Kiora, the Crashing Wave

Legality

Format Legality
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elspeth vs Kiora (DDO) Mythic Rare
Born of the Gods (BNG) Mythic Rare

Combos Browse all

Tokens

Kiora, the Crashing Wave

Planeswalker — Kiora

+1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.

-1: Draw a card. You may play an additional land this turn.

-5: You get an emblem with "At the beginning of your end step, put a 9/9 blue Kraken creature token onto the battlefield."

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Kiora, the Crashing Wave Discussion

Bababad on Kruphix and the Value Town Toolbox (Panharmony)

1 week ago

Haven't gotten to test that garruk before! In the past it has proven quite difficult to protect a planeswalker to the point where they are useful unless they do something for me the turn they hit the board. My meta has an excessive amount of nonland permanent removal.

In this case, he fills a 6 drop slot (which is already shared by 8 cards).

His + is pretty handy, but I forsee me shipping a lot of control cards I would have much preferred keeping.

His - only hits around 16 creatures (many of which are timing dependent, meaning I usually play them at instant on opponents turns) and a lot of the time I would have much preferred playing them with the 6 mana I had to invest in playing him. Since I can play any card in deck with 5 mana sources because of Kruphix's ability, id likely rather store that 6 mana or play the creature that turn. Even if he can repeatedly do the ability the subsequent turns, I don't see having enough relevant green creatures to justify the - and it would force me to play off tempo quite often.

His ult is certainly impressive, but I don't think I could protect him until he ulted.

The only walkers in deck currently are Nissa, Steward of Elements because she is an extremely useful hand fixer early game, with scry effects / Vizier of the Menagerie / Oracle of Mul Daya I can effectively use her neg, and her ult is repeatable in this deck when I play her for 20 mana. there is also Nissa, Vastwood Seer  Flip that literally acts as a Wood Elves that has card advantage late game.

I've tested quite a few over the years, but there is always an issue if they cannot protect themselves efficaciously:

Nissa, Worldwaker People kept instant speed wiping when I used her ult, her other abilities were trace useful but I got tired of losing lands.

Garruk, Primal Hunter was in the original brew of this deck, essentially got taken out because he didn't affect the board overmuch and was a terrible topdeck if I couldn't massive draw the turn I played him.

Garruk Wildspeaker was pretty consistent, but didn't do enough except ramping me a little early game.

Tamiyo, the Moon Sage did a fair amount, but the ult takes forever to hit.

Kiora, the Crashing Wave actually pushed me forward, protected itself, and could ult reliably...but Panharmonicon recently replaced her.

HydraOoze on Atraxa Proliferates CW

2 weeks ago

You could run some planeswalkers like Ajani Steadfast and Kiora, the Crashing Wave and others since you can proliferate them.

TheRedKnight on f.r.i.e.n.d.s

2 weeks ago

I think you could do worse than Kiora, the Crashing Wave and Kiora, Master of the Depths... also ashiok isn't really doing anything for you... Vraska the Unseen on the other hand would be a great adittion... all I need is the money to get her and both kioras and they're going in :)

I would cut probably the guidlmage, Endless One and either the Chain Veil or Triumph of the Hordes . The chain veil is win more and triumph i would keep only if you are going for creatures and +1/+1 counters. The more you go in the super friends direction the less powerful it becomes...

Jamminmagician on Super Friends Commander/EDH

3 weeks ago

Cards that I struggle to see the relevance of:Dictate of Karametra seems bad to me, you don't play many instants so after 1 game your opponents will begin to see it coming and it only gives you a small advantage at first, your opponents can likely take a lot more advantage of it than you.
Elspeth, Knight-Errant seems like a very weak planeswalker and could easily be removed in order to facilitate better support.Garruk, Primal Hunter also seems weaker, his only relevant effect on landing being to make you a 3/3 which will get steam rolled by any creature strategy.
Gideon, Champion of Justice is terrible isn't it?How often do you find Kiora, the Crashing Wave to be a waste of 4 mana to prevent 1 source's damage?Ob Nixilis of the Black Oath is fairly irrelevant, you drop him and gain a teeny bit of life or get a 5/5 token but reduce his loyalty to ping-range or wait for an irrelevant emblem.The remaining planeswalkers are all okay or at least obviously usable when they drop or if they attain critical mass. Speaking of which, there are obvious upgrades that are missing here.Doubling Season, you just have to play this card. You can't not play this card in EDH superfriends if you have green access. It sets up planeswalkers to instant-ult and doubles tokens you produce to block with.Rings of Brighthearth means every planeswalker ability gets doubled. Unfortunately this does not double the counters added.
You could go harder into token doublers with Primal Vigor,Parallel Lives, and Anointed Procession, which might give you enough blockers over time to start building the justice league.If you are going instead to preventing damage to planeswalkers you need cards like:Moat, Magus of the Moat, Humility, Sphere of Safety, Contagion Clasp, Contagion Engine, maybe Privileged PositionYou need more tutors. Planeswalker-specific or not. Demonic Tutor, Vampiric Tutor for a start.It's usually good in blue to have one or two instant-speed responses like counterspells. The most relevant one I can think of is Fuel for the Cause although it's not a great one anyway. You seem like you have board control fairly well locked. This is probably your only answer to cards like Merciless Eviction or the new red spell from Ixalan I forget. Also, since you're always wiping the board and filling everyone else's graveyard why not run a Rise of the Dark Realms as an alternate win-con?

Obvious missing planeswalkers:If you choose to run very few creatures who are all extremely relevant, the duel deck Ajani, Valiant Protector actually acts as a pseudo-tutor for them, which could be very relevant with deepglow skate.
Ashiok, Nightmare Weaver can remove some serious threats, make players more wary about reorganizing the top of their library, and potentially net you blockers, dorks, etc. if it sticks. The ult is a win-con.
Elspeth Tirel can create token blockers, can setup to ult the following turn as a boardwipe, incidental life gain if you are going hard with tokens.
Gideon, Ally of Zendikar similar to Elspeth he makes tokens but his ult is more relevant to building a token-defensive board state, can be used right away, and if he sticks around he can beat face for damage while gaining loyalty. Rotating out of standard so he will be cheaper now.Jace Beleren, less of a "I win card" but less likely to be shot down right away in a political meta. Everyone drawing a card doesn't draw attention, and you can selectively choose to replace him in your hand with the minus as well if you just want to "cycle" him. The ult is fairly irrelevant so you can basically treat this as a semi-permanent draw engine.
If you upgrade your land base and throw in an urborg/cabal coffers combination you should go for Liliana of the Dark Realms since she can tutor for dual types, turn your swamps into super-engines and act as a removal for even indestructibles if you get there.Nissa, Vastwood Seer can also be good, she gives you land drop, she's relevant if you draw her late and flip her, you can potentially get tricky and flip her using lands like Evolving Wilds after you block an opponent, and her flip side provides ramp/filtration, a token blocker, or potentially a board of 6/6 creatures. also she re-enters so works with doubling seasonTamiyo, the Moon Sage can protect itself somewhat, or remove a threat on board which can politically let you leverage your opponents. Against creature-wide strats can draw you a full hand worth and its ult is very hard to fight against.
Teferi, Temporal Archmage combos with Chainveil if you replay it same turn and you NEED THIS ULT.Tezzeret the Seeker tutors for sol ring, nuff said.
Venser, the Sojourner resets your other planeswalker loyalties, I mean seriously flicker is always good. The ult acts as almost a win con.

Moi expensivo:Your mana base should be fetches and duals, enough said.Jace, the Mind SculptorKarn LiberatedUgin, the Spirit DragonLiliana of the VeilThe AbyssCaptain Sisay since all planeswalkers are retro-actively legendary.

multimedia on Super Friends Commander/EDH

1 month ago

Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.

My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.

You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.

For a budget $30-$40 manabase I suggest playing:

Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.

I recommend this manabase and adding a ramp package of:

Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.

To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.

Good luck with your deck.


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