Arcane Foundry › Commanders › Doc Ock, Sinister Scientist
Doc Ock, Sinister Scientist
Legendary Creature — Human Scientist Villain · {4}{U} · Blue commander
As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.)
Build a Doc Ock, Sinister Scientist deck →
What Doc Ock, Sinister Scientist actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- AbilityAs long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
- AbilityAs long as you control another Villain, Doc Ock has hexproof.
What a Doc Ock, Sinister Scientist deck needs
Plays as villain typal. What the commander asks of the other 99 — read from the card and checked by hand.
- self-mill, discard and recursion (the graveyard is a resource its text reads)
- villain creatures (its text counts them)
The Doc Ock, Sinister Scientist deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 30× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 9× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Doc Ock, Sinister Scientist
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Lady Octopus, Inspired Inventor1 mana
- Aerial Doombot1 mana
- Kid Loki1 mana
- Chameleon, Master of Disguise4 mana
- Hydro-Man, Fluid Felon2 mana
- A.I.M. Synthoids2 mana
- Flying Octobot2 mana
- Living Lies of Loki2 mana
Put your own cards into your graveyard as a resource
- Altar of Dementia2 mana
- Brain Freeze2 mana
- Codex Shredder1 mana
- Hedron Crab1 mana
- Thought Scour1 mana
- Emry, Lurker of the Loch3 mana
- Eden, Seat of the Sanctum0 mana
- Trenchpost0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Suspend1 mana
- Snap2 mana
- Into the Flood Maw1 mana
- Unsummon1 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Transmute Artifact2 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana
- Evacuation5 mana
- Perplexing Test5 mana
- Raise the Palisade5 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Herald's Horn3 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- The One Ring4 mana
Keep a permanent you control alive through removal
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana