leptontraveler
14k views50 days ago
Commander
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{"ops":[{"insert":"So, for both game design and economic reasons, I have never been a fan of mechanically unique Secret Lairs... but ever since UB started to pick up speed I have sworn that I would buy any "},{"insert":{"card-link":"Sonic the Hedgehog"}},{"insert":" crossover, no questions asked.\n\n"},{"attributes":{"italic":true},"insert":"sigh, spends $100."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":" "},{"insert":"Here is my deck for Team Sonic, which hinges on the - seemingly - tenuous synergy between Sonic and "},{"insert":{"card-link":"Knuckles the Echidna"}},{"insert":". "},{"insert":{"card-link":"Amy Rose"}},{"insert":", "},{"insert":{"card-link":"Miles \"Tails\" Prower"}},{"insert":" and the reskins in the other two Sonic SLs give the deck some direction, but the main game plan is inspired by the intersection of Sonic and Knuckles.\n\nAm I talking about the fact that they both make Treasures? Well kind of. Knuckles is actually one of our win cons thanks to his "},{"attributes":{"italic":true},"insert":"Treasure Hunter "},{"insert":"ability, and Sonic does fuel that by creating Treasures whenever one of our creatures with Haste or Flash is damaged. But we can go further than just relying on both of their Treasure generating effects. Both of their conditions are relatively open ended: Knuckles cares about having 30 of any Artifact, and Sonic cares about any Creature with Haste or Flash. So... what if most of our Creatures were Artifact Creatures with either Haste or Flash?\n\nWell, enter "},{"insert":{"card-link":"Bomat Courier"}},{"insert":", "},{"insert":{"card-link":"Clockwork Percussionist"}},{"insert":", "},{"insert":{"card-link":"Gingerbrute"}},{"insert":", "},{"insert":{"card-link":"Rabbit Battery"}},{"insert":", "},{"insert":{"card-link":"Sarpadian Simulacrum"}},{"insert":", "},{"insert":{"card-link":"Red Herring"}},{"insert":", "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":", "},{"insert":{"card-link":"Sicarian Infiltrator"}},{"insert":", "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":", "},{"insert":{"card-link":"Iron Man, Titan of Innovation"}},{"insert":", "},{"insert":{"card-link":"Research Thief"}},{"insert":", "},{"insert":{"card-link":"Slicer, Hired Muscle // Slicer, High-Speed Antagonist"}},{"insert":" and "},{"insert":{"card-link":"Skitterbeam Battalion"}},{"insert":". Some of these creatures are good in Commander, some of them aren't. Some of them have utility outside of their type and keywords, some don't. But what matters now is that all of them are buffed by Sonic and count towards Knuckles' win con.\n\nOverall, our main plan is two fold, we start with Sonic - the deck's fearless leader - and we just keep attacking. We boost our Haste and Flash creatures, hit for as much damage as we can and generate Treasures when Sonic and his allies drop their rings. If that doesn't overwhelm them, then we find Knuckles ("},{"attributes":{"strike":true},"insert":"or our backup Knuckles - Hellkite Tyrant)"},{"insert":" and continue to horde artifacts until we either win the game or cannot run anymore.\n\nSo, basically:\nCast Haste/Flash Artifact Creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Sonic"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attack"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Profit"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep Attacking"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThis plan is supplemented by Amy, Tails and their own respective Artifact focuses.\n\nAmy, her Piko Piko Hammer ("},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":") and "},{"insert":{"card-link":"Open the Armory"}},{"insert":" all care about Equipment, with the first two auto-equipping Equipment at different times and Open the Armory finding any Equipment from our deck. We run 9 additional Equipment (and one incidental Reconfigure Creature in Rabbit Battery). We start with the obligatory "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":", "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" and "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" from the SL, as well as some other equipment inspired by them in the form of "},{"attributes":{"strike":true},"insert":{"card-link":"Silver Shroud Costume"}},{"insert":" and "},{"insert":{"card-link":"Mithril Coat"}},{"insert":" for some extra protection as well as "},{"insert":{"card-link":"Beamtown Beatstick"}},{"insert":" and "},{"insert":{"card-link":"Diamond Pick-Axe"}},{"insert":" for more Ramp/Artifact count. From there, I added some of what I consider to be \"staple\" Equipment cards like "},{"insert":{"card-link":"Shadowspear"}},{"insert":" and "},{"insert":{"card-link":"Bitterthorn, Nissa's Animus"}},{"insert":" (which gives us a second \"Creature\" we can search up with our non-creature Artifact tutors), as well as "},{"insert":{"card-link":"Assimilation Aegis"}},{"insert":" for a searchable removal spell.\n\nTails - meanwhile - is all about Vehicles, either giving them flying counters upon their ETB if they do not have flying, or drawing us a card if they do. As such, I grabbed a mixed bag of 9 Vehicles, some just good in their own right and some more... tailored to this deck's Hasty aggro focus. The good Vehicles should need no introduction - we run "},{"insert":{"card-link":"Reckoner Bankbuster"}},{"insert":", "},{"insert":{"card-link":"Smuggler's Copter"}},{"insert":" and Tornado (the "},{"insert":{"card-link":"Weatherlight"}},{"insert":"), mostly for card draw. Then we have three Hasty Vehicles to synergize with Sonic: "},{"insert":{"card-link":"Bessie, the Doctor's Roadster"}},{"insert":" (which is actually really good, since it lets Sonic attack safely), "},{"insert":{"card-link":"Gastal Thrillroller"}},{"insert":" (which hits hard and can keep coming back) and the backside of Slicer (well, both sides work, but the back is a Vehicle for Tails). Finally, I am manifesting my long dreamed of third entry in the "},{"attributes":{"link":"https://sonic.fandom.com/wiki/Sonic_Storybook_Series"},"insert":"Sonic Storybook Series"},{"insert":" (and padding my card draw count) with the "},{"insert":{"card-link":"Jackdaw"}},{"insert":", "},{"insert":{"card-link":"The Belligerent"}},{"insert":" and "},{"insert":{"card-link":"The Indomitable"}},{"insert":".\n\nAll of this is supplemented by the various and sundry other cards in the deck.\n\n"},{"insert":{"card-link":"Super State"}},{"insert":" made it in the deck on principle, and its final effect (that burns each other opponent for the damage the Enchanted Creature deals to our third opponent) inspired a small burn sub-theme that is carried by "},{"insert":{"card-link":"Jaws, Relentless Predator"}},{"insert":".\n\nWe also have one additional alternate wincon in the form of "},{"insert":{"card-link":"Mechanized Production"}},{"insert":". I love this card so much. It can ramp us by being attached to a Treasure or an Artifact Land (three of which are Indestructible), it can give us more Creatures to either attack or block with, and it can easily win us the game. With Sonic, Knuckles, The Reaver Cleaver, "},{"insert":{"card-link":"Captain Lannery Storm"}},{"insert":", "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":" and all of the aforementioned Treasure generators, getting eight or more Artifacts with the same name should be trivial.\n\nDespite what the tags say, this isn't really a +1/+1 counters deck. Sonic (and I guess Perilous Snare) is really the only source of +1/+1 counters, but he hands them out like candy. "},{"attributes":{"strike":true},"insert":"As such, I made room for a copy of The Ozolith in the deck just to make sure our counters never go to waste."},{"insert":" We also run Kilo, the EoC face commander, as a Hasty Artifact Creature that proliferates all our counters to basically double up on Sonic's attack trigger. \n\nI talk so confidently about having all these one or two ofs that are integral to our strategy... so I should probably put my money where my mouth is and talk about my card draw and tutor packages.\nThe deck has 21 pieces of card draw, ranging from land based one offs like "},{"insert":{"card-link":"Raugrin Triome"}},{"insert":", the Horizon Lands and "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":", to several of our Hasty Artifact Creatures, to synergistic cards like "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":", "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":", "},{"insert":{"card-link":"Sicarian Infiltrator"}},{"insert":", "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":", Jaws and Research Thief, to the aforementioned copters and boats.\nThe deck also has three Artifact tutors, two of which are the already discussed Open the Armory and Iron Man. Finally, one of the Sonic SLs gave us a Tails focused art for "},{"insert":{"card-link":"Fabricate"}},{"insert":" which, alongside all these other tutors, allow us to find any card out of almost half of our deck - including card draw, removal and even lands.\n\nSince Sonic and Knuckles are both so important to our game plan, and both of them want to attack, a lot of our Equipment, Vehicles and even spells focus on protecting them or granting them some kind of evasion. I know I already mentioned Bessie, but it is so good in this deck. As are cards like Shadowspear, "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" and "},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":". We also have one synergistic boardwide protection spell in the form of "},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" - a Flash Creature for Sonic that can save all of our Artifact Creatures from wipes like Vandalblast or Wrath of God.\n\nThis brings us to the deck's 19 card strong ramp suite. I know, I know, that seems like a lot given the deck's average MV of 2.76. However, this deck wants a critical amount of Artifacts, and in Jeskai colors the best ramp comes in the form of rocks and Treasures. Setting aside the aforementioned Artifact Treasure generator cards, we also have the Sonic themed "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" and all three of the Talismans in our colors.\n\nFinally, we have 16 pieces of interaction in the deck. I leaned super hard into Channel lands and MDFCs for removal, because I knew that it would be difficult for me to get as many lands as I should in the deck with all of the moving parts it has. So "},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":", "},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":", "},{"insert":{"card-link":"Kabira Takedown // Kabira Plateau"}},{"insert":", "},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":", "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" and "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" form the backbone of our interaction package. There are also the staples of "},{"insert":{"card-link":"Path to Exile"}},{"insert":" and... "},{"insert":{"card-link":"Dispatch"}},{"insert":", a sick "},{"insert":{"card-link":"Return the Favor"}},{"insert":", the obligatory Sonic SL "},{"insert":{"card-link":"Generous Gift"}},{"insert":", as well as "},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":", "},{"insert":{"card-link":"Caltrops"}},{"insert":", "},{"insert":{"card-link":"Perilous Snare"}},{"insert":" and "},{"insert":{"card-link":"Ty Lee, Chi Blocker"}},{"insert":" to synergize with Sonic and then some of the previously discussed cards like Sarpadian Simulacrum and Assimilation Ageis. Caltrops is really cool because - if people start playing around Sonic's final ability - we can drop it to start amassing Treasures and discourage attacks in our direction. Sure, we need to be careful about when we cast it in relation to Sonic and when we attack with our few X/1s, but the ability to accumulate Treasures to either have a big turn later in the game or win with Knuckles/Hellkite Tyrant is worth it.\n\nAnd that is my take on most - but not all - of the cards from the three Sonic the Hedgehog Secret Lairs. "},{"attributes":{"strike":true},"insert":"I am probably going to be late to work on July 14th, but it will be worth it."},{"insert":" Sonic the Hedgehog is my favorite non-magic IP, and this deck looks so fun.\n\nDespite the... difficulties of the current SL ordering system, I was able to get my hands on all three Sonic SLs, so we are a go to build this deck. I have also started testing it in my TTS playgroup - I haven't won a game yet but I was able to \"do the thing\" every time. Sonic just needs one or two other Haste/Flash creatures to start pressuring opponents' life totals, but I still need to find the balance between aggro and holding back blockers for my own life total. The draw engines and tutors help the deck flow and I only really lost because of stax/counterspells in one game and getting OTKed out of literal nowhere in another. As such, I swapped an Island for "},{"insert":{"card-link":"Mistrise Village"}},{"insert":" to at least have "},{"attributes":{"italic":true},"insert":"something "},{"insert":"to fight back against counterspells. As for getting OTKed, our removal should fortify us against that, . plus we have "},{"insert":{"card-link":"Masako the Humorless"}},{"insert":", a Flash Creature that lets our tapped Creatures block - meaning we can swing out and still protect our life total while also synergizing with Sonic's second and third effects.\n\nNote to self: "},{"attributes":{"link":"https://edhrec.com/articles/the-art-of-playing-it-cool-in-commander"},"insert":"don't be too noisy"},{"insert":".\n\nSo, upon further paper play testing, this deck is sick. It routinely starts applying pressure while other players are still building up their boards, and it doesn't fold to people just removing Sonic. Some of the midrange cards like Faerie Mastermind and Thopter Spy Network often dodge or survive whatever did Sonic in the first time - and we can then use them to stall and rebuild. As for backup plans, Sonic is still very much worth it at 6 mana, but I also discovered a hilarious secondary mode in the deck: Iron Man voltron. \n\nSpecifically, Iron Man and Piko Piko Hammer together are a menace. Well, actually, they are an Indestructible 6/4 flyer with Haste and the ability to auto attach Equipment to Iron Man directly from the deck. This is seriously scary, even without much other setup or board presence, as we can get our 1 MV Equipment off the Treasures that Iron Man creates to further buff him and then either ramp via more Treasures or gain life with Shadowspear. Legitimately, this mode turned around an entire game for me and led to a win I shouldn't have gotten. \n"}]}
Commander
Sonic the Hedgehog
Haste
Gotta Go Fast — Whenever Sonic the Hedgehog attacks, put a +1/+1 counter on each creature you control with flash or haste.
Whenever a creature you control with flash or haste is dealt damage, create a tapped Treasure token.
Gotta Go Fast — Whenever Sonic the Hedgehog attacks, put a +1/+1 counter on each creature you control with flash or haste.
Whenever a creature you control with flash or haste is dealt damage, create a tapped Treasure token.
Legendary Creature - Warrior Hedgehog

Commander
(CTRL to add secondary)
Burn
Jaws, Relentless Predator
Trample, haste
Whenever Jaws deals combat damage to a player, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever a noncreature artifact is sacrificed or destroyed, Jaws deals 1 damage to each opponent.
Whenever Jaws deals combat damage to a player, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever a noncreature artifact is sacrificed or destroyed, Jaws deals 1 damage to each opponent.
Legendary Creature - Shark

Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura

Burn
(CTRL to add secondary)
Draw
Reckoner Bankbuster
This Vehicle enters with three charge counters on it.
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
Artifact - Vehicle

Sicarian Infiltrator
Flash
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
Creature Artifact - Human Soldier

Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle

Draw
(CTRL to add secondary)
Evasion
Bessie, the Doctor's Roadster
Haste
Whenever Bessie attacks, another target legendary creature can't be blocked this turn.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Bessie attacks, another target legendary creature can't be blocked this turn.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Evasion
(CTRL to add secondary)
Finisher
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Beamtown Beatstick
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Bitterthorn, Nissa's Animus
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment

Captain Lannery Storm
Haste
Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
Legendary Creature - Human Pirate

Diamond Pick-Axe
Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip
Artifact - Equipment

Knuckles the Echidna
Double strike, trample, haste
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Treasure Hunter — At the beginning of your upkeep, if you control thirty or more artifacts, you win the game.
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Treasure Hunter — At the beginning of your upkeep, if you control thirty or more artifacts, you win the game.
Legendary Creature - Warrior Echidna

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Assimilation Aegis
When this Equipment enters, exile up to one target creature until this Equipment leaves the battlefield.
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Artifact - Equipment

Perilous Snare
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — : Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — : Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
Artifact

Ty Lee, Chi Blocker
Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee.
Legendary Creature - Human Ally Performer

Removal
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Tutor
Iron Man, Titan of Innovation
Flying, haste
Genius Industrialist — Whenever Iron Man attacks, create a Treasure token, then you may sacrifice a noncreature artifact. If you do, search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield tapped, then shuffle.
Genius Industrialist — Whenever Iron Man attacks, create a Treasure token, then you may sacrifice a noncreature artifact. If you do, search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield tapped, then shuffle.
Legendary Creature Artifact - Human Hero

Tutor
(CTRL to add secondary)
Maybeboard
Alchemist's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
Enchantment - Class

Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Chiss-Goria, Forge Tyrant
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying, haste
Whenever Chiss-Goria attacks, exile the top five cards of your library. You may cast an artifact spell from among them this turn. If you do, it has affinity for artifacts.
Flying, haste
Whenever Chiss-Goria attacks, exile the top five cards of your library. You may cast an artifact spell from among them this turn. If you do, it has affinity for artifacts.
Legendary Creature - Dragon

Comeuppance
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Instant

Commander Sofia Daguerre
Flash
Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Legendary Creature - Human Pilot

Danny Pink
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Legendary Creature - Human Soldier Advisor

Dinosaurs on a Spaceship
Vigilance, trample
Other Dinosaurs you control get +1/+1 and have vigilance and trample.
Suspend 4—
Whenever a time counter is removed from this card while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
Other Dinosaurs you control get +1/+1 and have vigilance and trample.
Suspend 4—
Whenever a time counter is removed from this card while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
Creature - Dinosaur

Epochrasite
This creature enters with three +1/+1 counters on it if you didn't cast it from your hand.
When this creature dies, exile it with three time counters on it and it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may cast this card without paying its mana cost. It has haste.)
When this creature dies, exile it with three time counters on it and it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may cast this card without paying its mana cost. It has haste.)
Creature Artifact - Construct

Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Gornog, the Red Reaper
Haste
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Legendary Creature - Warrior Minotaur

Lutri, the Spellchaser
Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Flash
When Lutri enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Flash
When Lutri enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Legendary Creature - Elemental Otter

Marauding Dreadship
Haste
When this Vehicle enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
When this Vehicle enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Mysterious Stranger
Flash
When this creature enters, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
When this creature enters, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
Creature - Human Rogue

Prying Blade
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Rover Blades
Double strike
Equipped creature has double strike.
Equip
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn. Creatures can't be attached to other permanents.)
Equipped creature has double strike.
Equip
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn. Creatures can't be attached to other permanents.)
Artifact - Equipment Vehicle

Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
Legendary Creature - Human Knight

Sentry Bot
Flash
This spell costs less to cast for each creature attacking you.
When this creature enters, you get for each creature attacking you.
At the beginning of combat on your turn, you may pay . If you do, put a +1/+1 counter on each creature you control.
This spell costs less to cast for each creature attacking you.
When this creature enters, you get for each creature attacking you.
At the beginning of combat on your turn, you may pay . If you do, put a +1/+1 counter on each creature you control.
Creature Artifact - Robot

Sidequest: Catch a Fish
At the beginning of your upkeep, look at the top card of your library. If it's an artifact or creature card, you may reveal it and put it into your hand. If you put a card into your hand this way, create a Food token and transform this enchantment.
Enchantment


Strixhaven Stadium
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Artifact

Tannuk, Steadfast Second
Other creatures you control have haste.
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Kavu Pilot

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

The Ooze
Whenever a creature you control with a +1/+1 counter on it leaves the battlefield, create a Mutagen token for each +1/+1 counter on it. (A Mutagen token is an artifact with ", , Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
: Exile target card from a graveyard. Create a Mutagen token.
: Exile target card from a graveyard. Create a Mutagen token.
Legendary Artifact

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"So, for both game design and economic reasons, I have never been a fan of mechanically unique Secret Lairs... but ever since UB started to pick up speed I have sworn that I would buy any "},{"insert":{"card-link":"Sonic the Hedgehog"}},{"insert":" crossover, no questions asked.\n\n"},{"attributes":{"italic":true},"insert":"sigh, spends $100."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":" "},{"insert":"Here is my deck for Team Sonic, which hinges on the - seemingly - tenuous synergy between Sonic and "},{"insert":{"card-link":"Knuckles the Echidna"}},{"insert":". "},{"insert":{"card-link":"Amy Rose"}},{"insert":", "},{"insert":{"card-link":"Miles \"Tails\" Prower"}},{"insert":" and the reskins in the other two Sonic SLs give the deck some direction, but the main game plan is inspired by the intersection of Sonic and Knuckles.\n\nAm I talking about the fact that they both make Treasures? Well kind of. Knuckles is actually one of our win cons thanks to his "},{"attributes":{"italic":true},"insert":"Treasure Hunter "},{"insert":"ability, and Sonic does fuel that by creating Treasures whenever one of our creatures with Haste or Flash is damaged. But we can go further than just relying on both of their Treasure generating effects. Both of their conditions are relatively open ended: Knuckles cares about having 30 of any Artifact, and Sonic cares about any Creature with Haste or Flash. So... what if most of our Creatures were Artifact Creatures with either Haste or Flash?\n\nWell, enter "},{"insert":{"card-link":"Bomat Courier"}},{"insert":", "},{"insert":{"card-link":"Clockwork Percussionist"}},{"insert":", "},{"insert":{"card-link":"Gingerbrute"}},{"insert":", "},{"insert":{"card-link":"Rabbit Battery"}},{"insert":", "},{"insert":{"card-link":"Sarpadian Simulacrum"}},{"insert":", "},{"insert":{"card-link":"Red Herring"}},{"insert":", "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":", "},{"insert":{"card-link":"Sicarian Infiltrator"}},{"insert":", "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":", "},{"insert":{"card-link":"Iron Man, Titan of Innovation"}},{"insert":", "},{"insert":{"card-link":"Research Thief"}},{"insert":", "},{"insert":{"card-link":"Slicer, Hired Muscle // Slicer, High-Speed Antagonist"}},{"insert":" and "},{"insert":{"card-link":"Skitterbeam Battalion"}},{"insert":". Some of these creatures are good in Commander, some of them aren't. Some of them have utility outside of their type and keywords, some don't. But what matters now is that all of them are buffed by Sonic and count towards Knuckles' win con.\n\nOverall, our main plan is two fold, we start with Sonic - the deck's fearless leader - and we just keep attacking. We boost our Haste and Flash creatures, hit for as much damage as we can and generate Treasures when Sonic and his allies drop their rings. If that doesn't overwhelm them, then we find Knuckles ("},{"attributes":{"strike":true},"insert":"or our backup Knuckles - Hellkite Tyrant)"},{"insert":" and continue to horde artifacts until we either win the game or cannot run anymore.\n\nSo, basically:\nCast Haste/Flash Artifact Creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Sonic"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attack"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Profit"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep Attacking"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThis plan is supplemented by Amy, Tails and their own respective Artifact focuses.\n\nAmy, her Piko Piko Hammer ("},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":") and "},{"insert":{"card-link":"Open the Armory"}},{"insert":" all care about Equipment, with the first two auto-equipping Equipment at different times and Open the Armory finding any Equipment from our deck. We run 9 additional Equipment (and one incidental Reconfigure Creature in Rabbit Battery). We start with the obligatory "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":", "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" and "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" from the SL, as well as some other equipment inspired by them in the form of "},{"attributes":{"strike":true},"insert":{"card-link":"Silver Shroud Costume"}},{"insert":" and "},{"insert":{"card-link":"Mithril Coat"}},{"insert":" for some extra protection as well as "},{"insert":{"card-link":"Beamtown Beatstick"}},{"insert":" and "},{"insert":{"card-link":"Diamond Pick-Axe"}},{"insert":" for more Ramp/Artifact count. From there, I added some of what I consider to be \"staple\" Equipment cards like "},{"insert":{"card-link":"Shadowspear"}},{"insert":" and "},{"insert":{"card-link":"Bitterthorn, Nissa's Animus"}},{"insert":" (which gives us a second \"Creature\" we can search up with our non-creature Artifact tutors), as well as "},{"insert":{"card-link":"Assimilation Aegis"}},{"insert":" for a searchable removal spell.\n\nTails - meanwhile - is all about Vehicles, either giving them flying counters upon their ETB if they do not have flying, or drawing us a card if they do. As such, I grabbed a mixed bag of 9 Vehicles, some just good in their own right and some more... tailored to this deck's Hasty aggro focus. The good Vehicles should need no introduction - we run "},{"insert":{"card-link":"Reckoner Bankbuster"}},{"insert":", "},{"insert":{"card-link":"Smuggler's Copter"}},{"insert":" and Tornado (the "},{"insert":{"card-link":"Weatherlight"}},{"insert":"), mostly for card draw. Then we have three Hasty Vehicles to synergize with Sonic: "},{"insert":{"card-link":"Bessie, the Doctor's Roadster"}},{"insert":" (which is actually really good, since it lets Sonic attack safely), "},{"insert":{"card-link":"Gastal Thrillroller"}},{"insert":" (which hits hard and can keep coming back) and the backside of Slicer (well, both sides work, but the back is a Vehicle for Tails). Finally, I am manifesting my long dreamed of third entry in the "},{"attributes":{"link":"https://sonic.fandom.com/wiki/Sonic_Storybook_Series"},"insert":"Sonic Storybook Series"},{"insert":" (and padding my card draw count) with the "},{"insert":{"card-link":"Jackdaw"}},{"insert":", "},{"insert":{"card-link":"The Belligerent"}},{"insert":" and "},{"insert":{"card-link":"The Indomitable"}},{"insert":".\n\nAll of this is supplemented by the various and sundry other cards in the deck.\n\n"},{"insert":{"card-link":"Super State"}},{"insert":" made it in the deck on principle, and its final effect (that burns each other opponent for the damage the Enchanted Creature deals to our third opponent) inspired a small burn sub-theme that is carried by "},{"insert":{"card-link":"Jaws, Relentless Predator"}},{"insert":".\n\nWe also have one additional alternate wincon in the form of "},{"insert":{"card-link":"Mechanized Production"}},{"insert":". I love this card so much. It can ramp us by being attached to a Treasure or an Artifact Land (three of which are Indestructible), it can give us more Creatures to either attack or block with, and it can easily win us the game. With Sonic, Knuckles, The Reaver Cleaver, "},{"insert":{"card-link":"Captain Lannery Storm"}},{"insert":", "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":" and all of the aforementioned Treasure generators, getting eight or more Artifacts with the same name should be trivial.\n\nDespite what the tags say, this isn't really a +1/+1 counters deck. Sonic (and I guess Perilous Snare) is really the only source of +1/+1 counters, but he hands them out like candy. "},{"attributes":{"strike":true},"insert":"As such, I made room for a copy of The Ozolith in the deck just to make sure our counters never go to waste."},{"insert":" We also run Kilo, the EoC face commander, as a Hasty Artifact Creature that proliferates all our counters to basically double up on Sonic's attack trigger. \n\nI talk so confidently about having all these one or two ofs that are integral to our strategy... so I should probably put my money where my mouth is and talk about my card draw and tutor packages.\nThe deck has 21 pieces of card draw, ranging from land based one offs like "},{"insert":{"card-link":"Raugrin Triome"}},{"insert":", the Horizon Lands and "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":", to several of our Hasty Artifact Creatures, to synergistic cards like "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":", "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":", "},{"insert":{"card-link":"Sicarian Infiltrator"}},{"insert":", "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":", Jaws and Research Thief, to the aforementioned copters and boats.\nThe deck also has three Artifact tutors, two of which are the already discussed Open the Armory and Iron Man. Finally, one of the Sonic SLs gave us a Tails focused art for "},{"insert":{"card-link":"Fabricate"}},{"insert":" which, alongside all these other tutors, allow us to find any card out of almost half of our deck - including card draw, removal and even lands.\n\nSince Sonic and Knuckles are both so important to our game plan, and both of them want to attack, a lot of our Equipment, Vehicles and even spells focus on protecting them or granting them some kind of evasion. I know I already mentioned Bessie, but it is so good in this deck. As are cards like Shadowspear, "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" and "},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":". We also have one synergistic boardwide protection spell in the form of "},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" - a Flash Creature for Sonic that can save all of our Artifact Creatures from wipes like Vandalblast or Wrath of God.\n\nThis brings us to the deck's 19 card strong ramp suite. I know, I know, that seems like a lot given the deck's average MV of 2.76. However, this deck wants a critical amount of Artifacts, and in Jeskai colors the best ramp comes in the form of rocks and Treasures. Setting aside the aforementioned Artifact Treasure generator cards, we also have the Sonic themed "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" and all three of the Talismans in our colors.\n\nFinally, we have 16 pieces of interaction in the deck. I leaned super hard into Channel lands and MDFCs for removal, because I knew that it would be difficult for me to get as many lands as I should in the deck with all of the moving parts it has. So "},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":", "},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":", "},{"insert":{"card-link":"Kabira Takedown // Kabira Plateau"}},{"insert":", "},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":", "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" and "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" form the backbone of our interaction package. There are also the staples of "},{"insert":{"card-link":"Path to Exile"}},{"insert":" and... "},{"insert":{"card-link":"Dispatch"}},{"insert":", a sick "},{"insert":{"card-link":"Return the Favor"}},{"insert":", the obligatory Sonic SL "},{"insert":{"card-link":"Generous Gift"}},{"insert":", as well as "},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":", "},{"insert":{"card-link":"Caltrops"}},{"insert":", "},{"insert":{"card-link":"Perilous Snare"}},{"insert":" and "},{"insert":{"card-link":"Ty Lee, Chi Blocker"}},{"insert":" to synergize with Sonic and then some of the previously discussed cards like Sarpadian Simulacrum and Assimilation Ageis. Caltrops is really cool because - if people start playing around Sonic's final ability - we can drop it to start amassing Treasures and discourage attacks in our direction. Sure, we need to be careful about when we cast it in relation to Sonic and when we attack with our few X/1s, but the ability to accumulate Treasures to either have a big turn later in the game or win with Knuckles/Hellkite Tyrant is worth it.\n\nAnd that is my take on most - but not all - of the cards from the three Sonic the Hedgehog Secret Lairs. "},{"attributes":{"strike":true},"insert":"I am probably going to be late to work on July 14th, but it will be worth it."},{"insert":" Sonic the Hedgehog is my favorite non-magic IP, and this deck looks so fun.\n\nDespite the... difficulties of the current SL ordering system, I was able to get my hands on all three Sonic SLs, so we are a go to build this deck. I have also started testing it in my TTS playgroup - I haven't won a game yet but I was able to \"do the thing\" every time. Sonic just needs one or two other Haste/Flash creatures to start pressuring opponents' life totals, but I still need to find the balance between aggro and holding back blockers for my own life total. The draw engines and tutors help the deck flow and I only really lost because of stax/counterspells in one game and getting OTKed out of literal nowhere in another. As such, I swapped an Island for "},{"insert":{"card-link":"Mistrise Village"}},{"insert":" to at least have "},{"attributes":{"italic":true},"insert":"something "},{"insert":"to fight back against counterspells. As for getting OTKed, our removal should fortify us against that, . plus we have "},{"insert":{"card-link":"Masako the Humorless"}},{"insert":", a Flash Creature that lets our tapped Creatures block - meaning we can swing out and still protect our life total while also synergizing with Sonic's second and third effects.\n\nNote to self: "},{"attributes":{"link":"https://edhrec.com/articles/the-art-of-playing-it-cool-in-commander"},"insert":"don't be too noisy"},{"insert":".\n\nSo, upon further paper play testing, this deck is sick. It routinely starts applying pressure while other players are still building up their boards, and it doesn't fold to people just removing Sonic. Some of the midrange cards like Faerie Mastermind and Thopter Spy Network often dodge or survive whatever did Sonic in the first time - and we can then use them to stall and rebuild. As for backup plans, Sonic is still very much worth it at 6 mana, but I also discovered a hilarious secondary mode in the deck: Iron Man voltron. \n\nSpecifically, Iron Man and Piko Piko Hammer together are a menace. Well, actually, they are an Indestructible 6/4 flyer with Haste and the ability to auto attach Equipment to Iron Man directly from the deck. This is seriously scary, even without much other setup or board presence, as we can get our 1 MV Equipment off the Treasures that Iron Man creates to further buff him and then either ramp via more Treasures or gain life with Shadowspear. Legitimately, this mode turned around an entire game for me and led to a win I shouldn't have gotten. \n"}]}























































































































































































