most crucially, it activates when either you or your opponent triggers a landfall. This cards helps to ensure your hand is filled with cards for your ramp to fill chockful with mana.
    Mirrorpool: This 4 mana support can either reinforce your creatures or charge your first spell in hand fully. While it is tempting to reinforce your Desolation Twin, the greater use is to make your Nissa's Renewal free due to the impact of the following combo.
    Nissa's Renewal + Part the Waterveil: Nissa's Renewal on its own is great for ramp and the life gain. Part the Waterveil on its own is not so great because matching 5 gems or more doesn't happen all that often. Unless you have a mass gem converter. Part the Waterveil essentially adds 10 mana more to the effect of Nissa's Renewal with 6 1/1 Island Elemental tokens (with Haste) to boot. The resulting cascades could also trigger off additional match-5s, essentially allowing you to fill your whole hand with mana and forge a mighty fine Island. Bonus points if you have Zendikar Resurgent or Prism Array to draw you more cards to fill with mana in the meantime.
    Exert Influence: This card bears the reputation of being one of the most infuriating spells to have cast on you by your opponent, and for good reason. Use it to steal your opponent's best creature to help your cause.
    Titan's Presence: To be cast, this card requires a colourless creature in hand with 8 Power or more. Normally that means you have to risk filling your deck with big expensive creatures which you may not be able to summon out consistently enough. In this deck, one might think that a single Desolation Twin is not enough big colourless creatures in hand to be utilising this card. But the redeeming factor is that Desolation Twin isn't cheap to summon out, so while you're charging the card with mana you can surely find 2 mana to deal with any pertinent threats. Also, Kiora's second ability will fetch a colourless creature with 8 Power or more to hand which allows you to cast your Titan's Presence(s) before proceeding to slam 20 power onto the board.
  • mingninja
    mingninja Posts: 21 Just Dropped In
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    Detail - The deck build around these theory
    1.AI will use 1st ability the most and sometime 2nd. Kiora is cheat... that's all.
    2.The deck for each Planeswalker must also contain only cards of the expansion it came in. It suppose to face the deck in the same condition.
    3.AI can't order combo. So we avoid complicated play. AI can't pay awaken cost as it should be.

    Early Game (Planeswalker levels 1 to 40, build using level 1 restrictions) deck by RungsitX
    Only commons and uncommons.

    Reflector Mage
    Void Attendant

    Scour from Existence
    Tightening Coils
    Adverse Conditions
    Call the Scions
    Clutch of Currents

    Fertile Thicket
    Retreat to Kazandu
    Pathway Arrows

    Mid Game (Planeswalker levels 40 to 60, build using level 40 restrictions) deck by RungsitX
    Mostly uncommons, rares, and 1 Mythic maximum.
    Undergrowth Champion
    Desolation Twin
    Retreat to Kazandu
    Prism Array
    From Beyond
    Brutal Expulsion
    Fertile Thicket
    Lumbering Falls
    Shrine of the Forsaken Gods
    Scour from Existence

    End Game (Planeswalker level 60, build using level 60 restrictions) deck by ThaiGuy
    Go nuts! No restrictions, but must be a top-tier deck.
    Exert Influence
    Undergrowth Champion
    Drowner of Hope
    From Beyond
    Zendikar Resurgent
    Fertile Thicket
    Retreat to Kazandu
    Lumbering Falls
    Shrine of the Forsaken Gods
    Scour from Existence
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