I built a 5-color Morophon, the Boundless that used a bunch of self-bouncing creatures to generate Storm count and win through a variety of different methods, and that deck used God-Eternal Oketra and Oketra's Monument as one kind of pay-off for Storm-ing off with creatures. I ended up tearing that deck down for parts in other decks, but still had a good core of the white self-bouncing creatures and God-Eternal Oketra leftover, which inspired me to build this deck.

Being able to generate value off of re-casting the same creatures over and over again actual does wonders to make up for white's struggles with card draw, since you know the options in your hand will always present good value. The creatures that bounce themselves are the top-tier here, since they don't require as many hoops to reliably trigger the value engines in the deck: Whitemane Lion is #1, since it can be cast at instant speed and has the lowest CMC at 2. Next up is Kor Skyfisher, since she is also 2 CMC but alternatively allows me to return any permanent, which can help me reset other ETB value cards besides herself if I prefer. Stonecloaker is next best, while it is 3 CMC it also has flash like Whitemane Lion and it has built-in graveyard hate for some additional game interaction. Emancipation Angel is 4th place since it lacks flash, but similarly to Skyfisher can bounce any permanent I need for different kinds of value. Ancestral Statue mostly makes the cut by virtue of this deck needing as many of these effects as possible, and it also being able to bounce itself or other permanents.

The other half of the "bounce suite" are cards that specify bouncing other targets than themselves. These are still beneficial, and if I get two of them together I can just alternate bouncing each back to hand as I cast the other one. Rescuer Chwinga is top of this group, since 2 CMC flash puts it otherwise on-par with Whitemane Lion, and while it can't bounce itself it can hit any permanent just like the Skyfisher can. Aviary Mechanic and Jeskai Barricade are tied for next best here at 2 CMC, since the Mechanic lacks flash but hits any permanent, and the Barricade has flash but specifies other creature only which makes it more restrictive to use effectively. Loyal Gryff is bottom of this group at 3 CMC, but honestly still better than half of the other group thanks to 3CMC with flash and Flying being very relevant keywords.

Honorary Mention goes to Eiganjo Free-Riders. While 4 CMC is quite a bit, the fact that they can allow me to reset other creatures back to my hand for recast value is phenomenal. And in a real pinch, they can always put themselves back to hand to recast in order to continue triggering the other engines in my deck. I certainly like them over Ancestral Statue, at least.

The rest of the deck focuses on amassing as much value as possible from casting these core creature cards repeatedly:

Also worth noting is what I call the "Tap Suite": since the majority of the tokens this deck creates are 4/4s with baked-in Vigilance, they make for great attackers or blockers, but can struggle to get through or over other large board states. Rather than going for the more typical asymmetrical board wipe package, I opted for cards that can tap down and/or prevent untapping as an alternate method for hampering my enemies and removing potential blockers. Cards like Authority of the Consuls, Blind Obedience, and Imposing Sovereign can come down early and disrupt enemy ramp in addition to enemy aggression. Binding Mummy specifically combos well with the Zombie Warrior tokens Oketra makes, allowing me to tap down potential blockers before moving to combat on my turn. Cards like Meekstone, Crackdown, and Kefnet's Monument call work to prevent larger threats from ever untapping, keeping them tucked out of the way so my army can march right in. I know there are several Oketra token decks, but I think this Tap Suite is what makes my version a unique take on it.

The final thing of note is the lack of direct interaction/removal spells. This was intentional, and served to help de-power the deck compared to my other decks which tend to be more high-power, as well as keep the deck more streamlined towards its specific goal. A classic "battlecruiser Magic" type of deck for slower/lower-power games.

I hope others enjoy the deck concept as much as I do!

Suggestions

Updates Add

Comments

91% Casual

Competitive

Revision 4 See all

(6 months ago)

+1 Claim Jumper main
-1 Kor Cartographer main
Date added 2 years
Last updated 6 months
Exclude colors UBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

38 - 0 Rares

18 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.00
Tokens 2/2 W Token Creature Unicorn, Angel 4/4 W, Angel 4/4 W w/ Vigilance, City's Blessing, Clue, Dungeon: Dungeon of the Mad Mage, Dungeon: Lost Mine of Phandelver, Dungeon: Tomb of Annihilation, Dungeon: Undercity, Goblin 1/1 R, Skeleton 1/1 B, Skeleton 4/1 B, Soldier 1/1 W, Spirit 1/1 W, The Atropal, The Initiative, Treasure, Warrior 1/1 W w/ Vigilance, Zombie Warrior 4/4 B
Folders Commander
Votes
Ignored suggestions
Shared with
Views