Arena Standard - Kiora Wakes the Trolls

22
25
17
0
35
0
25
Control
Jank
  • Deck contains 17 invalid cards for this format: Wolfwillow Haven (THB), Mazemind Tome (M21), Ravenform (KHM), Crush the Weak (KHM), Cultivate (M21), Mythos of Illuna (IKO), Smashing Success (KHM), Storm's Wrath (THB), Battle of Frost and Fire (KHM), Genesis Ultimatum (IKO), Waking the Trolls (KHM), Kiora Bests the Sea God (THB), Barkchannel Pathway (KHM), Cragcrown Pathway (ZNR), Riverglide Pathway (ZNR), The World Tree (KHM), Ketria Triome (IKO)
Main 60 cards (20 distinct)
Instant, Sorcery, Enchantment, Artifact (35)
$0.25€0.230.03
$0.35€0.260.13
$0.25€0.120.03
$0.19€0.110.03
$0.68€0.350.03
$0.35€0.200.02
$0.15€0.080.03
$0.35€0.290.02
$0.25€0.160.02
$1.00€0.840.02
$0.28€0.190.02
$7.64€6.720.03
Land (25)
$0.840.03
$0.990.03
$1.000.03
$4.33
$3.750.96
$6.39
$4.99€4.350.02
$14.00€11.391.02

Simulating MTG Arena Best of 1 starting hand
(Simplified, true algorithm in MTGA not revealed by Wizards yet)

COMPARE WITH AETHERHUB COLLECTION

Add at least 100 different cards to your collection and set it as your Compare Collection on the manage page to see what cards from this deck you are missing.

COMPARE WITH MTG ARENA COLLECTION

Compare your MTG Arena Collection with AetherHub decklists or any other decks found on the web with the MTGA Assistant extension. Syncing your account will automatically upload your collection so you can see what cards you are missing right here.

Learn more Download For Windows MTGA Assistant

Description

Kaldheim brought us some land detruction with an in-build win condition: Waking the Trollsimage. It is a saga that destroys a land, ramps us up, and finally gives us a number of trampling troll creatures. It is a pretty fun card. So, let's try to get it to work! We have "Kiora Wakes the Trolls", a standard temur land destruction deck.

Our win conditions are Waking the Trollsimage and Kiora Bests the Sea Godimage. So, we either make a bunch of trolls or a tough to beat 8/8 with hexproof.

image image

The deck does not contain any creatures. To survive long enough we are playing a bunch of removal. As sweepers we have Crush the Weakimage, Storm's Wrathimage, and Battle of Frost and Fireimage. Crush the Weakimage exiles all the small stuff. Because there are a lot of giants around we run Storm's Wrathimage as a general sweeper for bigger things. And alonside these Battle of Frost and Fireimage additionally allows us to scry to what we need and lets us draw cards. The "scry 3" is especially useful when we are about to cast our Genesis Ultimatumimage! Because bigger creatures and the indestructible ones are an issue we are also running Ravenformimage. It makes their big things quite small and can also deal with pesky artifacts (The Great Hengeimage, etc.).

image image image image

Smashing Successimage, while mostly used as land destruction is also artifact removal. And, with the current popularity of Faceless Havenimage, it is sort-of a creature removal as well. That you can play it at instant sweet is a nice cherry on top (hello there, Ember Cleave!) There are not many land destruction spells in standard. The only other one being Waking the Trollsimage. The nice thing is that that card also ramps us up to our even bigger spells.

image image

And because we are in temur with big spells we are also running Genesis Ultimatumimage. The important things it brings out are Waking the Trollsimage (land destruction and win con), Kiora Bests the Sea Godimage (win condition), and Battle of Frost and Fireimage (sweeper). It giving more lands and card draw are fine as well, of course.

image image image image

To support our strategy we have Mazemind Tomeimage, Cultivateimage, Wolfillow Haven, and Mythos of Illunaimage: Cultivateimage and Wolfwillow Havenimage let us ramp. Mazemind Tomeimage smooths out our draws and gives health. And Mythos of Illunaimage is a spicy one. It can serve as so much when copying our sagas: land destruction, hexproof 8/8s, or a sweeper. Or we beat our opponents with their own stuff.

image image image image

Our mana base is pretty straight forward: A bunch of basics, the pathways, the temur triome, and two The World Treeimage to get around strict mana requirements in our spells. With all the stalling and ramping we often can get to the point where we can cast multiple of our big spells in one turn. Being able to get around color restrictions helps a lot in that case.

image image image

image image

 

---------------

 

Latest changes:

  • Removed one of each pathway and replaced those with three Ketria Triomeimage. I found the occasional card draw helpful and having a multi-colored land is OK when it comes in tapped and we have abunch of ramping up.
  • Removed an Islandimage and a Forestimage and added two more Wolfwillow Havenimage for more ramping on turn two. You really need to catch up when you are on the draw - what I kind of always seem to be!

Latest Articles

Comments

Login to comment

0 comments

IllugiGodi
Last Updated: 21 Feb 2021
Created: 19 Feb 2021
1860 465 0

Enter The Battlefield Prepared

With the MTGA Assistant deck tracker MTGA Assistant
Mana Curve
Color Breakdown
Main/Sideboard Rarity Count
17 9 32 2 0
0 0 0 0 0
Mana Calculator
Symbols Percentage Lands