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Bask in the glory of God-Eternal Oketra!

Misses land drops, draws 1 extra card in the span of 5 turns

Welcome... to mono white! cough


This deck started as a bounce deck, but has since evolved (or devolved?) into a white weenie good stuff deck. While still focused around God-Eternal Oketra's ability to spit out 4/4 zombies like tomorrow didn't exist, the deck also packs decent ramp and removal, an equipment package, recursion and ACTUAL card draw. Let's dive into it.

We have multiple ways of bouncing our creatures, such as Whitemane Lion and Ancestral Statue. While we have some ETB's, we are first and foremost a bounce deck, not a blink deck - Oketra's ability will NOT, I repeat, will NOT trigger when a creature enters, only when it is cast! Therefore, cards likes Eerie Interlude and Ephemerate are omitted from this list since 1) they don't synergize with the bulk of our cards and 2) they remove our tokens.

To be able to get through with our army of zombies, soldiers and spirits etc., we'll need pump spells. White creatures are usually puny and weak (hence the nickname "weenies"), and spells like Akroma's Will and Unbreakable Formation will work double duty as team pumps AND protection form our opponent's wrath.

Should we get blown out anyway, we do have some recursion pieces: Sun Titan, Emeria Shepherd and Sevinne's Reclamation. All of these serve as our last resort after a board wipe.

Our own removal is some of the best in the format. Some all stars are Swords to Plowshares, Generous Gift and Tragic Arrogance, but cards like Palace Jailer synergize well with the rest of our game plan: Going wide and hitting face!

Ramp in white is, in my opinion, the best, right after green of course. With cards like Knight of the White Orchid, Loyal Warhound and Keeper of the Accord, we're not likely to fall behind manawise. Oh, and Smothering Tithe, I guess.

Draw is another story. Here, white is, hands down, the absolute worst of the bunch. We do have som bangers though, like Mangara, the Diplomat and Esper Sentinel which is just silly. Welcoming Vampire has nice synergy with our flash creatures as well, especially Whitemane Lion, potentially drawing us a card on each of our opponents' turns, provided we have the mana to cast it over and over.

Our equipment package includes Robe of Stars, Shadowspear, Sword of Hearth and Home, Sword of the Animist and Commander's Plate. All of them serve individual purposes, but each one excels at that one purpose. To fetch whichever equipment we would like, Open the Armory is there for us. All of these cards allow us to go the Voltron route with Oketra, which is quite doable with her inherent double strike. I've cut about half of the equipment package due to the fact that it was taking focus away from the deck's main win-con: Going wide. While Oketra is important to our strategy, it isn't her ability to Alpha Strike our opponents' faces that's appealing, but her ability to spit out tokens with no end i sight. Instead of dividing our focus, we'll focus solely on our primary win-con = going wide.
As a direct result of this, I've also cut both Lightning Greaves and Swiftfoot Boots. I've replaced them with creature options to bolster our white weenie strategy: Mother of Runes and Giver of Runes. These synergize better and can be fetched with Ranger of Eos and Ranger-Captain of Eos, respectively.
Also, both Lightning Greaves and Sword of Hearth and Home got in the way of equipping/saving Oketra from time to time, which was annoying to say the least.


And that's my mono white God-Eternal Oketra commander deck. Let me know if you found this decklist helpful, or if you have any advice for me or others when building/playing Oketra!

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