Overview & Win Condition
OTK Cat Lady is Immorticia at her most sinister: a combo deck disguised as a board deck. Every cheap trick and Pet you play feeds Cat Lady, turning a harmless-looking early drop into the biggest threat on the lawn. Zombie Yeti is the engine's fuel — bouncing back to hand and getting redeployed through Yeti Lunchbox means a steady stream of Pet triggers that the plant hero cannot interact with.
The kill itself happens on the tricks phase, where plants can never respond. Once Cat Lady's attack crosses the lethal threshold, Lurch For Lunch grants her a free bonus attack out of nowhere, and Fun-Dead Raiser discounts let you stack multiple combo pieces into a single explosive turn. With a 99 synergy rating — the highest in our entire Immorticia database — there is almost no dead card in the list.
Key Combo Pieces
Cat Lady
The win condition. Grows with every trick and Pet you play, so protect her at all costs and never trade her into removal range carelessly.
Zombie Yeti
The fuel. Each bounce-and-replay cycle is another Pet trigger for Cat Lady, plus a real body that demands an answer on its own.
Lurch For Lunch
The trigger. A trick-phase bonus attack from a fully grown Cat Lady is the OTK — count your damage before you commit.
Mulligan Strategy
Your opening hand decides whether Cat Lady comes down protected and starts scaling early, or arrives late into a developed board where she gets answered on sight.
Always Keep
Cat Lady and Yeti Lunchbox. An early Cat Lady with cheap trick support is your entire gameplan — without her, the deck is just a pile of fair cards.
Vs. Aggro
Nibble and Squirrel Herder. You need cheap interaction to survive long enough to assemble the combo — Extinction Event is too slow to keep against wide early boards.
Turn-By-Turn Sequence
Early Setup (Turns 1-3): Land Cat Lady in a protected lane — ideally behind a gravestone curve so the plant hero has to guess where the threat is. Use Nibble to clear chip threats while passively growing the cat, and start banking Yeti Lunchbox value. Resist the urge to attack into bad trades; Cat Lady's job is to survive, not to brawl.
Mid-Game Scaling (Turns 4-6): This is the Yeti loop window. Deploy Zombie Yeti, recycle him with Yeti Lunchbox, and chain cheap tricks — every single one is +1 attack on Cat Lady. Teleport and Teleportation Zombie let you develop on the tricks phase, dodging removal timing entirely. Hold Rocket Science for the plant hero's premium finisher, and use Extinction Event only when it answers a genuine threat, not just a body.
Lethal Execution (Turns 7+): Count the damage: Cat Lady's current attack plus her normal combat swing plus a Lurch For Lunch bonus attack. Fun-Dead Raiser's discounts are what make the true one-turn version possible, letting you stack Teleport repositioning, the Lurch trigger, and extra trick fuel into a single turn. Move her into an open lane with Teleport, fire Lurch For Lunch during the tricks phase, and the plant hero never gets a turn to respond.
Common Mistakes
Growing the cat in a contested lane. Cat Lady's attack means nothing if she eats removal or a bad block. Keep her out of harm's way and let the tricks do the growing — repositioning with Teleport on the final turn is free.
Burning Lurch For Lunch for tempo. Using your OTK trigger to win a midgame trade feels fine in the moment and loses the game three turns later. You run four copies, but plant heroes with card draw will make you need every one.
Forgetting the fair-game backup. If Cat Lady gets answered repeatedly, a Zombie Yeti backed by Squirrel Herder and trick-phase teleports is a perfectly serviceable beatdown plan. Don't tunnel on the combo when the honest win is on the table.