
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.)
Doc Ock is a mono-blue beater: fill your graveyard fast to make him a recurring 8/8, then deploy a second Villain to give him hexproof and swing in for hard-to-interact-with commander damage. Early turns you draw, mill, and set up board control; mid-game you cast Doc Ock and protect the kill clock while leaning on blue's countermagic and bounce.
Add fast, repeatable self-mill (Hedron Crab, Mesmeric Orb) and unblockable enablers (Aqueous Form, Spectral Flight) so Doc Ock reliably connects for lethal early. Layer in mono-blue staples—Cyclonic Rift, Rhystic Study, Mystic Remora, and the best counterspells—to control the table while your hexproof beater clocks them. To raise the ceiling, splash protection like Heroic Intervention effects via blue alternatives (Slip Out the Back, Tale's End) and an infinite mill or extra-combat finisher for redundancy.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (U), by popularity.