Kemev wrote:
So Oko turns your commander into an elk. You've got your High Market ready... now what?
A. You sac and recast your commander so it can be re-elked.
That seems like non-starter.
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B. You do not sac/recast your commander. Something else is elked.
This is not a given. Also, it's not necessarily true that it's something of yours.
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C. You don't sacrifice your commander, and try to attack Oko's controller to death with general damage. At some point Oko -5s and swaps General Elk with a food token.
In A and B, sacrificing your commander was an option. Now is the time to exercise it. Enjoy your -5, keep your food token.
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D. You spend mana, tutors, etc. to kill Oko before you do anything else. This is actually the best case outcome for Oko's controller, since you're spending time and resources while they advance their board state.
This isn't strictly true. I think players are going to gang up on Oko players, because they're going to stop them from playing the game they want to play. I'd be less worried about Oko's loyalty, and more about the Oko player's life total.
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I also think people are overestimating how easy it is to attack Oko to death.
Ehhhhhh. I've played against a lot of walker decks. Most of them fail against sustained attack. Obviously, there are board wipes, and walkers can power through, but, I'm okay with that. This isn't the uphill battle that
Nicol Bolas, Planeswalker is, where he can deal with any permanent while gaining loyalty or bodies. Or even
Elspeth, Sun's Champion that so readily vomits out chump blockers and kills creatures that might be too big to deal with otherwise, all in the same colour known for destroying all creatures.
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Assuming you're not playing like a moron, and are spreading the elks around (ie, Elk Player A's Sol Ring, Player B's sword of whatever, Player C's general), you can brick a lot of attacks with a single blocker (the humble
Wall of Roots does fine). And sure, you can throw down some spot removal on blockers, or commit a lot of time and creatures to attacking Oko, but that puts you back into option D.
Like, okay. Wall of Roots. The Oko player can Elk one thing a turn barring shenanigans. How many power 5 or greater creatures get tabled in a full turn cycle? What about fliers? What if a player plays something that Elking does nothing to, like
Elspeth, Sun's Champion or
Sigil of the Empty Throne?
There's an unwritten assumption in this, and it's the idea of urgency in answering Oko (so much so that you're going to protect it with the very efficient Wall of Roots), and if you don't, you're just going to lose the game. Realistically, the Oko player is just going to end up making food tokens until one of the other players draws interaction for it.
There's also this kind of thought process where a creature or its relevant protections is getting Elked continually, without any opportunity to react. Like, a player could play a creature, play Greaves, equip, swing, and then pass the turn. The Oko player has to Elk the greaves, and then still deal with the creature. They can't just machine gun ElkElkElk, and those 3/3s aren't nothing.
Oko can (typically) Elk one thing per turn cycle. That means if you're casting your commander, they attempt to Elk it and you respond with
Sanctum of Eternity nothing at all so you
don't get Elked, that means they
elked nothing else this turn cycle. If you had crystal shard, or anything to save your commander, they'd have had to elk that first.
Edit: Carthain points out that Sanctum of Eternity can only be used your turn. My point is, they can Elk one thing per turn. That means they have to Elk relevant protections, or something before your commander. Cards like Lightning Greaves are so commonly played that I'm not especially worried.
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A couple people in this thread compared Oko to Karakas... honestly, Oko's way more powerful. It lets you stall or disrupt more different types of cards, with fewer resources invested. For me, the closest parallel to Oko is Prophet of Kruphix... it's not immediately obvious how resource intensive playing against it is, but games tend to devolve around keeping it off the board.
I'm going to disagree with you.
Karakas is beyond silly, and if it were legal in Commander, you could use it with Seedborne Muse, and plenty of other effects. Oko a) doesn't interact with much in terms of getting stronger and can be used three times per turn, tops (
Oath of Teferi,
The Chain Veil), tops, and b) leaves value behind.
Is Oko aggressively costed and a good card? Yeah, definitely. Does dealing with an Elked commander, even with the most efficient cards present an unfavourable cost proposition when compared to the Oko player gaining a loyalty counter? Yes, but that's probably true of all repeatable removal.
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Honestly, this thread reads like no one has ever faced a token generator deck with
Attrition before. There are much more effective ways of locking players out of their commander than Oko.