GentlemanKrow
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Commander
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Commander
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Lithoform Engine
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
Legendary Artifact

N'Yami-Class Mother Ship
Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3
Artifact - Vehicle

Artifact
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Myr Battlesphere
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Creature Artifact - Construct Myr

Pinnacle Emissary
Whenever you cast an artifact spell, create a 1/1 colorless Drone artifact creature token with flying and "This token can block only creatures with flying."
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature Artifact - Robot

Badniks
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Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact

Celebr-8000
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, this creature gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn.
• 2 — menace
• 3 — vigilance
• 4 — lifelink
• 5 — flying
• 6 — indestructible
• 2 — menace
• 3 — vigilance
• 4 — lifelink
• 5 — flying
• 6 — indestructible
Creature Artifact - Clown Robot

Scavenged Brawler
Flying, vigilance, trample, lifelink
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
Creature Artifact - Construct

Counters
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Scientist Supreme of A.I.M.
Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.)
Legendary Creature - Human Scientist Villain

Scrapyard Recombiner
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
Creature Artifact - Construct

Creature
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Entropic Battlecruiser
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
1+ | Whenever an opponent discards a card, they lose 3 life.
8+ | Flying, deathtouch
Whenever this Spacecraft attacks, each opponent discards a card. Each opponent who can't loses 3 life.
1+ | Whenever an opponent discards a card, they lose 3 life.
8+ | Flying, deathtouch
Whenever this Spacecraft attacks, each opponent discards a card. Each opponent who can't loses 3 life.
Artifact - Spacecraft

Discard
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Barbed Servitor
Indestructible
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
Creature Artifact - Construct

Curie, Emergent Intelligence
Whenever Curie deals combat damage to a player, draw cards equal to its base power.
, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
Legendary Creature Artifact - Robot

Draw
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Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft

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

Egg Fleet
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Depthshaker Titan
When this creature enters, any number of target noncreature artifacts you control become 3/3 artifact creatures. Sacrifice them at the beginning of the next end step.
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature Artifact - Robot

Heavies
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Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Land
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Reaver Titan
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Mechs
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Super-Adaptoid
Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance.
Legendary Creature Artifact - Villain Robot

Metal Sonic
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Tezzeret, Master of the Bridge
Creature and planeswalker spells you cast have affinity for artifacts. (They cost less to cast for each artifact you control.)
+2: Tezzeret deals X damage to each opponent, where X is the number of artifacts you control. You gain X life.
−3: Return target artifact card from your graveyard to your hand.
−8: Exile the top ten cards of your library. Put all artifact cards from among them onto the battlefield.
+2: Tezzeret deals X damage to each opponent, where X is the number of artifacts you control. You gain X life.
−3: Return target artifact card from your graveyard to your hand.
−8: Exile the top ten cards of your library. Put all artifact cards from among them onto the battlefield.
Legendary Planeswalker - Tezzeret

Planeswalker
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Protection
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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

Pump
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Artificer Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Enchantment - Class

Su-Chi Cave Guard
Vigilance
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature dies, add eight . Until end of turn, you don't lose this mana as steps and phases end.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature dies, add eight . Until end of turn, you don't lose this mana as steps and phases end.
Creature Artifact - Construct

Ramp
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Coalstoke Gearhulk
Menace, deathtouch
When this creature enters, put target creature card with mana value 4 or less from a graveyard onto the battlefield under your control with a finality counter on it. That creature gains menace, deathtouch, and haste. At the beginning of your next end step, exile that creature.
When this creature enters, put target creature card with mana value 4 or less from a graveyard onto the battlefield under your control with a finality counter on it. That creature gains menace, deathtouch, and haste. At the beginning of your next end step, exile that creature.
Creature Artifact - Construct

Golbez, Crystal Collector
Whenever an artifact you control enters, surveil 1.
At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power.
At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power.
Legendary Creature - Human Wizard

Interceptor Mechan
Flying
When this creature enters, return target artifact or creature card from your graveyard to your hand.
Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
When this creature enters, return target artifact or creature card from your graveyard to your hand.
Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
Creature Artifact - Robot

The Falcon, Airship Restored
Flying
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
: Return this card from your graveyard to the battlefield tapped.
Crew 2
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
: Return this card from your graveyard to the battlefield tapped.
Crew 2
Legendary Artifact - Vehicle

Recursion
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Removal
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Phoenix Fleet Airship
Flying
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that's a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that's a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1
Artifact - Vehicle

Tokens
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Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#ffffff"},"insert":"E.G.G.M.A.N."},{"attributes":{"header":2},"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Hi! This is my take on a Dr. Eggman deck! This has been the most fun I've had building a deck, and I think has cemented Eggman as my favourite Commander. As a general disclaimer, this is a purely casual deck, built with theming in mind over raw-power. Where possible, I've included cards that I think fit Eggman's character the best, and most closely resemble some of the things he does in the Sonic games. Hopefully that explains some of the more odd cards that I've included! Hope you enjoy!"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Thematic Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Broadcast Takeover"},{"attributes":{"color":"#ffffff"},"insert":" - A very useful reversal we can use to steal our opponent's artifacts for a turn! I can definitely see this being Eggman reprogramming our opponents' artifacts to be used against them. It's also very reminiscent of Eggman's famous \"Citizens of Earth; lend me your ears!\" announcement from Sonic Adventure 2."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Celebr-8000"},{"attributes":{"color":"#ffffff"},"insert":" - A goofy little robot that I feel fits some of Eggman's more colourful creations from games like Sonic Heroes. Mechanically speaking, it can also help out with our Metal Sonic mode (more on that later)."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"The Egg Fleet:"},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Dawnsire, Sunstar Dreadnought"},{"attributes":{"color":"#ffffff"},"insert":" - Our stand-in for Eggman's massive Egg Carrier from Sonic Adventure, with the huge front-mounted laser cannon! "},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Entropic Battlecruiser - "},{"attributes":{"color":"#ffffff"},"insert":"One of our few discard-punishing tools!"},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"The Falcon, Airship Restored - "},{"attributes":{"color":"#ffffff"},"insert":"Eternally recyclable recursion for any creature we need!"},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Weatherlight - "},{"attributes":{"color":"#ffffff"},"insert":"Very useful tool for sorting out our library and helping us get exactly what we need for the situation."},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Phoenix Fleet Airship - "},{"attributes":{"color":"#ffffff"},"insert":"Given that we have lots of cards that require us to sacrifice artifacts (Scrapyard Recombiner, Time Sieve, Metalwork Colossus, etc.), we'll likely be making tokens of this at each of our end steps. "},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"N'Yami-Class Mother Ship"},{"attributes":{"color":"#ffffff"},"insert":" - One of our most valuable vehicles to cheat out with Eggman's ability. Since the deck is literally 95% permanent spells, we going to be able to cheat out even more things every time this vehicle deals combat damage to an opponent. Even if we draw a non-permanent spell, it still goes to our hand, so either way we're in a good spot. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Encroaching Mycosynth"},{"attributes":{"color":"#ffffff"},"insert":" - This artifact will turn all of our non-land permanents into artifacts! Very useful for cards that let us search the library for artifacts, making it so our few non-artifact creatures benefit from cards like Cryptothrall, and for preventing our board wipe from backfiring and destroying our non-artifact creatures. Eggman is known for turning organic creatures into robiticised counterparts, particularly in the comics, so I feel like this evokes that feeling."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Imposter Mech & Reaver Titan"},{"attributes":{"color":"#ffffff"},"insert":" - Our two most notable vehicles. Imposter Mech is a fun one that can copy our opponent's strongest creature, and Reaver Titan is our stand-in for the mighty Egg Dragoon from Sonic Unleashed; Eggman's most powerful mech so far."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Myr Battlesphere "},{"attributes":{"color":"#ffffff"},"insert":"- It would feel blasphemous to not include the Egg Hammer and Egg Pawn reprints that they made for the Secret Lair. Egg Hammer lets us quickly populate the battlefield with Egg Pawns. I definitely wanted to try and make the Egg Pawns the most used tokens in the deck, being the main infantry for the Eggman Empire."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Super-Adaptoid"},{"attributes":{"color":"#ffffff"},"insert":" - Metal Sonic! After testing with lots of different artifact creatures, I've finally settled on Super-Adaptoid to be our stand-in for Metal Sonic. Copying keywords from both our side and our opponents' sides feels very on-brand for Metal, and we can help bolster him further with some specific cards as the game progresses (See the Metal Sonic mode). "},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":" "},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Their Name Is Death"},{"attributes":{"color":"#ffffff"},"insert":" - The Death Egg. Destroying all non-artifact creatures can be game-changing, especially if we have Encroaching Mycosynth on the field as mentioned previously. Also the fact the 'Death' is in the name of the card is just *chef's kiss*"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Time Sieve"},{"attributes":{"color":"#ffffff"},"insert":" - Though it's not a creature card, I think this is a very fitting stand-in for the Time Eater! We'll have lots of opportunities to generate tokens to pay for Time Sieve's ability. There's even a late-game infinite combo utilising Time Sieve, Artificer Class (Level 3), and Egg Hammer, appropriately! "},{"insert":"\n"},{"attributes":{"background":"#232323","color":"#ffffff"},"insert":"At the beginning of your end step, Artificer Class triggers, creating a token copy of Egg Hammer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#232323","color":"#ffffff"},"insert":"The Egg Hammer token enters the battlefield, creating four 1/1 Egg Pawns creature tokens."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#232323","color":"#ffffff"},"insert":"Activate Time Sieve by tapping it, sacrificing the Egg Hammer token and sacrificing the four Egg Pawn tokens, causing you to take an extra turn after this one."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#232323","color":"#ffffff"},"insert":"Repeat each turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff","bold":true},"insert":"Weapons Manufacturing"},{"attributes":{"color":"#ffffff"},"insert":" - It feels fitting to have Eggman utilise a factory for making weapons. We see him using cannons in lots of the Sonic games, most notably the opening cutscene from Sonic Unleashed. This is one of the token producing cards that can help pay for Time Sieve's ability, and can also be used in a surprisingly useful way with Depthshaker Titan! On the turn that Depthshaker Titan enters, we can turn all of our Munitions tokens into creatures, which we can throw at our opponents. Whether they get blocked or not, they get sacrificed at the end of the turn, dealing 2 damage to any target per Munitions token that we generated!"},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"The Master Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Eggman does a lot of the heavy lifting. Every end step, we draw a card, then an opponent faces a villainous choice; discard, or let us play a Construct, Robot, or Vehicle from our hand onto the battlefield for free. Either way we're in a good spot. This is the engine the whole deck is built around, so the more good artifact creatures we're holding when he's out, the more punishing the choice gets. That said, we don't always "},{"attributes":{"color":"#ffffff","italic":true},"insert":"need"},{"attributes":{"color":"#ffffff"},"insert":" Eggman on the field to win. The deck can conceivably to win through regular damage as well as Commander damage. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"One thing that you may notice is that the deck doesn’t have many cards for punishing the opponent for choosing to discard. That’s intentional, even if it hurts the deck in the long run. I personally feel as though discarding is enough of a punishment, and cards like Tinybones, Waste Not, and Raider’s Wake don’t feel very Eggman-like to me. So for discard, we’re only using Geth’s Grimoire and Entropic Battlecruiser. That way, we still have some discard dissuasion while still keeping our deck artifact-focused."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"One of my favourite things about the deck is that there are multiple different modes that can drastically change how we approach each game. We're unlikely to use the same strategy twice in a row, which stops us from being too predictable. I'll detail each of the three modes in this section: "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"\t\t\t"},{"attributes":{"underline":true,"color":"#ffffff","bold":true},"insert":"Mode #1 - Badniks (Tokens)"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"This mode is all about overwhelming our opponents with lots of smaller creatures. We have a variety of tokens that we can made, Drones, Egg Pawns, Thopters, Robots, and even Cybermen in a pinch. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Having this wide assortment of creature tokens gives us a good defensive position, with Drones and Thopters being our defence against flying creatures. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"As mentioned briefly before, we can also use Weapons Manufacturing to have some useful non-creature tokens to sacrifice for some of our utility artifacts. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Pinnacle Emissary, Mechan Assembler, Stridehangar Automaton, and Egg Hammer are the bread and butter for this mode. We can potentially make a Drone, Robot, and multiple Thopters enter from just one artifact spell being cast."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"\t\t\t"},{"attributes":{"underline":true,"color":"#ffffff","bold":true},"insert":"Mode #2 - Hard-Boiled Heavies (Big creatures & vehicles)"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"This is the mode that utilises Eggman's ability the most, being able to cheat out our more expensive creatures and vehicles for free."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Combustable Gearhulk, Coalstoke Gearhulk, Noxious Gearhulk, and Oildeep Gearhulk are the most notable creatures for this mode, with some utility coming from other heavy-hitters like Cityscape Leveller for targeted removal, as well as Depthshaker Titan and Cyberdrive Awakener for buffing our other artifact creatures. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"In terms of vehicles, I've tried to pick ones that do interesting and unique things. We have potential game-enders like the aforementioned Reaver Titan, but we also have vehicles like Possession Engine to disable a troublesome creature from the opponents' side, Imposter Mech to copy our opponent's scariest creature, The Falcon for some reusable recursion, and The Fire Nation Drill which is a very handy tool for turning off our opponents' Indestructible and Hexproof'd creatures! "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"\t\t\t"},{"attributes":{"underline":true,"color":"#ffffff","bold":true},"insert":"Mode #3 - Metal Sonic (Super-Adaptoid)"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"This mode is more 'Voltron' in gameplan and centres around Super-Adaptoid; our stand-in for Metal Sonic. He's Eggman's ultimate masterpiece, and for that reason we want to make him as scary and powerful as possible, while being difficult to remove. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"In the Sonic games, Metal Sonic's most notable trait is his ability to copy a target's bio-data, copying their abilities. Super-Adaptoid fits this niche perfectly."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Every time he enters or attacks, he copies all keywords from another creature (ours or an opponent's) and keeps it permanently. This is already very useful, particularly if we can copy indestructible, deathtouch, and first/double strike, but we can take Metal's copy ability further..."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Pair him with Agatha's Soul Cauldron (potentially flavoured as 'Metal Sonic's Database' or something similar) and he's not just copying keywords anymore. Now he’s copying entire activated abilities off of any dead creatures in any graveyard at the table. Land a +1/+1 counter on him, and he's suddenly playing with someone else's toolkit. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Every time we exile a creature from a graveyard using Agatha's Soul Cauldron, we can put a +1/+1 on any creature and that creature gains all activated abilities of the exiled creature(s). For the sake of the theme we're going for, we're exclusively going to be putting +1/+1 counters on Metal. This way we preserve is uniqueness, and it makes him a real threat the more creatures we can stockpile with the Cauldron. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Once Metal's sitting happily on the battlefield, we can comfortably exile Scavenged Brawler from our graveyard and use its ability to put more +1/+1 counters on Metal, in addition to flying, vigilance, trample, and lifelink counters assuming he hasn't already copied those keywords. Now Metal is a serious problem for the opponent. It's worth noting that there are a handful of keywords that Metal doesn't get to copy (i.e. hexproof, infect, etc.) but we can at least get around the lack of hexproof with Cryptothrall being on the field. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Finally, we can potentially win the game by casting Super State on Metal. Though there's a bit of overlap with the keywords, this makes Metal a base 9/9 creature (totalling to 13/13 if we've used Scavenged Brawler's ability prior) that deals damage to each of our opponents as long as we hit one. In theory, with Metal having every available keyword, this makes him a game-ending threat to say the least. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Since Metal Sonic can copy the keywords from either side of the board, I've included creatures with lots of keywords just in case our opponent's creatures don't have anything useful. Luckily, our multiple Gearhulks have a variety of keywords between them, and this is why we have Celebr-8000 in the deck for us to potentially snag an indestructible or double strike counter if we're lucky on the d6 rolls. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Mana Base"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"With 31 lands plus Sol Ring, three Talismans, two Signets, and Decanter of Endless Water, we've got a pretty reliable amount of mana, Decanter of Endless Water is there to save us if we accidentally end up drawing too many cards. "},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Unwinding Clock lets us untap all our mana rocks and artifact lands during an opponent's turn, which puts us in a good spot to cast Access Denied or potentially flash in a creature if we have Shimmer Myr in play."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Why This Commander"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Eggman's ability lines up really well with his source material: relentless, always has a backup plan, and every opponent's hesitation just feeds the machine further. We have a variety of artifacts that do a bunch of unique things, so in many ways it feels as though we have a tool for any situation."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"The opponent’s board is protected with indestructible or hexproof? Use The Fire Nation Drill and cast Their Name is Death."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Our opponent’s Commander is incredibly big and threatening and about to win them the game? Cast Cyber Conversion, and now they’re a near-useless 2/2 Cyberman. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Our opponent tries to cast a spell to take out Eggman? Sacrifice Diversion Unit or Fugitive Droid to counter the spell, then use Interceptor Mechan, Golbez, Scrap Trawler, or The Falcon to get those useful creatures back in action ready to counter the next troublesome spell. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"Our opponent casts a big expensive board wipe like Blasphemous Act? Cast Access Denied to counter and now we suddenly have a bonus fourteen Thopter tokens!"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"We’re out of luck and about to lose next turn? Attack and have Dawnsire deal 100 damage to our own Barbed Servitor… redirecting the damage directly to our opponent! "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff"},"insert":"There are a lot of different fun things we can do with these artifacts, and I feel as though it captures Eggman’s ‘backup plans for his backup plans’ trait. After all, he is the Eggman and he’s got the master plan."},{"insert":"\n"}]}












































































