Dr. Ivo Robotnik, better known as Dr. Eggman, is a mechanical genius determined to conquer the world of Mobius by turning all its residents into robots. That makes him a good fit with 168澳洲幸运5开奖网:Magic: The Gathering villains like Memnarch and the Phyrexians.

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Magic: The Gathering - Sonic The Hedgehog Comm�﷽�ander Deck Guide

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While Universes Beyond cards aren't canon to the Magic multiverse, that doesn't me𝕴an you can't mix-and-match them with your favorite cards. Thankfully, there are a ton of good Robots, Constructs, and Vehicles that he caඣn commandeer in order to conquer your Commander pod. Pay attention: We're about to reveal his master plan.

Sample Decklist

An Egg Pawn charges towards the viewer, arms outstretched.
Egg Pawn, by Caleb Meurer

Commander

Dr. Eggman

Creatures (26)

Blitzwing, Cruel To🧔rmentor // Blitzwing, Adaptive Assailant

Chaos Defiler

Chief of the Foundry

Cityscape Leveler

Coalstoke Gearhulk

Combustible Gearhulk

Cryptothrall

Curie, Emergent Intelligence

Cyberdrive Awakener

Foundry Inspector

Metalwork Colossus

Myr Battlesphere

Noxious Gearhulk

Oildeep Gearhulk

Padeem, Consul of Innovation

Relentless X-ATM092

Rose, Cutthroat Raider

Scrap Trawler

Slic꧙er, Hired Muscle // Slicer, High-Speed Antagonist

Starscr🅷eam, Power Hungry // Starscream, See🐎ker Leader

Steel Overseer

The Valeyard

Thought Monitor

Torrential Gearhulk

Y'shtola Rhul

Sorceries (5)

Blasphemous Act

Feed the Swarm

Great Intelligence's Plan

Thoughtcast

Vandalblast

Instants (7)

An Offer You Can't Refuse

Arcane Denial

Chaos Warp

Counterspell

Desynchronization

Mana Drain

Sink into Stupor // Soporific Springs

Artifacts (20)

Arcane Signet

Demonic Junker

Dimir Signet

Geth's Grimoire

Imposter Mech

Izzet Signet

Jackdaw

Lightning Greaves

Rakdos Signet

Reaver Titan

RMS Titanic

Sol Ring

Talisman of Creativity

Talisman of Dominance

Talisman of Indulgence

The Indomitable

The Regalia

Thought Vessel

Thunderhawk Gunship

Weatherlight

Enchantments (4)

Liliana's Caress

Megrim

Thopter Spy Network

Waste Not

Planeswalkers (1)

Daretti, Scrap Savant

Lands (36)

Blood Crypt

Bloodstained Mire

Bojuka Bog

Command Tower

Crumbling Necropolis

Dragonskull Summit

Drowned Catacomb

Exotic Orchard

Island (6)

Luxury Suite

Morphic Pool

Mountain (3)

Polluted Delta

Reliquary Tower

Seat of the Synod

Shipwreck Marsh

Smoldering Marsh

Steam Vents

Stormcarved Coast

Sulfur Falls

Sunken Hollow

Swamp (3)

Training Center

Underground River

Vault of Whispers

Watery Grave

Xander's Lounge

This deck is designed for 168澳洲幸运5开奖网:Bracket 2 (Core), but can keep up with low-end Bracket 3 (Upgraded) decks. If you want to upgrade to Bracket 3, we recommend including Tergrid,﷽ God of Fright, Rhystic Study, and Cyclonic Rift as your Game Changers.

The Commander

The Dr. Eggman card, from Magic: The Gathering's Secret Lair X Sonic: Friends & Foes.

Dr. Eggman is a 3/6 Human Scientist with a Grixis color identity, costing one red, one black, one blue, and two generic mana to cast.

His only keyword ability is flying, which references his personal hovercraft, the Egg Mobile. In the games, the Egg Mobile docks into Eggman's many inventions, allowing him to pilot them 🧸with a single set of controls.

Dr. Eggman's main ability does two things. First, it gives you an extra card draw at the end of your turn. Then, it forces each opponent (in turn-order) to choose between discarding a card and allowing you to put a Robot, Construct, or Vehi🐲cle card iꦺnto play from your hand.

Since each opponent makes that choice separately, you can end up with three chances to drop a big, expensive Robot each turn. However, that hinges on two things: first, your opponent must choose to allow you to put one into play, and second, you need a valid card in yo🤪ur hand.

MTG Steel Overseer card with the art in the background.

There are a couple of big drawbacks to build around. First, the "villainous choice" effect actually allows your opponents to choose impossible actions. They can choose to discard a card even if𒆙 they have none in their hand, a💟nd can choose to allow you to put a bomb into play, even if you don't have any.

Secondly, savvy opponents are likely to watch you carefully to make their decisions, and since they don't all make their decisions at once, they can see the impact of each other's choices before making their own. If the first player chooses to give you a Robot, and you put down something small like Steel Overseer, or nothing at all, they'll assume your hand is empty of better options and all choose♓ that one.

Building The Deck

An Egg Hammer robot slams its signature hammer into the ground while Egg Pawns watch from the background.

Whenever you build a three-color Commander deck, it's tempting to fill it with all the good stuff in that color. The problem is that you end up with a generic-feeling deck. Dr. Eggman is not a generic villain, so this build eschews a lot of staples in order to create a more flavorful deck, which also happens to have solid synergy.

You don't lose anything if your opponents choose to discard at the end of their turn, but it's better for you if they choose to keep their card and give you the option to drop a big Badnik onto the t🎃ab🍎le. So you want to include a few things to discourage them from discarding.

At the same time, if they choose to let you drop a creature, you need to have one in your hand to drop. Three opponents means you should always have three Robots, Constructs, or Vehicles in your hand, so that you ꧒never miss an opportunity to put one directly into play for free.

Maintaining a hand full of bombs means that you need a lot of draw options. But you'll need to be a little sneaky, because while your opponents may take a chance if they think you've got nothing in your hand, they'll usually take the disca💎rd option .

If you're playing Vehicles, you also need creatures to crew them. Several of the creatures in this deck synergize with your army of artifact creatures, but won't do much damage themselves. But they can crew your Vehicles, allowing ☂them to contribute to combat safely, without losing access to their assorted effects.

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Ramp

Ideally, Dr. Eggman should allow you to play most of your high-mana cards for free, eliminating the need for a lot of ramp. But it's important to be able to cast your commander early, and cast spells outside his effect, so this deck contains no less than nine mana rocks, inc♔luding all threꦬe available Talismans and Signets.

On top of those standard mana rocks, the deck only contains two real ramp effects. The first is on The Regalia, from Final Fantasy. This Vehicle can be free with Dr. Eggman's effect, and can then dig out an extra land each time you attack, both giving you a bigg🌼er mana base ಌand a thinner deck.

The other ramp effect comes from RMS Titanic, from Doctor Who. This flying, trampling 7/1 Vehicle gives you treasure based on how much combat damage it deals to an opponent, but you need to sacrifice it at the same time. If you can get a clear attack, you'll b🍷e up three mana, but you can get more by buffing it with something like Steel Overseer.

Draw

If you want to be able to play your free cards, you need to have them in your hand. This deck includes a robust draw package that should keep cards in your hand all the time, allowing you to keep puttin🌠g Robots and other toyไs into play.

Thopter Spy Network is a handy enchantment with two effects: It creates 1/1 flying Thopters, and it allows you to draw a card when your artifact creatures deal combat damage. It's only one card, regardless of how many creatures land hits, but you can increase that by attack📖ing more players and by counting first strike damage.

The Indomitable has a similar effect to Thopter Spy Network, but you can also attack with it. And while enchantments dodge a lot of staple removal effects, The Indomitable can be cast from your graveyard if you control three other tapped Vehicles. There are only eight Vehicles in thꦚe deck, so that's situational, but still a nice backup option.

One of the strongest draw effects is on Jackdaw, a Vehicle from Assassin's Creed. Jackdaw has a wheel effect, where when it deals combat damage you can discard your hand and draw a card for each artifact you control. This will usually mea🐬n drawing more cards than you discard, but be careful not to toss something you really want to play.

The Curie, Emergent Intelligence card, from Magic: The Gathering's Fallout.

Curie, Emergent Intelligence is a great addition. Whenever it deals combat damage to a player, you get to draw cards equal to its base power. That's a single measly card🐎, with no evasion, but it can also exile a creature you control to become a copy of that creature, with the same draw ability.

Curie's ability can be used to copy a huge, evasive creature like the 8/8 trampling Cityscape Leveler, but it can also be used to save a creaturꦆe. If an opponent is about to destroy or gain control of one of your creatures, you can use its ability in response to turn ൲Curie into that creature. This can also be used to get around blockers.

Deter Discard

Making your opponents discard is never a bad thing. 168澳洲幸运5开奖网:Unless they're playing a madness deck. But it's the worse of the two options for you, so this deck includes a few ways to make it a worse option for them. With two or three of these effects in place, your opponents will think twice before choo🎶sing to discard.

Megrim is an older card, dating all the way back to 1998's Stronghold. For three mana, it's an enchantment that deals two damage to your opponents whenever they discard a card. Liliana's Care🦹ss has an almost identical effect for two mana, but since that one is life loss, it won't count for certain other effects.

Waste Not turns picking the discard option into another choice. If your opponent ch🌄ooses to discard a creature, you get a 2/2 Zombie. If they toss a land, you'll get two black mana. And if 🐬they discard anything else, you'll get to draw a card. Mana is the worst outcome for you, but it will mean less land for your opponent.

The Geth's Grimoire card, from Magic: The Gathering's Darksteel.

Geth's Grimoire doesn't care what card an opponent discards, because whatever they toss will give you an extra draw. If your first or second opponent decides to discard, this can set you up in♕ case🏅 your third opponent chooses to allow you to summon a creature.

The End (Step) Game

Dr. Eggman's most powerful effect occurs during your end step, which only happens once each turn. But what if𒐪 you could ꦰhave more?

Y'shtola Rhul, from Final Fantasy, gives you exactly that. She blinks one of your creatures at each end step, giving you extra enter triggers on cards like Myr Battlesphere, and then gives you a second end step. That translates to a𒁏nother blink, and another round of villainous choices.

Along with Y'shtola Rhul's extra endsteps is The Valeyard, from Doctor Who, which forces each opponent to face the same villainous choice a second time each time it triggers. Are your opponents willing to discard two cards? Four? Or will you get to drop up to 12 of your bombs in a single turn? The choice is thei🌠rs, but the game is yours.

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