Ojutai wants a deck that slows the whole table down with rules everyone must follow. It also suits a deck that is built around one creature type, like Elves or Dragons.
Mana cost
White, Blue ()
Power / toughness5 / 6
RarityRare
Flying, vigilance
Whenever a Dragon you control attacks, tap target nonland permanent an opponent controls. That permanent doesn't untap during its controller's next untap step.
Picked for what they do in Ojutai's deck. When two cards do the same job, the one with the lower comes first. All of them fit Ojutai's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Ojutai works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast24 Nov 2014
The ability only applies during the controller’s next untap step, even if the permanent has been the target of Ojutai’s triggered ability more than once. The permanent won’t stay tapped through multiple untap steps.
Wizards of the Coast24 Nov 2014
The ability tracks the permanent, but not its controller. If the permanent changes controllers before its first controller’s next untap step, then it won’t untap during its new controller’s next untap step.
Wizards of the Coast24 Nov 2014
The triggered ability can target a nonland permanent that’s already tapped. That permanent won’t untap during its controller’s next untap step.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.StaxStax decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.Open the Stax pageFreeze / Tap LockKeeps permanents tapped, or stops them untapping normally. It denies opponents their mana and attackers, and on your own cards it is the drawback you pay for a burst of power. Basalt Monolith, Intruder AlarmOpen the Freeze / Tap Lock pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageDragonsDragons are big flying creatures, most often red.Open the Dragons page
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