Oketra's Last Mercy


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

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Oketra's Last Mercy


Your life total becomes equal to your starting life total. Lands you control don't untap during your next untap step.

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Oketra's Last Mercy Discussion

TheRedGoat on You Wont Need Life Where We Are Going

4 weeks ago

Compared to the sigil, I would say no, because the sigil can scale higher than mercy and doesn't have a drawback for playing it (other than how specific the effect is). In addition to this, the main reason one might use Oketra's mercy, I imagine, is either from wanting to stabilize in a dragged out game, or to combo off with life gain doublers.

And that last part also points towards the sorcery not actually being good for your deck (thus proving my own suggestion bad). Your 3-color build has access to more powerful life gain combos than just doubling the life you gain, and resetting your life total as a means of gaining life isn't as impactful then with the other cards you have access to.

In short, your deck is already the type to play Tainted Sigil since you sacrifice your own health so freely, but Oketra's Last Mercy is better for decks that simply play aggressive and need a shot of adrenaline to stay in the game. And so saying, if you want to cut at the top end of your curve, you probably should drop Resolute Archangel (unless it has been performing well of course).

Zimmers_0 on You Wont Need Life Where We Are Going

1 month ago

ReaperDrek Agreed on the armor but Gisela costs so much. the CMC of this deck is already to high.

TheKing8426 Thanks for letting me know about Necropotance. I was probably thinking of using it before playing the lich but it doesnt combo, you are correct.

goldieH Thanks!

TheRedGoatYou are correct about the Hekma, Urza's armor is back in. As for life restore, I usually switch totals with my opponents. But another restore card wouldnt hurt. That way if I have to Ad Nauseam, Worship or Stunning Reversal then it would be easier to bounce back from. Do you think Oketra's Last Mercy would be better than Tainted Sigil?

Meurth on G/W Cats (Standard Edition)

2 months ago

I love the creature base! But I don't like the sorceries too much. 3x Harvest Season seems like too much, won't be that helpful since you can only use it efficiently in the late game. I think Oketra's Last Mercy should be in the sideboard since it's good against red decks but not so much against other colors, you also have a lot of lifelink already. Rhonas's Last Stand doesn't fit the theme and slows your deck down too much imo. I'm not a big fan of Prepare / Fight but maybe it works here.

Some good replacements for these could be: Seal Away, great defensive card for only 2 mana. Blossoming Defense both protects a creature and makes it deal more damage. There's probably good alternatives if you don't want to run Kaladesh or Aether Revolt cards but I'm not very familiar with standard sry. Vanquisher's Banner gives you drawpower you may need in the lategame.

jubale on Best Standard Jank

2 months ago

Lich's Mastery. Get that down and then cast Oketra's Last Mercy for example. Gain 15 life, draw 15 cards. Keep the best 7, but have an enormous buffer against ever needing to sacrifice Mastery.

TheRedGoat on You Wont Need Life Where We Are Going

2 months ago

As a reminder, Protection of the Hekma doesn't prevent damage from your own permanents, so it does not work with some of the combos you have it labeled in currently. It does act like an extra Ghostly Prison though, so that is a plus right? Or has that part really been effective?

Also, I wonder what your feelings are one spells that revert your life total back up to it starting amount? I'm mainly thinking of Oketra's Last Mercy (at least for a recent example) but there's a surprisingly high number of cards that set your life total directly. And there's also other cards that scale with the life you've gained or lost in a single turn besides just Children of Korlis. have you considered those any?

Argy on I am approachable

3 months ago

Removing Approach of the Second Sun was a very good idea.

You really need a deck with a lot of Counter spells and draw for that to work.

I am going to guess that you don't have a big budget for this deck. Correct me if I'm wrong.

I would remove the following cards:

2x Mirage Mirror - it takes until at least Turn 4 to make this into a Creature, and then you have to spend to do so. In the meanwhile you could have just played a good Creature on Turn 3, that you don't have to keep paying for. Once you have turned it into another Creature you cannot pay to change it again that turn.

1x Throne of the God-Pharaoh - this is great when you have something like a Token deck, which has masses of Creatures to tap. In this deck I don't think it's great.

2x Diabolic Tutor - there's not really anything amazing that warrants a tutor spell.

1x Oketra's Last Mercy - I would move this to the Sideboard as you won't need it against most decks.

1x Slaughter the Strong - this also belongs in the Sideboard. It's OK against Control decks, rubbish against everything else. Control decks will just Counter it, though. Basically cards that have a very specific task belong in the Sideboard, to be brought in against certain decks.

You need more early Creatures. Your deck is taking too long to get things together, and is being overrun by faster decks.

I would put in seven 2CMC Creatures for those cards you have taken out.

Think about:

Glint-Sleeve Siphoner - helps with draw.

Dire Fleet Poisoner - a nasty surprise.

More Gifted Aetherborn.

Adorned Pouncer - returns from the Graveyard bigger than before.

Adanto Vanguard - easy to protect in the early game.

You need to incorporate some dual lands in your deck, if you don't want to get coloured screwed.

4x Forsaken Sanctuary would be a good start.

Or 4x Concealed Courtyard, if you can afford them.

There are some very good, cheap utility lands at the moment.

2x Ifnir Deadlands, and 2x Shefet Dunes would work well.

Don't worry too much about losing a bit of life early in the game. The late game pay off is worth it.

1x Arch of Orazca would also be useful, as you have very little draw.

Hope that helps a bit.

If you make changes, and want me to take another look, tag me in these Comments.

Good luck.

NuMetal on Lifeswap

5 months ago

Ich schreibe dir morgen (oder vielleicht heute Abend, welche Karten ich rausnehmen wrde und warum.

Jetzt scheie ich dich erstmal mit Karten zu, die mir noch dazu einfallen :D

Kram, der mit deiner Strategie zu tun hat (beinhaltet sowohl shit, als auch geile Sachen):Deepwood Ghoul, Ethereal Champion, Glorifier of Dusk, Greed, Hatred, Lurking Evil, Marrow Bats, Martyrs' Tomb, Mischievous Poltergeist, Necrologia, Plague of Vermin, Souldrinker, Tymna the Weaver, Underworld Connections, Yawgmoth's Bargain, Tree of Perdition, Ajani Goldmane, Ajani, Caller of the Pride, Arbiter of Knollridge, Beacon of Immortality, Celestial Mantle, Oketra's Last Mercy, Invincible Hymn, Serra Avatar, Storm Herd, Chalice of Life  Flip, Nightmare Lash, Phyrexian Processor, Well of Lost Dreams

Kram, der unabhngig von deiner Strategie gut ist:Soul of Innistrad, Grave Betrayal, Ogre Slumlord, Vengeful Pharaoh, Sudden Spoiling, Painful Quandary, Ophiomancer, Necropolis Regent, Dread, Murder, Royal Assassin, Silence the Believers, Ever After, Ghastly Conscription, Oblivion Ring, Banishing Light, Journey to Nowhere, Stasis Snare, Windborn Muse, Blind Obedience, Prison Term, Aura of Silence, Profound Journey, Comeuppance, Settle the Wreckage , Stalking Leonin, Swiftfoot Boots, Lightning Greaves

Bedenke auerdem, dass du nur 5 Karten haben darfst, die ber 2 Euro kosten und achte besonders beim Basteln auf deine Mana-Kurve (nicht zu viele teure Sachen).

xhuggels on Orzov Budget Treasures

5 months ago

Did some more play-testing. You have to find Start / Finish to deal with major threats, as it saves so much time. You chump, next turn you kill and you still have 1 chump blocker left. Added another copy of it. The other thing i saw was that the difference between a 1/1 and a 2/1 is colossal within the first 3 turns of play. by turn 3 Sacred Cat is relegated to a chump blocker with no means to actually trade. It also forces me to spend another manna on the next turn for the token, which is the same creature as the one Martyr of Dusk creates upon death. It seems faster, but if you dont drop Sacred Cat turn 1, it actually isn't, in fact it is sometimes slightly slower. I think as the deck is now it has an optimal early game.Another huge theme that keeps popping up against aggressive decks is the fact that if i dont draw Oketra's Last Mercy, i better hope my opponent has a sub-optimal draw because it saves this deck from a loss time and time again. I play-tested this against that merfolk deck and got properly stomped because i didnt draw into Oketra's Last Mercy and i missed 2 land drops. That is its other problem. I am running 11 4 manna spells, and granted, thats where the curve ends but still, there are so many of them if you miss a land-drop its worse than it is for any other deck i've ever run. Almost makes me wanna go to 24 lands, but i wouldn't know what to replace. I mean the odds that i miss a land drop while not finding any treasures to compensate is pretty small, but still. As to how i playtest against myself, my golden rule is to restart until the other deck has a good starting hand, while with the one i am testing i play with mulligans as i would in a real match. This gives a makeshift handy-cap to the deck i am testing against to make up for some bias.

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