Dragonlord Ojutai

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Mythic Rare

Combos Browse all

Dragonlord Ojutai

Legendary Creature — Elder Dragon

Flying

Dragonlord Ojutai has hexproof as long as it's untapped.

Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

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Dragonlord Ojutai Discussion

DragonKing90 on

2 weeks ago

your description is misleading. you only have a single card that can "manipulate" the deck (Dragonlord Ojutai) and thats using the term loosely. you also have zero ways to get anything back from the graveyard.

JohnnyCRO on KefNOT the Controlfreak [primer]

3 weeks ago

@eme

Short answer; Yes and no. It's certainly possible to win via non-infinite combat with the deck as it is, I had to resort to that several times. However it's unreliable way to win with this type of deck.

A bit more elaborate answer; It's possible because the deck can use combat damage to enforce a clock, backed up by Maze of Ith and Minamo, School at Water's Edge to keep Kefnet untapped for defense. However this approach is much slower and has a much wider interaction window. This means that it would be quite hard to keep a tight grip on the game long enough for this plan to work. Additional problem is that interacting for such long period of time (multiple turns) makes it really hard to maintain a 7-card hand size and you can be easily forced to stop the progress because of that. So despite that approach being possible, it would bend more than a few paradigms that shaped up the deck in this form.

If this list is "just" too combo-oriented for your taste, you could try my budget build (KefNOT the Controlfreak; saying "no" on a budget). This one has combos, but it's less about going into Blue Sun's Zenith combo and more about attacking and chaining turns.

If you really dislike combos or such combos are outright banned in your meta, you can;

1) try a more voltron-ish build. There are many Kefnet lists around that are more combat-oriented while keeping some control elements, predominantly in the form of counters. Though they share a commander with my deck(s), these play quite differently from my build.

2) you could give a shot to Dragonlord Ojutai. If we remove the "combo" pillar of my 3-pillar control commander theory, you're left with good body and card advantage engine. Dragonlord Ojutai fills both these roles. With built-in protection in the form of conditional hexproof and a 5/5 flying body, your life total is quite safe. And his Anticipate trigger is an awesome way to keep up with the table. This Anticipate trigger is also a good motivation to attack with your commander. And if you give it vigilance (or untap it using Maze of Ith or Minamo, School at Water's Edge), you got yourself a solid clock with good card advantage. Plus you get an additional good color for control, UW even has a decent manabase on a budget.

I hope this answer will be of help to you. If you have any further questions, feel free to ask and I'll try my best to help.

enpc on Rainbow of Hate

3 weeks ago

Ravenrose: Because this is a Canadian Highlander deck, mana cost for cards is very important. 4 mana is a lot to spend on Shard Convergence which ultiamtely just fills my hand with land. At the same cost I have cards like Siege Rhino and Hero of Bladehold which very quickly can close a game out.

I used to run a counterspell package but ultimately cut it for more proactive hand hate (like Thoughtseize) as the counterspells were too slow. The problem with Rewind is that the card is a bit of a trap. The idea of it being a "free" counterspell is only true if you have a decent selections of spells that you can play with it at instant speed, otherwise it still just costs 4 mana (at the end of your opponent's turn, any unspent mana is wasted mana). Apart from that, it has a huge outlay to cast. 4 mana means that I won't be able to do anything else, so I just have to sit there with mana up and not play threats. And playing threats keeps the pressure on my opponent. Compare the idea of being able to counter one of my opponent's spells versus say playing a Bloodbraid Elf and then cascading ito addiitonal value.

Wild Pair is far too slow here. And it is then reliant on me playing creatures. Tutors like Eladamri's Call on the other hand allow me to just fetch a creature, so top decking call would guarantee a creature, but topdecking Pair means another turn before I can potentially get one. And another turn is an opening to for my opponent to make me dead. Plus 6 mana is a lot to invest in a spell that isn't game ending by itself. I would much rather in the cost bracker get something like Dragonlord Ojutai who is a lot of flying damage and provides the deck with more tempo.

monoroth25 on Rafiq the Cultivator

1 month ago

I've removed some of the cards that I think has poor synergy with game play. Removed the prison cards like Ghostly Prison and Propaganda. Removed Nylea, God of the Hunt. Added Corrupted Conscience for infect damage. I've added Knight of New Alara to give Rafiq of the Many instead to Knight Exemplar. Let me know if there are any cards that you think will help the deck to run smoothly. I've added Darksteel Ingot and Sol Ring for mana acceleration. I'm planning to remove Dragonlord Ojutai for Dragonlord Dromoka. Thanks

Piebye726 on Flicker & Flight (Midrange Control)

1 month ago

Your average cmc is a little high in this deck. I see that you want to play a more midrange centered deck, so why don't you cut the Lyra Dawnbringer for a copy of Geist of Saint Traft? You might want to take out a couple creatures from the deck that have a high cmc for lower cmc counterspells if you want to consistently counter more cards. Currently, your only 2 mana counterspell is Mana Leak, which you should replace your Dissolves to make it go up to 4. Also, instead of a Dragonlord Ojutai, what about Elspeth, Sun's Champion she's a much better 5 mana win condition for this deck. My last 2 suggestions are to remove about 2-4 creatures from the mainboard since it's hard to really play the midrange part without enough pushes or shoves but they can be whatever you want to remove. Finally, cut the 25th land because the changes to the cmcs should be enough to take it down a notch.

Overall, great deck! Also make sure to pick up a lot of Hallowed Fountains after the release of the new Ravnica set since shock lands are going to plummet in price.

lagotripha on Bant Legends

2 months ago

I'd much rather see a card advantage engine to search for other than Azor, the Lawbringer-his lack of self-peel hurts for 6, especially given how often you will want to tutor for him. Dragonlord Ojutai would sit very neatly in that spot.

Nathanaiel on Azorius control (current build)

2 months ago

Minamo, School at Water's Edge works amazingly with Dragonlord Ojutai, since it can give him back hexproof.

TailoredBacon on Dracarys: The Ur-Dragon Commander

3 months ago

Mirari's Wake is bonkers good in any deck that runs green and white, and in my ur-dragon deck it has done work. For creature-based ramp, I recommend Sylvan Caryatid, Birds of Paradise, Shaman of Forgotten Ways, and Selvala, Heart of the Wilds. Caryatid and Birds are good early-game ramp pieces, Shaman adds two mana in any color and has a potentially game-ending formidable ability, and Selvala is just straight power as an insane mana dork and a draw engine. Deathrite Shaman is good because you have fetch lands, but I wouldn't recommend it unless other people in your meta run them or if you end up getting all 10 of them. Nature's Lore is more just good ramp, and the lands can come in untapped. Teneb, the Harvester is also good graveyard recursion. Carpet of Flowers is a good card for ramp if your meta runs decks with blue.Aura Shards is really good artifact and enchantment hate. Kindred Boon is a good way of protecting your creatures for pretty cheap. I don't know how you personally feel about land destruction, but if you aren't against it Numot, the Devastator is good at denying your opponents resources if you're a no remorse kind of player. Wasitora, Nekoru Queen is a personal favorite of mine because it costs effectively four mana for a 5/4 flying trampler that can force your opponent to sacrifice their good creatures. Dragonlord Ojutai is a personal favorite of mine because it has protection when it's untapped and lets you filter the top of your deck when it does damage. Sunscorch Regent and Dragonlord Atarka are solid beaters because the regent gets bigger as people play spells and atarka can blow up a few smaller creatures or a bigger one when it enters, and it has trample. I would also recommend a Rhystic Study because having more draw power is never a bad thing, and a Reliquary Tower, even though it taps for colorless. This is more of a personal thing and a meta-dependent thing, but I prefer my removal to be able to hit as much as possible, so I run Beast Within, Utter End, Anguished Unmaking, and Return to Dust for targeted removal and Austere Command and Merciless Eviction for board wipe effects. All of these suggestions come from somebody in a pretty competitive meta overall, as well as someone who likes having powerful decks anyway, so all of the aforementioned cards are entirely based on personal preference on how powerful you like to make your decks. If you like having pretty powerful decks but winning isn't super important to you, there's a lot of cards I wouldn't recommend out of this list, but if you like being one of the most powerful decks at the table then have at it. If you want tips for cards to take out, I can recommend that also, but I dont want to seem like I'm trying to completely change your deck for you because it seems like you've also put a lot of time and effort into yours.

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