Kura, the Boundless Sky
Kura, the Boundless Sky

Kura, the Boundless Sky – Kamigawa: Neon Destiny

Date Reviewed:  March 25, 2022

Ratings:
Constructed: 3.42
Casual: 4.08
Limited: 5.00
Multiplayer: 3.83
Commander [EDH]: 4.08

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
Instagram

The light of the guiding star will take you to heaven and back . . .

I’m not sure which is more remarkable: the fact that Kura’s second death trigger option is basically unbounded, or the fact that she’s one of the most efficient flying creatures in recent years. Well, it’s true that we often misinterpret green’s relationship with flying, by thinking it’s not supposed to get any at all; so I think we’ll focus on her abilities. Searching for three lands should be seen as only one step down from drawing three cards, and the option of getting some replacement beefcake – which could have two or more times the power – is another way of leaving an opponent no good choices. I may have said this before, but I also think death triggers are a much more interesting way of pushing big creatures than enters-the-battlefield triggers. They make for much more interesting deckbuilding, and for actual choices in gameplay (both for you and your opponent).

Constructed: 3/5
Casual: 4/5
Limited: 5/5
Multiplayer: 4/5
Commander [EDH]: 4/5


 James H. 

  

Speaking of green dragons, here’s Kura. The green member of the new cycle offers a bit less in terms of stats, but without a more color-heavy mana cost as downside. Flying and deathtouch are subtly effective, and Kura, the Boundless Sky’s land-centric abilities can be fun. Leaving behind a body to punish those who would kill it or just digging out more lands is quite potent, particularly since there’s no limiting clause on what lands it can find.

Kura is smaller than the other dragons, but she’s still quite good; a 4/4 with flying and deathtouch makes for a good threat on both ends of the offense/defense spectrum, and she does all the gratuitous swooping one would hope their dragons would do. She’s sort of with Ao in terms of power level, and I think she will work decently as a value-oriented green creature with both offensive and defensive strengths.

Constructed: 3.75
Casual: 4.25
Limited: 5
Multiplayer: 3.5
Commander [EDH]: 4.25 (the specific land tutoring can be a big combo starter in some cases)



Mike the
Borg 9
YouTube

Channel

Despite being a 4/4 over a 5/5 I’m really liking the flying/deathtouch combo for five mana for Kura.  It’ll be a tough call for your opponents to want to block her because of the deathtouch ability alone.  The dies abilities are pretty solid though, particularly in a lands deck (which happens to be pretty good in standard because Zendikar Rising is still within the rotation).  Searching for up to three of any lands to put into your hand is value by itself, you’ll get those landfall triggers and will be pretty good on land drops to cast big creatures and spells for the foreseeable future.  If you have enough lands you can get a big beefy spirit creature instead!  All around I think this cycle of dragons is a bit better than the last one, Kura is definitely a step up from her predecessor in the original Kamigawa block.

Constructed: 3.5/5
Casual: 4/5
Limited: 5/5
Multiplayer: 4/5
Commander [EDH]: 4/5


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