![]() Creatures you begin to control later in the turn won’t be 10/10. Oko’s last ability affects only creatures you control at the time it resolves. If the target creature is copying something else, then Oko becomes a copy of whatever that creature copied. Notably, it won’t copy effects that made the target creature become a creature if it isn’t normally a creature. It won’t copy counters on that creature or effects that have changed its power, toughness, types, color, or so on. ![]() Oko copies the printed values of the target creature. Damage that would be dealt to Oko won’t be prevented. If the target creature is an illegal target by the time Oko’s second ability tries to resolve, the ability won’t resolve. ![]() Damage dealt to him won’t cause him to lose loyalty. While Oko is a creature, he isn’t a planeswalker. If Oko becomes a creature the same turn he enters the battlefield, you can’t attack with him or use any of his abilities (if he gains any). Rules and information for Oko, the Trickster 7: Until end of turn, each creature you control has base power and toughness 10/10 and gains trample. Prevent all damage that would be dealt to him this turn. If you want to upgrade the deck to complete and utter nightmare to keep track of, you can add in a ] theme which can copy creature oko and gain all his loyalty/mutate abilities.+1: Put two +1/+1 counters on up to one target creature you control.Ġ: Until end of turn, Oko, the Trickster becomes a copy of target creature you control. Oko is a very weak planeswalker deck walker so he's not super efficient at what he does. Folds to board wipes and heavy interaction. This is a pretty casual but focused deck. The wincon is usually tutoring for ] mutating oko and hopefully having enough mutate creatures in hand to chain together a couple mutations, putting utility creatures and lands into play.Įventually you'll want to use oko's ultimate, make all your creatures 10/10 base p/t and trample, to kill the board. And fetchlands hurt our mana generation from auspicious starix triggers.Īnd for the signature spell I chose ] so that we would always have a mutate creature in hand when you start the turn with oko in play. It is possible to run more fetchlands, pain rainbow lands, and ancient tomb, but I found that to be very hard on the life total. We are running the best 0-1 cmc counterspells in order to protect oko however. ![]() Utility creatures like ] ] ] are preferable to instants/sorceries/enchantments because you always want a creature in play for oko to copy. We run all the good 1 cmc mana dorks and a few of the good 2 cmc ones. It is possible to mutate underneath and leave him a planeswalker with the creature's activated abilities, but that is less interesting to me. The point of this deck is to play big oko as fast as possible, defend him for a turn, activate his copying ability, and then mutate on top of him to make him a creature for the rest of the game. You can still only activate the abilities once during your turns at sorcery speed. It does not lose loyalty when damaged and doesn't die for having 0 counters. You get a creature with loyalty counters that has the walker's activated abilities. Mutate and ]: what do you get when you combine a planeswalker and a creature into one permanent? ![]()
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