Okk is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
This creature can't attack unless a creature with greater power also attacks. This creature can't block unless a creature with greater power also blocks.
Complete guide
Okk is a powerful Goblin for its mana cost, but it lacks the confidence to charge into battle or hold the line by itself. To make the most of this creature, you must provide it with a leader to follow into the fray. Understanding the 'greater power' restriction is the key to unlocking this efficient red attacker.
What It Does
Okk is a 4/4 creature for just two mana, but it comes with a strict requirement for both attacking and blocking. It cannot be declared as an attacker or blocker unless you also declare another creature with a power of 5 or greater to perform the same action. This check happens only at the moment you declare attackers or blockers.
How It Resolves Step by Step
When you enter the declare attackers step, the game checks if your proposed set of attackers is legal. For Okk to be included, you must simultaneously tap and declare at least one other creature with power 5 or higher as an attacker. The same logic applies to the declare blockers step: Okk can only be assigned to block if a larger creature is also assigned as a blocker during that same step. Once these requirements are met and Okk is legally attacking or blocking, it remains in combat even if the larger creature is removed from the battlefield or its power is reduced.
Common Mistakes
A common error is trying to attack with Okk alone when you have a way to buff a creature later. The power check happens exactly when you declare attackers; you cannot declare Okk, then use a spell to pump another creature's power to 5. Another mistake is thinking Okk must attack the same target as the larger creature. While they must attack at the same time, they can be directed at different players or planeswalkers.
When to Play It
Okk is best utilized in decks that can reliably put high-power creatures onto the battlefield quickly or use Equipment and counters to boost other creatures. It excels in aggressive strategies where you have a consistent 'leader' for Okk to follow, allowing you to pressure your opponent with a 4/4 body very early in the game.
Interaction examples
Sokka, Bold Boomeranger starts with 3 power, which is not enough to let Okk attack. However, if you cast two artifact spells, Sokka receives two +1/+1 counters, bringing its power to 5. Now, you can declare both Sokka and Okk as attackers together.
Ornithopter of Paradise has 0 power. Even if you attack with both, Okk's restriction is not met because 0 is not greater than Okk's power. You would need to boost the Ornithopter's power to at least 5 (using equipment or spells) before the declare attackers step for Okk to join the assault.
If Tokka & Rahzar, Unsupervised has grown to 5 power due to its triggered ability, you can declare it and Okk as attackers. If they deal combat damage, Professional Face-Breaker will trigger, creating a Treasure token, which showcases how Okk provides the raw stats needed to trigger 'combat damage' effects.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Okk
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Okk.

Vigilance Whenever Sokka and at least one other creature attack, draw a card.

When Sokka enters, discard up to two cards, then draw that many cards. Whenever you cast an artifact or Lesson spell, put a +1/+1 counter on Sokka.

First strike Whenever another nontoken creature you control leaves the battlefield, put a +1/+1 counter on Tokka & Rahzar and create a Treasure token. This ability triggers only once each turn.

Vigilance Equipment spells you cast cost {1} less to cast for each Ally you control. At the beginning of combat on your turn, attach up to one target Equipment you control to Sokka.

Whenever Sokka and Suki or another Ally you control enters, attach up to one target Equipment you control to that creature. Whenever an Equipment you control enters, create a 1/1 white Ally creature token.

This spell can't be countered. Menace Whenever a player casts a spell, if the amount of mana spent to cast it was less than its mana value, Tokka & Rahzar deal 3 damage to that player.
Legal formats
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Meta decks with Okk
No archived Top 8 deck with this card yet.



Ornithopter of Paradise
Professional Face-Breaker