Kiora, Behemoth Beckoner

Kiora, Behemoth Beckoner

Legendary Planeswalker — Kiora

Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card.

-1: Untap target permanent.

Browse Alters

Trade

Have (1) gildan_bladeborn
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Printings View all

Set Rarity
Secret Lair (SLD) Uncommon
War of the Spark (WAR) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Kiora, Behemoth Beckoner Discussion

slashdotdash on 5 color no theme deck

3 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

5dollarMTG on 5dollarMTG

1 week ago

Today's new deck is $5 Kiora's Ramp - a simic ramp deck built around Kiora, Behemoth Beckoner.

DeinoStinkus on Drawharmonicon | Yarok & Keruga

3 weeks ago

I once ran a Yarok Historic Brawl, and it had this pretty awesome combo in it:

Rampaging Baloths + Kiora, Behemoth Beckoner

Drawing four cards and getting 2 Beasts for every land is pretty awesome, similar to Tatyova. Plus, this combo fits in your Keruga companion definition.

ehorch on Muldrotha Lands

3 weeks ago

looks like a really fun deck, I would suggest replacing Commander's Sphere with Kiora, Behemoth Beckoner. Both are turn 3 ramp but Kiora is more flexible because it can untap a land for ramp or a creature for protection. Additionally, Kiora with a card like Rampaging Baloths can absolutely take over a game.

ehorch on X Gon' Give It to Ya

3 weeks ago

I would suggest putting Kiora, Behemoth Beckoner in instead of Colossal Majesty. Kiora gives double card draw from the initial hydra and then from Zaxara's token. Additionally, Kiora can untap Zaxara and it seems to generally fit the deck as you have Kiora's Follower in there already.

ehorch on "Do all of your card have an X cost in it?"

3 weeks ago

I would suggest replacing Simic Locket with Kiora, Behemoth Beckoner. Both are turn three ramp, but Kiora has better synergy with untapping Ilysian Caryatid or Zaxara. Additionaly, it would provide better card draw.

DadHumanPraetor on Unsealing Ignition Gruul

1 month ago

Actually now I look at the interaction between Kiora, Behemoth Beckoner and Traxos, Scourge of Kroog he seems like a very playable inclusion, I might use him to replace Nyxborn Brute

VampiricJace on My Bae, Thassa (IKORIA UPDATE!)

1 month ago

SlitherySnek: The reason why I've chosen Unsummon over Stern Dismissal is that I've gotten great gains by bouncing my own creatures, such as Cavalier of Gales, when someone is desperately trying to exile/kill him. I then can abuse his ETB ability again, usually combined with Kiora, Behemoth Beckoner. Same is true with Gadwick, the Wizened.

austintayshus: I'm so tired of people playing the same 3 decks on rotate; I don't play a card just cause it's meta. Boring. I like back and forth, and not just slam Thassa and the Agent down and watch them concede :)

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