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I've moved into the dark side and have been playing Oko on Arena. The deck is just so overpowered, however it has began to falter a little more as of late. Of course, in 1v1 you do not play the mirror the majority of the time so you need to tweak the deck list. I've tried modifying the different best of three decks that play Oko and I've had good success with them all, however something is lacking. The core of the deck is very strong, but the support card have been difficult to figure out.
Here is the latest list I've been trying out:
Food Package
*Gilded Goose, Oko, and Wicked Wolf. No need to talk about why they are good.
Key Support Cards
a) Paradise Druid
*best of the dork options since the hexproof means we will get our ramp at least once.
b) Hydroid Krasis
*late game bomb and reload. Causes more scoops than any other card in the deck.
c) Once Upon a Time
*still the most broken card in the format.
Wolf Package
a) *Wicked Wolf, of course already part of the deck
b) Tolsimir, Friend to Wolves
When this drops you can feel the wheels turning in the opponents head. I always wonder do they know what is coming? If it doesn't get answered it is such a powerhouse in 1v1.
Can pull you back into the game quick versus aggro. Fantastic Stabilizer.
c) Garruk, the Huntsman
*A powerhouse on his own, he just does broken things when hitting curve after Tolsimir. I've had games that went Wicked Wolf, Tolsimir, Garruk. It gets scoops.
d) Nightpack Ambusher
An anthem for the Wolves is very powerful.
Flash on this is definitely pseudo removal.
If you gas out on threats the tokens can play a big role. Also, if you are playing a control based deck you can hold back cards and survive off Wolf tokens until the opponent is forced to act.
I'm currently at two copies, I think this is the right number due to its place on the curve and the decks need for removal.
Final 4 support slots
a) Vraska, Golgari Queen
I want an answer for Lucky Clover, Cavalcade of Calamity, and Witch's Oven. These three can be problem cards if allowed to snowball. I see these with high regularity on Arena 1v1.
Also, killing opposing Oko's is still a thing.
*Sacrificing food tokens or Wolf tokens provides sweet card draw when you really need it, but this is mostly a secondary effect to the removal.
b) Knight of Autumn
Another answer to the trouble artifacts and enchantments in the format. This one also goes higher up to kill Fires of Invention, Embercleave, and The Great Henge.
A very aggressive body to drop on turn 2. This will likely eat up removal that your opponent will wish they had on subsequent turns.
*Gaining life against mono black or red is very important in 1v1.
c) Assassin's Trophy
I just want one piece of great cheap removal. I don't want to play multiples because giving lands is not going to equal good times, however there are some big bodies that the Wolves can't face down on their own.
Flexibility is the key.
Mana Base
*In the end I am safely above the minimum requirements below, especially for green. The deck should never miss playing dorks and Once Upon a Time for zero should hopefully grab us threats more often then needing to grab an early land to fix our colors.
a) Green
Needs 13 sources that can enter untapped turn 1.
Needs at least 14 total green sources.
b) Blue
*Traditioanlly needs 12 sources total to cast Oko consistently (not allowing for mana dorks). Between dorks and Once Upon a Time this can safely be cut to 10 total sources.
c) Black
*I would say 11 sources would be the traditional number since turn 4 without dorks is the soonest we likely play a black source. With dorks and Once Upon a Time you can go as low as 9.
d) White
*Traditionally 12 for turn 3, but dorks and Once Upon a Time cuts it to 10.
The Gameplay
*The deck has been really fun so far. It takes the most broken early game engine and gives it a midgame explosion to combatthe heavy uptick in aggressive decks that 1v1 presents. Cards like Nissa and Questing Beast are still strong 1v1 cards, but the Wolf package allows for you to catch up from behind and still pull away on board.
*The biggest reason to play the deck for me has been it allows you to play an Oko deck without feeling like you are playing an Oko deck. The games have far more variance then does the other builds. I actually win far more games with wolves then I do with the food package. Part of this is the opponent needs to deal with the food package to survive, but then realizes they are now playing against a Wolf deck. A lot of scoops.
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