Oko, the Trickster
Legendary Planeswalker — Oko
+1: Put two +1/+1 counters on up to one target creature you control.
0: Until end of turn, Oko, the Trickster becomes a copy of target creature you control. Prevent all damage that would be delat ot him this turn.
-7: Until end of turn, each creature you control has base power and toughness 10/10 and gains trample.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Oko, the Trickster Discussion
1 month ago
Hey, I'm sorry, but I don't see many changes that reflect why you're using Aesi as Commander. Path of Discovery is the right idea since little creatures can potentially reveal a land with explore. It looks like you've added a +1/+1 counter strategy to make all the little creatures better which is fine, but why this theme with Aesi? The main strategies here don't benefit Aesi or get enough benefits from other cards for Aesi to be Commander.
Currently your strategy is to develop a creature board presence early with little creatures, but with Aesi instead of creatures early you want lands or other mana sources. This is called ramp and ramp will help to cast six mana Aesi faster. Then after you control Aesi the more lands you get onto the battlefield during a turn the more draw you get. Once you control Aesi little creatures aren't doing enough instead you want to cast spells that get you more lands or higher power creatures/spells that cost more mana to utilize all the lands you have and mana you can make. Your main goal should to be to get Aesi onto the battlefield which little unblockable and deathtouch creatures aren't helping with.
Sol Ring is an example of a one drop that's going to do more with Aesi as Commander than Sedge Scorpion . Sol is ramp, is considered the best card in Commander and it's excellent when your Commander has a higher mana cost.
You can get lands from little creatures who have more interaction with Aesi: Sakura-Tribe Elder and Coiling Oracle . Who can be cast early for ramp or later in the game and still have interaction with Aesi because they can or potentially can put a land onto the battlefield. Sakura-Tribe Scout and Llanowar Scout are little creatures who let you put a land from your hand onto the battlefield. This effect can be repeatable and done at any point of the game at instant speed to trigger Aesi during an opponent's turn.
Tireless Provisioner is an example of ramp that's a creature who has interaction with lands to create treasures which can be saced to make mana. As a three drop it would do more with Aesi then Vedalken Infiltrator . The nice thing about treasures as ramp is they don't go away until you use them letting you store up a lot of mana for a big turn.
Rampaging Baloths is an example of a higher power creature to spend mana from ramp on that can do more with Aesi as Commander than Oko, the Trickster . When you control Rampaging then it can create an army just by playing lands which has good interaction with Aesi by getting lands onto the battlefield.
In multiplayer Commander where each opponent starts with 40 life then it's difficult to do much damage early game with attacking little creatures. This is why I suggested Edric, Spymaster of Trest because then attacking has another purpose then just doing damage and that other purpose is drawing cards. You see with Edric you don't care about how much damage you do early game with little creatures all you want is to have your creatures do damage to opponents to draw cards.
Unblockable and deathtouch really help since these creatures are not going to be blocked by an opponent because they're not enough of a threat for an opponent to worry about, but this is what you want since then you're drawing cards. The drawing of cards because of little creatures positions you to have a lead in the game which makes it worth it to play many little creatures especially one drops to attack.
9 months ago
Heyya Tanman, taking a look at the list and I have some broad critiques and some smaller ones. Let's start big.
You don't have enough +1/+1 counter cards to make it worth including payoffs for.
If you're playing infect, you're gonna need evasion, because no one in their right mind just lets an infect creature through, and honestly they're pretty small bois to begin with. Fleshing out the +1 counter package may help with this, big creatures are more troublesome to block and effects like Tuskguard Captain and Abzan Falconer can provide evasion beyond just being big and chunky.
You could do with a bit more ramp and a LOT more card draw.
Cards that are probably cuttable include:
Oko, the Trickster: I see this walker being cast for 6 mana, putting two +1 counters on one of your dudes, and immediately being focused to death by the rest of the table because its ult wins the game. You'd honestly be better off with Citadel Siege, it's harder to kill.
Arrest, Luminous Bonds, and Pacifism: in our meta, with so many creatures that either don't need to attack or can just be sacrificed, you're better off using kill spells like Mortify, Putrefy, or Swords to Plowshares (especially Swords bc exile beats recursion).
Grave Betrayal: such a sweet card, but much too slow.
Omen of the Dead and Omen of the Hunt: neither of these really do anything to further your gameplan. The fact that they're enchantments doesn't matter to this deck, and there are stronger recursion and ramp options.
Sunbond: There are 5 cards in this entire deck that gain you life. Goes great with your commander but there are a lot of things I'd rather spend my turn 4 on.
Courage in Crisis: Three whole mana for this effect? It's not a horrible card, but definitely inefficient.
Debt to the Deathless: This card would only be okay if damage was your primary win condition. As is? Not good.
Duneblast: The 7-mana slot may not be ideal for a wrath? Maybe this one is fine tho, idk.
Planewide Celebration: 7 mana to proliferate four times? No.
Storm Herd: Once again, this might be fine if damage was your wincon. You'd get a bunch of evasive attackers. As is? Probably not good.
Altogether though, great first deck, this would've kicked the crap out of my old Marath build back in the day.
10 months ago
TheRealSpecialK - I had thought that to be a leak. The very fact that I thought it was a real, yet interesting, Planeswalker design means that you had done a fantastic job. It seemed to fit all too well.
As a rebuttal to my own point about colour combinations, they typically revolve around world mechanics and set themes as opposed to Planeswalkers. Nissa did not have a Golgari land, yet Nahiri had Boros. I had neglected to recall this as I wrote.
On your last point, of Oko, I despise how convincing that is. The big thing against him is that he has shown up recently, and planeswalkers tend not to return for some time nowadays. I am hoping that Kiora fills this role, being a relatively bellicose character in her history, as well as being Simic. People still seem to be annoyed with Eldraine, so Oko coming back might make the players disturbed by his planeswalker card.
1 year ago
Sorin is super cool, although I love him monoblack. here's Mono white:
Sorin, Patriarch of the Dusk Legion
Legendary Planeswalker - Sorin
+1: Create a 1/1 white Vampire creature token with lifelink.
-3: Destroy all non-Vampire creatures. Each opponent gains life equal to the total power of creatures the controlled destroyed this way.
-10: Search your library for any number of Vampires, put them onto the battlefield, and shuffle your library.
Seeing the Current challenge:
Sorin, Lily-Livered PoS (I hate the planeswalker pre-cons so much)
Legendary Planeswalker - Sorin
+1: Target Vampire you control gets +1/+1 and gains flying until end of turn.
-1: Create a 1/1 white Vampire creature token with lifelink.
-10: Create an Emblem with "Vampires you control have first strike, lifelink, vigilance, and flying."
I'm not sure it's bad enough. It's overcosted and not standard playable, even in a great format for vampires. He does protect himself, which isn't normal for those trash planeswalkers. Personally, I think my first one, a highly tribal one, would be good. I'd envision the planeswalker decks as very narrow, with tight synergy, and moderate power level. I think the Challenger decks are a good reference, but make them not metagame decks. Like make the Planeswalker deck Oko (Oko, the Trickster), actually produce food tokens, and make it a food focused deck in Simic. I want to see decks that focus on introducing the new players to 1 special mechanic/theme for the set
Now a mono-black Sorin!
1 year ago
1 year ago
- Shimmerwing Chimera >> Eidolon of Blossoms
- Cold-Eyed Selkie >> Destiny Spinner
- Jace, Wielder of Mysteries >> Oko, the Trickster
- The Magic Mirror >> Song of Freyalise
- Annul >> Swan Song
- Island >> Hinterland Harbor
- Island >> Novijen, Heart of Progress
- Island >> Karn's Bastion
- Island >> Breeding Pool
- Island >> Evolving Wilds
- Island >> Terramorphic Expanse
- Kiora Bests the Sea God >> Primeval Bounty
- Kumena's Awakening >> Bow of Nylea
- Combine Guildmage >> Simic Guildmage
- Stroke of Genius >> Enigmatic Incarnation
- The First Iroan Games >> Master Biomancer
- Thada Adel, Acquisitor >> Kalonian Hydra
- Nessian Hornbeetle >> Avatar of the Resolute
- Folio of Fancies >> Zameck Guildmage
- Thirst for Meaning >> Courser of Kruphix
- Archetype of Imagination >> Primordial Hydra
- Regenesis >> Arasta of the Endless Web
- Prosperity >> Nylea, God of the Hunt
1 year ago
Stuff that seems underwhelming here: Blossom Dryad, Dragonscale Boon, Erosion, Garenbrig Paladin, Gift of Strength, Nyxborn Colossus, Oko, the Trickster, Reduce in Stature, Sauroform Hybrid, Stony Strength, Tall as a Beanstalk, Wavebreak Hippocamp, World Shaper
1 year ago
Hello all, I have been playing with the Oko structure deck, that I updated using Affinity For MTG's youtube video, and just bought the Simic Mutology structure deck as well as the Simic Guild Kit, as well as some booster pack cards. I'm trying to combine them into a 75 card deck, with 15 cards I know to take out for 60. Based off the cards in these 3 decks I'd like to build the deck around a constant flow of powerful monsters through the +1/+1 counters, as well as overloading on mana and drawing a lot. Some of the main points of damage right now are Oko who can just turn everything into a base 10/10 and distribute lots of +1/+1s, vorel who can double somethings counters, zegana who gives trample, galloping lizrog which can take all the +1/+1s and double them onto himself, nylea's forerunner for trample, progenitors mimic and miming slime to make clones, and wild born preserver for reach and his +1/+1s. But I also have things like coiling oracle/fathom mage to draw a lot, and gyre sage/maraleaf pixie for tons of mana. So I'd like to just find a good strategy in this mess lol.
The total card list of everything I will have is: (stuff with "x" seems important to me) Creatures: 1 Oko, the Tricksterx, 1 Vorel of the Hull Cladex, 1 Zegana, Utopian Speakerx, 1 Momir Vig, Simic Visionaryx, 2 Cloudfin Raptor, 4 Coiling Oraclex, 1 Cytoplast Root-Kin, 1 Elusive Krasis, 4 Faerie Vandalx, 1 Fathom Magex, 1 Frilled Mysticx, 1 Galloping Lizrogx, 1 Gyre Sagex, 4 Keeper of Fablesx, 3 Maraleaf Pixiex, 1 Nimbus Swimmer, 1 Nylea's Forerunnerx, 3 Paradise Druid, 2 Plaxmantax, 1 Progenitor Mimicx, 1 Protean Hulkx, 3 Spectral Sailorx, 4 Sphinx of Foresight, 2 Surveilling Sprite, 1 Trygon Predator, 2 Vigean Graftmage, 3 Vigean Hydropon, 1 Wildborn Preserverx, 2 Zameck Guildmagex,
Instants: 1 Applied Biomancyx, 1 Disdainful Strokex, 1 Gift of Strengthx, 2 Oko's Hospitalityx, 3 Optx, 1 Prying Eyes, 1 Quenchx, 1 Radical Ideax, 2 Rapid Hybridization, 1 Return of the Wildspeakerx, 1 Voidslime,
Artifacts: 2 Simic Signet,