Oketra's Monument

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Oketra's Monument

Legendary Artifact

White creature spells you cast cost less to cast.

Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.

Rakious07 on The eye of the Bunny

2 days ago

Oketra's Monument & Whitemane Lion + any token doubler equals infinite tokens.

mrweaselman on Stompy Boys (EDH)

2 weeks ago

Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan  Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.

Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary  Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time

Gbickel on Aurelia, the Warleader

1 month ago

Auerlia is one of my favorite commanders. So glad that you are building her. Boros has historically been terrible with ramp and draw, but there's a lot of things you can to now to shore up those problems in these colors.

I'm not sure your budget, but here are some of my recommendation. Ramp: Fellwar Stone, Oketra's Monument, Pearl Medallion or Ruby Medallion, Talisman of Conviction, Land Tax, $Smothering Tithe, and Curse of Opulence. Curse of Opulence is such a fun card to get gold token and insentivize your opponents to attack someone else.

Draw: Aurelia, the Law Above, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Mask of Memory, Faithless Looting. I love running Palantir of Orthanc. Its fun messing with opponents to get the draw or hitting them for lots of damage. I enjoy running wheel cards, but the Aurelia I play is a reanimator deck. So I have no problems with my creatures in the graveyard.

But a big weakness I see is spot removal. You do have boardwipes. They are okay, but sometimes you need to remove one problem permanent instead of resetting the board. I would encourage adding removal for different types of permanents. This is something that Boros excels in.

kirbysan on [Primer] Helming the Host of Heaven *Update*

3 months ago

Perilous_Percival : ditto, it's nice getting a trickle of angel support each set.

Lord_of_Lords : that's definitely a viable strategy. You can also try out Oketra's Monument if you haven't already to get little dudes on every cast. They come with vigilance so you can get some free attacks in while saving for a convoke spell. If you're pumping out enough tokens and have nothing to do with it then I'd also recommend Skullclamp as it's the best equipment draw. I'd take note of if you can reliably get a token producer every game before slotting it in though.

Crow_Umbra on Puro Pinche Party [Primer]

7 months ago

After your comment Profet93, I looked the deck over and decided to make a few updates:

Licecolony on NayaDinos

1 year ago

I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.

Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm

Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet

wallisface on In Memory of my Cats

1 year ago

Some thoughts:

  • Your mana curve is pretty high - having 14 cards cost 4-or-more mana is way above where a deck should be. Modern decks typically can't justify running more than 3-4 cards costing 4 mana. Added to this you have an extremely low number of cards costing 1-2 mana, which means there's pretty high odds you're doing nothing in the first 1-2 turns of the game. Effectively starting the game 1-2 turns behind your opponent is an absolutely terrible place to be.

  • Your land count is waay too low for your mana curve. Even after lowering your curve, I suspect you'll need something like 23-24 lands (your deck as-is probably needs something closer to 27-28 lands). Oketra's Monument doesn't justify the low land count you have (or the high curve).

  • You have no way to interact with your opponent, which is a really dangerous place to be, as letting your opponent do what they want means that you lose to every deck that is faster than you (which will be most decks). I would suggest getting 4-8 killspells into the deck. The longer you expect the game to go, the more interaction your deck should include.

  • I'd suggest ditching Oketra's Last Mercy because it's super garbage - cards gaining life and doing nothing else are really bad, and this one also penalizes you for doing so.

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