Kiora, Master of the Depths


Format Legality
Tiny Leaders Legal
Limited Legal
Frontier Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar Mythic Rare

Combos Browse all


Related Questions

Kiora, Master of the Depths

Planeswalker — Kiora

+1: Untap up to one target creature and up to one target land.

-2: Reveal the top four cards of your library. You may put up to 1 creature card and/or a land card from among them into your hand. Put the rest into your graveyard.

-8: You get an emblem with "Whenever a creature enters the battlefield under your control, you may have it fight target creature." Then put three 8/8 blue Octopus creature tokens onto the battlefield.

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Kiora, Master of the Depths Discussion

Sarkhan_Dragonclaw348 on Vorel and his Merry Counters

1 week ago

I also suggest Altered Ego as a strict upgrade on Clever Impersonator, unless you're using the Impersonator to copy noncreature permanents.

Look at your legality section. Lumbering Falls and Kiora, Master of the Depths are both illegal, apparently.

I don't know how much success you're having with Undergrowth Champion, but I never liked it very much. Just personally, I would suggest dropping it.

Somehow, you're not running Master Biomancer. Do it.

Spike Weaver and Spike Tiller both enter with counters and transfer a counter for 2. The Weaver has a fog effect and the Tiller makes 2/2s, so that's also nice.

Instead of Lighthouse Chronologist, use Sage of Hours. My personal suggestion; I see you've already considered him, though.

Two enchantments I like: Bred for the Hunt and Curse of Predation. They give you counters for attacking and dealing combat damage to a player respectively.

Sapphire Drake gives everything flying. That's always a good thing in mainly green decks.

Instead of Woodland Bellower, Genesis Hydra. Much more flavor in this deck.

You've got mostly green, so Reverent Hunter would make a good choice.

If you have tokens or lots of creatures often, play Stag Beetle.

Vastwood Hydra gives away its counters even when it dies, as does Servant of the Scale.

Oran-Rief, the Vastwood makes for a good land for boosting your creatures, as do graft lands.

Minamo, School at Water's Edge lets you untap Vorel.

Gutter Grime creates increasingly large slimes. Ew.


Garruk Wildspeaker is a useful endgame planeswalker.

Everflowing Chalice for ramp.

For adding +1/+1 counters at instant speed, Strength of the Tajuru.

Often, you can check Auto-suggestions for cards this deck could use. I used that to bolster my advice. (Bolster is another nice +1/+1 counters ability, btw.) I also used my Vorel deck: . It has a card-draw subtheme, but most of the cards are related to this.

A couple other deck ideas:- Atraxa, Praetors' Voice covers so much more ground with +1/+1 counters--you can play Abzan/Dromoka cards, Golgari cards, even the Orzhov Syndicate has powerful spells with counters. And those are just tribes/guilds.- Partner commanders. If Sultai is workable, use Reyhan, Last of the Abzan and Kydele, Chosen of Kruphix for a sacrifice-card draw theme. I have a deck based on that.

BioProfDude on Anoint This!

1 week ago

For the short time it has left in standard, you might try Kiora, Master of the Depths. It's a pretty inexpensive planeswalker that has a couple of cool abilities. I would say it's underrated, but, as you note, U/G doesn't have a strong supporting cast, per se.

Good luck!

sylvannos on Superfriends help

3 weeks ago

I've been playing this for a while:

Mono-Green Superfriends

Modern* sylvannos


(yes, I'm also shamelessly plugging my own deck)

I'd skip out on Doubling Season entirely and just go for Thragtusk. While getting to ultimate stuff right away is awesome, it's generally win-more when it comes to Modern.

If you land a 4+ mana planeswalker (especially if it's Nicol Bolas, Planeswalker or Karn Liberated), you won't need Doubling Season because large planeswalkers are enough to close out the game. Even worse for your opponent if you play multiple planeswalkers or cast Genesis Wave.

If you don't go with Genesis Wave, you can play multiples of the important planeswalkers. I've found these are the more important ones to have:

Brownkid09 on Bant Flying Islands

1 month ago

Nice deck idea. I built something like this a few weeks ago, it has since then been changed and ultimately retired. Not sure how I felt about the deck as it would get torn up by most control based decks. (Go figure, midrange always loses against control). Did better against agro shells and creature based decks. Link to the deck list is posted below.

Originally, the deck was a bant fog shell with great creature curve. Haze of Pollen and Encircling Fissure held the opponents at bay while you waited to build up your board state. Planar Outburst was used as a board wipe just in case opponent were running zombies or creature heavy decks and the plus side was that your land creatures were left alone.

Using Wall of Resurgence to put counters on Cascading Cataracts for a 3/3 indestructible creature who could eventually have flying thanks to Halimar Tidecaller seemed pretty good. The extra graveyard recursion thanks to the tidecaller, made Coastal Discovery and other awaken cards that much better. Sylvan Advocate is a great lord if Fatal Push or other cheap removal isn't running around and Eldrazi Displacer was great with resurgence. Slam down a Verdurous Gearhulk and throw the counters on your creature lands made for a great board state /finisher.

For planswalkers, I threw in Tamiyo, Field Researcher and Kiora, Master of the Depths for the extra control. Not sure if these were even a right fit for the deck, but they worked sometimes. Not sure if this helps, but I did like this deck archetype a lot.

The issue I had with the deck was that if Cascading Cataracts was removed or bounced, you were that much further behind. Not sure what else can be done to improve this deck. But +1 for sure!

michael921 on Budget Hombrew U/G ramp

1 month ago

So, this is a nice first attempt at a ramp deck, but there are some things that you can do to vastly improve the deck. First of all, ramp decks want to either go 2-4-6-8 mana, stopping at either 6 or 8 for the payoff cards, or go 1-3-5-7. Your deck is currently trying to do both, and thus will fail at both. If you want to go for even spells, Hedron Archive, Bounty of the Luxa, Kiora, Master of the Depths or Oasis Ritualist are all great 4 CMC ramp spells that help you get up to the more expensive payoffs. If you want to play odd spells, Spring / Mind, and Weaver of Currents are decent, but Hour of Promise is THE best ramp spell in standard at the moment, allowing you to get two Shrine of the Forsaken Gods, and then cast Ulamog on turn 5. However, as it looks like you're going for a desert theme, Hour of Promise is STILL great as it'll allow you to get some zombies to use as chump blockers.

Second, your deck is too inconsistant. Ramp decks already have the problem of drawing the wrong half of their deck, so you have to try and counteract that by playing as many four ofs and have as much redundancy as possible. I would go up to 6-8 first tier ramp spells like mana dorks, or 3 CMC ramp, then 4-6 tier two ramp spells, but those numbers may be too low. Similarly on the note of numbers, you may not be playing enough lands to make a ramp deck. Check out this article and this one for more information on how many lands to play.

Now onto reccomended cuts. Don't play Ipnu Rivulet, but play a full playsest of your other three deserts if you want to keep the desert subtheme. Next, you have this graveyard theme with Ramunap Excavator and Hostile Desert. I would get rid of this. You don't need a graveyard theme with no way to incidentally mill you with little to no payoff. Similarly, I don't think Vizier of the Menagerie is worth it in a ramp deck, as it's best when you can chain together many smaller creatures, rather than one larger spell in a turn.

Hopefully some of this should help!

dan8080 on Hour of Eternity

1 month ago

Contingency Plan, Strategic Planning, Crawling Sensation, Crop Sigil, Winds of Rebuke and Kiora, Master of the Depths are all cards that could slide in and help set up the play.

wanus88 on Cats, cats, moar cats!

1 month ago

Thanks for the suggestions. I've added several to the maybeboard.

Blue is in currently mainly because I really want to try this deck with Kiora, Master of the Depths. Plus it allows me to counter some stuff in my local meta. As the meta starts to stabilize after the release of HOU, blue might be filtered out. That does depend on the abilities of any other planeswalkers we havent seen yet.

As for Adorned Pouncer. I disagree, its great. Its double strike makes it nice to swing with. Unblocked its 2 damage each turn. 4 damage if it comes into play after Metallic Mimic. If it does get blocked, well you kinda want it to die. The synergy between Anointed Procession and Eternalize is beyond great. If by that time Metallic Mimic and Regal Caracal are also on the board you get two 6/6 tokens with doublestrike and lifelink. Imagine if you had some counters on hand to protect your army from some form of mass destruction. Which will be a thing after HOU's release with at least 2 new board wipers. Hour of Revelation and Bontu's Last Reckoning.

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