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Dr. Eggman
UBRLegendary Creature — Human Scientist

Dr. Eggman

Mana value5Rank#9,205
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The Commander

Flying

At the beginning of your end step, draw a card. Then each opponent faces a villainous choice — That player discards a card, or you may put a Construct, Robot, or Vehicle card from your hand onto the battlefield.

Guide

Gameplan

Dr. Eggman is a Grixis artifact-tribal value engine: each end step you draw a card, then a villainous choice forces opponents to either hemorrhage cards or let you cheat a Construct, Robot, or Vehicle straight onto the battlefield. Build a deck stuffed with big artifact creatures and Vehicles so the 'free permanent' side is always backbreaking, flood the board, and grind the table out with sheer card and mana advantage before swinging for lethal.

Strengths

  • Repeatable card draw every turn keeps your hand full and refuels in grind-heavy games.
  • The villainous choice is win-win: you either free-cast a threat or strip opponents' hands.
  • Flying gives evasive damage and lets Eggman pressure life totals or wear equipment.
  • Grixis colors offer the best removal, ramp, and recursion to support a controlling artifact strategy.

Weaknesses

  • At 5 mana and a fragile body, Eggman is easy to kill and only works while on the battlefield.
  • The engine is end-step only, so it does nothing the turn you cast him.
  • Heavy reliance on having big artifacts in hand — flooding on lands or small spells weakens the choice.
  • Three colors plus an artifact theme strain the mana base and invite color-screw.
  • Opponents often just discard a dead card, blunting the 'free permanent' upside.

Key Cards

  • Steel Hellkite — A flying Construct you can drop for free off the villainous choice that also sweeps tokens and permanents.
  • Wurmcoil Engine — A massive lifegain-and-deathtouch Construct that's a nightmare to give an opponent for free.
  • Smothering Tithe — Stacks extra resources with Eggman's draws and punishes the table for the cards he forces them to draw and use.
  • Parhelion II — A game-ending Vehicle you can cheat into play for free, then crew for an army of Angels.
  • Combat Celebrant — Pairs with evasive artifact creatures to enable lethal extra-combat alpha strikes.
  • Goblin Welder — Recurs and swaps artifacts you've put into play, turning every end step into a value loop.

Upgrade Path

Add fast mana and artifact ramp (Mana Crypt, Sol Ring, Mind Stone) so you can land Eggman early and cast the cards opponents 'choose' to let you keep in hand. Lean into the highest-impact free targets — Blightsteel Colossus, Combat Celebrant, and game-ending Vehicles — plus Goblin Welder and Daretti loops to recur them. Tighten the mana with on-color fixing and Urza/Karn-style artifact payoffs to convert your card advantage into a faster, more resilient kill.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Beat down with evasive flying artifact creatures and Eggman himself.
  • ▸Overwhelm the board with a critical mass of cheated-in Constructs and Vehicles.
  • ▸Cheat in a haymaker like Parhelion II or Blightsteel Colossus to close fast.
  • ▸Grind opponents out of cards via repeated draws and discard until they have no answers.

Archetypes

  • Artifact Tribal (Constructs/Robots/Vehicles) — Eggman directly rewards a hand full of these card types by letting you cheat them into play for free.
  • Control — Constant card draw plus Grixis removal lets you answer threats and out-resource the table.
  • Big Mana Ramp — Artifact ramp fuels casting expensive robots even when the villainous choice doesn't free them.
  • Reanimator — Black recursion brings back huge artifact creatures that synergize with Eggman's advantage engine.

Combos

No combos found for this commander on Commander Spellbook.

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