Snoko: taking advantage of Oko's ability to grind out long games on the cheap. The rest of the build is traditional reactive control that denies opponent tempo and card advantage while easing toward a fielded win condition.
Noted synergy:
Oko + Astrolabe = card advantage with a 3/3 hammer.
Karakas + Clique = monitor and control opponent's hand every turn with bouncing blocks and flash damage.
SIDEBOARD GUIDE
Critter based/fast critters:
- 4 disrupt, 1 negate
+ 2 priest, 1 nodes, 1 supreme verdict, 1 meddling mage
General control:
- 1 terminus, 1 path
+ 1 veil of summer, 1 meddling mage
Sneak-n-show:
- 1 council’s judgement, 1 path, 4 swords
+ 2 containment priest, 2 force of will, 1 veil, 1 meddling mage
Dredge:
- 2 teferi, 4 negate
+ 2 containment priest, 2 rest in peace, 1 return to nature, 1 supreme verdict
Ad nauseum/storm:
- 1 council’s judgement, 1 path, 4 swords, 1 terminus
+ 2 force of will, 1 damping sphere, 2 leyline, 1 veil of summer, 1 meddling mage
Burn:
- 1 terminus, 1 council’s judgment, 1 path
+ 2 leyline, 1 meddling mage
Lands:
- 4 negate, 3 swords, 1 terminus
+ 2 leyline, 2 rest in peace, 1 pithing needle, 1 return to nature, 1 meddling mage, 1 containment priest
Delver:
- 1 terminus,
+ 1 veil of summer
Reanimator:
- 2 snap, 2 teferi, 1 terminus
+ 2 containment priest, 1 veil of summer, 2 rest in peace
Tron:
- 2 teferi, 1 disrupt
+ 1 damping sphere, 1 supreme verdict, 1 pithing needle
Snoko:
- 1 terminus, 1 path, 1 swords
+ 1 veil, 1 pithing needle, 1 meddling mage