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Rules guide · Legendary Planeswalker

Oko, Thief of CrownsHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Throne of Eldraine· October 4, 2019
Carte Magic Oko, Thief of Crowns

Oko, Thief of Crowns 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.

01

Official card text

+2: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") +1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3. −5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.

Complete guide

Oko, Thief of Crowns is one of the most powerful planeswalkers ever printed, capable of transforming the most terrifying monsters into humble forest creatures. With his ability to generate life-saving resources or hijack your opponent's key pieces, he dictates the flow of any battlefield he enters. Understanding how his transformation and exchange abilities interact with the layers of Magic is key to mastering his mischief.

Transforming the World into Elks

Oko's most iconic ability is his +1, which targets any artifact or creature and turns it into a 3/3 green Elk. This effect is indefinite; it does not wear off at the end of the turn and remains even if Oko leaves the battlefield. When this resolves, the target loses all of its previous abilities, colors, and types, though it retains any supertypes like 'Legendary'. Importantly, this ability sets the 'base' power and toughness, meaning counters and continuous stat-modifying effects (like +1/+1 buffs) still apply on top of the new 3/3 stats.

The Art of the Deal

The -5 loyalty ability allows for a permanent exchange of control. You must target one artifact or creature you control and one creature an opponent controls with power 3 or less. This check happens twice: once when you activate the ability and again as it tries to resolve. If the opponent's creature is buffed above power 3 in response, or if either target leaves the battlefield before the ability resolves, no exchange occurs. Once successful, the control change lasts for the rest of the game.

Food and Vitality

Oko can quickly tick up his loyalty using his +2 ability to create a Food token. These tokens are artifacts that can be sacrificed for 2 mana to gain 3 life. While simple, these tokens serve as the perfect 'ammunition' for Oko's -5 ability, allowing you to trade a simple artifact for an opponent's high-value creature.

Common Mistakes to Avoid

A frequent point of confusion involves damage. If a creature with 5 toughness has already taken 3 damage this turn and you use Oko's +1 to turn it into a 3/3 Elk, that damage remains marked on it. Since its new toughness is 3, the 3 damage becomes lethal and the creature is destroyed immediately. Also, remember that turning an Equipment into an Elk makes it a creature, which causes it to become unattached from whatever it was boosting.

Interaction examples

Neutralizing Passive Threats

Your opponent controls Narset, Parter of Veils, preventing you from drawing extra cards. Because Narset is a noncreature, nonland permanent, Oko cannot target her normally. However, if she were to become an artifact or creature through another effect, Oko's +1 would strip her of her static ability, turning her into a 3/3 Elk and allowing you to draw cards freely again.

The Great Exchange

You have a Food token created by Oko's +2 ability. Your opponent controls a pesky utility creature with 2 power. You activate Oko's -5 ability, targeting your Food token and their creature. Upon resolution, your opponent now controls the Food token, and you gain permanent control of their creature. This is a classic way to use Oko's resources to dismantle an opponent's board state.

Elk-ifying a Finisher

If an opponent uses a card to turn Jace, Wielder of Mysteries into a creature, you can use Oko's +1 ability on him. Jace becomes a 3/3 green Elk and loses his game-winning static ability and loyalty abilities. Even if the original effect that made him a creature ends, Oko's effect persists, leaving Jace as a green Elk creature indefinitely.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Oko, Thief of Crowns

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Food is an artifact type. Even though it appears on some creatures, it's never a creature type.

    Card named in this ruling

  2. #2· Wizards of the Coast

    You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.

    Card named in this ruling

  3. #3· Wizards of the Coast

    Whatever you do, don't eat the delicious cards.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Oko's second ability overwrites all previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Oko's second ability resolves will overwrite this effect.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Effects that modify a creature's power and/or toughness, such as the effect of Festive Funeral, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Oko's second ability overwrites all colors and creature types the affected creature has. It's just a green Elk. The creature keeps any supertypes (such as legendary) it has, but loses any other card types it has (such as artifact).

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The effects of Oko's second ability lasts indefinitely. It doesn't expire during the cleanup step or if you or Oko leave the game.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature may become lethal if Oko's second ability changes its toughness during that turn.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If either of the target permanents is an illegal target when Oko's last ability resolves, the exchange won't happen.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Gaining control of a permanent doesn't cause you to gain control of any Auras or Equipment attached to it. Gaining control of an Equipment doesn't cause it to become unattached, although its new controller may activate its equip abilities during their main phase.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Oko's second ability may target a permanent that is only temporarily an artifact or a creature, such as Oko, the Trickster. If this happens, the effect causes that permanent to remain a green Elk creature even after the temporary effect expires.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    The effects of Oko's third ability lasts indefinitely. It doesn't expire during the cleanup step or if the creature you take has its power raised above 3 later.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If the affected creature gains an ability after Oko's second ability resolves, it will keep that ability.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Time Sieve
+Myr Battlesphere
+Teleportation Circle
+Oko, Thief of Crowns
#1

Time Sieve + Myr Battlesphere + Teleportation Circle + Oko, Thief of Crowns

Infinite turnsLock
  1. 1Activate Oko's first loyalty ability by putting two loyalty counters on it, creating a Food artifact token.
  2. 2At the beginning of your end step, Teleportation Circle triggers, blinking Myr Battlesphere.
  3. 3When Myr Battlesphere enters the battlefield, its first ability triggers, creating four 1/1 Myr artifact creature tokens.
  4. 4Activate Time Sieve by tapping it and sacrificing the Myrs and Food, causing you to take an extra turn after this one.
  5. 5Repeat each turn.

Related cards and tokens

03

Legal formats

timelessgladiatorvintagecommanderoathbreakerduel
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