Deck & Commander Strategies

Dr. Eggman
Builds a treasure token engine through artifact ramp and cheap creatures, aiming to generate 30 treasures to win the game outright while controlling the board with constructs and vehicles.

Amy Rose
Focuses on Boros equipment synergies, equipping creatures for boosts and creating tokens to overwhelm opponents through aggressive combat and incremental card advantage.

Knuckles the Echidna
Leverages double strike, trample, and equipment to apply constant offensive pressure, aiming to deal significant damage quickly and maintain board dominance.

Shadow the Hedgehog
Utilizes haste creatures and spells to disrupt opponents; employs life manipulation and efficient tutoring to set up lethal threats and control tempo.
Gameplay Insights
- 1
Shadow's use of Vampiric Tutor with split second prevented responses and allowed a decisive card fetch, setting up a lethal threat.
- 2
Dr. Eggman's strategy of forcing opponents to discard or allow artifact deployment from hand created resource dilemmas that pressured the table.
- 3
Knuckles effectively leveraged equipment and double strike to maximize damage output early and maintain offensive momentum.
- 4
Amy Rose's token creation combined with equipment boosts provided sustained incremental advantage through combat phases.
- 5
Players carefully managed blockers and damage to avoid lethal swings, indicating high awareness of each commander’s potential damage output.
- 6
The treasure token count was a focal point for the game’s tension, with Dr. Eggman racing to reach the 30-treasure instant win condition while opponents tried to disrupt.
Notable Cards
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Vampiric Tutor
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Puresteel Paladin
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Arcane Signet
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Red Mage's Rapier
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Freejam Regent
Gameplay Summary
The game began with players developing their mana bases and setting up early board presence, with Dr. Eggman focusing on artifact ramp and treasure generation, Amy Rose utilizing Boros equipment synergies to boost attacks and create tokens, Knuckles leveraging his aggressive double strike and trample capabilities to apply pressure, and Shadow the Hedgehog capitalizing on haste creatures and life manipulation.
Early skirmishes involved tactical attacks and the use of removal and counters to maintain board control.
A key turning point was when Shadow used a Vampiric Tutor with split second to fetch a critical card, setting up a lethal threat that forced opponents to block or take heavy damage.
Meanwhile, Dr. Eggman continued to build treasure tokens as a win condition, threatening to end the game once 30 treasures were in play.
Knuckles maintained constant pressure with aggressive swings supported by equipment, while Amy Rose’s strategy revolved around equipping creatures for incremental advantage and token creation. Midgame saw intense combat phases where treasure token production and artifact synergy accelerated Dr. Eggman's plan.
Shadow's plays disrupted opponents’ strategies with efficient spells and timely blockers, while Knuckles and Amy Rose balanced offense and defense.
The interaction of equipment and haste creatures resulted in multiple combat phases with life swings that kept players on edge.
The game’s climax involved Dr. Eggman nearing the treasure threshold for an instant win, with the other players attempting to stall or dismantle his artifact engine.
Ultimately, the game highlighted the dynamic interplay of aggressive combat, artifact ramp, and tactical resource denial among the four Sonic-themed commanders.























