OTK
Check every step of a one-turn kill, from mana and damage to targets and space. Learn how OTK decks save pieces and plan around enemy defenses.
OTK means one-turn kill. It is a set of plays that wins in a single turn, often without a minion left from an earlier turn.
OTK describes the finish, not the whole deck. A slow control deck may use an OTK late. A fast combo deck may try for the same damage much sooner.
Check the full winning turn
Count enemy Health and Armor, damage boosts, card discounts, and the cost of any draw or card creation you need. Check legal targets, Taunt, shields, board space, and whether each attacker is ready.
If a random result matters, say whether the win is sure or only possible. Do not count the best roll as if it must happen.
Save pieces based on how hard they are to replace. An extra damage card may serve as removal. A unique helper card may need to stay in hand unless you must spend it to live.
Hide extra clues about your plan when doing so costs little. Do not give up safety only to keep the plan secret.
Strengths and weak spots
An OTK can beat a deck that only clears boards. There may be no threat for it to remove before the winning turn.
Fast attacks, disruption, and extra defenses can stop the combo. Sometimes half the combo can make a winning board or save your hero. Ask if waiting helps you or just gives the enemy another chance to stop you.
In a replay, find the earliest real win and any wrong assumption that made a failed win look possible.
To plan draw and consistency, list the exact pieces, their replacements, and the time needed to find them.